Doom 3 Weapon and Enemy Guide
Copyright 2004
Version 1.1
Written by White_Pointer
e-mail:
[email protected]
Contents of this Guide:
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1.0 Introduction
2.0 Legal Information
3.0 About the game
4.0 What’s in this guide?
5.0 Weapon Guide
6.0 Enemy Guide
7.0 Weapon/Enemy Strength Charts - Knowing what weapon to use
8.0 Acknowledgements and Credits
1.0 Introduction
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Doom 3 isn't one of those games that requires a walkthrough, all of the levels
are pretty linear and it's almost impossible to get lost. So what the next best
thing? A Weapon and Enemy FAQ!
2.0 Legal Information
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This guide is intended for personal use only. No profit can be made from this
guide under ANY circumstances, it is to be used for non-profit only. This guide
will ONLY be hosted on Gamefaqs, unless you have my written consent to publish
it on your own site and you MUST e-mail me to request my permission to use it.
Please explain in your e-mail what the theme of your site is, the approximate
amount of unique visitors you receive each month and what materials the site
covers. This guide may not be altered in any way, shape, or form.
3.0 About the game
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If you haven't heard of Doom 3 by now you've been living under a rock (and it
would make me wonder why you are reading this guide) but to give a bit of
background information on it, Doom 3 is the third iteration of the Doom series
of games, developed by id software (that's "id", as in "The Wizard of id", it
is NOT an acronym). Doom and Doom 2 were released over 10 years ago, and
finally, we now get Doom 3, complete with a revolutionary new graphics engine
and unmatched atmosphere. Doom 3 is essentially a re-telling of the story from
the original Doom - You are a marine stranded on Mars trying to fight through a
demon infested base.
4.0 What’s in this guide?
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This is not a walkthrough of the game. Rather, this is an in-depth FAQ about the
available weapons in the game, as well as the enemies you’ll encounter along the
way. The weapons have a description and a ‘how to use’ guide, and the enemies
have a description and a ‘how to kill’ guide ;) Basically, just some quick
strategies for defeating the enemies you’ll face. I have used the “official”
names of enemies where I can, but have used my own names for some enemies where
id haven’t provided them.
5.0 Weapons
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5.1 FISTS: (Default Key Map: 1)
Go bash some demons with your fists! Fight like a man! Or don't, and say you
did. You'll impress your friends.
Usefulness:
As expected your fists aren't very useful for much. Occasionally you can run
across a corpse that you might want to make sure is actually dead so it doesn't
get up and chase you as a zombie, and your fists can be useful for that.
Otherwise, forget it, I don't even think you can break glass with them.
5.2 FLASHLIGHT: (Default Key Map: F)
This is an essential part of your inventory and its main use is funnily enough,
to help you through the dark hallways of the Mars base. It also doubles as a
surprisingly powerful club for tight situations.
Usefulness:
Of course, you'll find it pretty difficult to get through the game without the
flashlight so you can see where you are going. As far as using it as a weapon
is concerned, Use the flashlight to break glass, or to whack corpses on the
ground to make sure they are dead. When push comes to shove it can also be used
as a semi effective weapon against some of the lesser enemies in the game.
5.3 PISTOL: (Default Key Map: 2)
The first firearm you receive, the pistol carries bullets which come in
12-round magazines. It fires quite quickly and doesn't lose much accuracy
when firing at distant targets. It's not overly powerful, but it gets the job
done.
Usefulness:
Obviously you won't have a choice early in the game, you basically need to use
it on everything. Once you start picking up other weapons though, the pistol
is still great for taking down zombies and trites to conserve ammo from your
more powerful guns, and it's also good for blowing up barrels from a distance.
5.4 SHOTGUN: (Default Key Map: 3)
The classic shotgun uses shells as its ammunition and can carry 8 at once.
The shotgun is incredibly powerful at close range and can take down many
enemies with just one shot. However its effectiveness decreases the further
away the enemy is, its rate of fire is slow and its reload time even slower.
Usefulness:
The shotgun is incredibly useful, so much so that it will most likely be
your weapon of choice throughout the entire game, despite its slow rate of
fire and reload time. It packs a very powerful blast, and if you are
walking along a dark hallway and you aren't sure which gun to equip, the
shotgun is usually a good choice.
5.5 MACHINE GUN: (Default Key Map: 4)
You should acquire this gun fairly early in the game if you actually
explore properly, and it's a great alternative to the shotgun. The Machine
gun uses clips for its ammo, and can hold 60 in one magazine. Its rate of
fire is fast, and it's still very accurate even from a distance. It does
tend to eat ammo pretty quickly though.
Usefulness:
Useful up close, useful from a distance, the machine gun is a great
all-purpose weapon, and has a pretty quick reload time too. It makes short
work of the smaller enemies and is still useful on many of the larger ones as
well. Its rate of fire and accuracy should be all the incentive you need to
use it. Just watch your ammo consumption.
5.6 CHAINGUN: (Default Key Map: 5)
Effectively an upgraded machine gun, the chaingun's ammo is picked up in an
ammo belt and it fires a constant stream of armour-piercing nails at the
enemy in 60-round doses. Its rate of fire is roughly 2 1/2 times the rate of
fire of the machine gun, as a result it chews up ammo about 2 1/2 times faster.
It's accuracy also drops the further away you are.
Usefulness:
The chaingun is a great short to medium range weapon that can be used to mow
down a whole group of enemies in one go. Even the toughest enemies can't take
too much punishment from it before they drop. It uses up ammo VERY quickly
though, and it's not terribly effective from a distance. Save this gun for the
big dudes, or when you're surrounded in a room.
5.7 GRENADES: (Default Key Map: 6)
The ultimate explosive weapon, you can pick up 5 of these at once to carry a
maximum of 50. They pack a pretty big punch and you can throw them a pretty
good distance, so use them well. They bounce off walls and along the floor and
explode on impact. If they don't hit an enemy they'll explode themselves. You
can actually hold them in your hand and let them go when you want to time the
explosion. Make sure you listen to the sound they make and let it go before it
explodes in your hand.
Usefulness:
The smaller enemies won't be able to take more than one grenade to end their
measly existence. The bigger guys will need several of them, but you can throw
them pretty quickly so this shouldn't be a problem. Just twist, aim and throw.
Also great for disposing of an enemy you just KNOW is hiding around the corner.
5.8 PLASMA GUN: (Default Key Map: 7)
Fires a constant stream of plasma bolts at the enemy and naturally uses
plasma cells as its ammunition. It can fire a round of 50 bolts before needing
to reload. It's a very powerful weapon that is particularly good against the
bigger enemies, and makes VERY short work of the smaller ones.
Usefulness:
Like the chaingun, you should be saving this puppy for the big guys you'll be
meeting. It has a fast rate of fire but the plasma bolts are somewhat slower
moving than the ammo from other guns, meaning the more agile enemies have a
chance to dodge the blasts. Like the other rapid fire weapons this also tends
to use up ammo pretty fast, firing at a rate a little faster than the machine
gun.
5.9 ROCKET LAUNCHER: (Default Key Map: 8)
If you wanted big artillery, you got it. The rocket launcher is a huge weapon
that naturally enough requires rockets for its ammo, and you can shoot out 5
rockets before reloading. It's rate of fire is slow but it is incredibly
powerful and even the tougher enemies won't be able to take more than 3 or 4
direct hits. It's very much a distance weapon, don't try using it up close.
Usefulness:
Fire away at distant enemies that you want to blow to smithereens. Make sure
you take the slow firing rate and reload time into account though. Not really
effective in close quarters, you'll probably end up doing more damage to
yourself. Save this baby for the bigger guys and bosses, although it's always
fun to blow up the occasional Imp with it :)
5.10 BFG 9000: (Default Key Map: 9)
What's a Doom game without the BFG? This can be considered the super weapon of
the game. It basically fires out a huge ball of radioactive energy that damages
anything caught in its radius, and then explodes on impact doing huge damage
and basically killing anything bar the bosses. You can also charge it up and
shoot out an even more powerful blast, just don't charge too long or the gun
will explode - taking you along with it. Stock up on its ammo by collecting
cells, it can shoot 4 separate cells (without charging up) before requiring
a reload.
Usefulness:
There are several places in the game where you'll find a good use for the BFG,
notably when you have a really tough enemy you need to take care of really
quickly. You'd basically want to keep this as a distance weapon and yes, it's
another one you should save for the tougher enemies in the game considering
you won't find a hell of a lot of ammo for it. You'll need to charge it up
to take down the biggest demons.
5.11 CHAINSAW: (Default Key Map: 0)
The chainsaw is back! This baby makes short work of almost every enemy in the
game, the catch is it's a melee weapon so you'll need to get right up in the
demon's face to use it. It's worth it though because it's VERY effective in
slicing them to pieces. It doesn't require any ammo to use, just whip it out,
pull the rip-cord and get ready to slice and dice!
Usefulness:
Extremely useful if you can get close enough to the enemy to use it. Probably
not the best option against airborne attackers or those baddies that attack
you from a distance. Get up close and go crazy.
5.12 SOUL CUBE: (Default Key Map: Q)
You'll find this elusive weapon fairly late in the game, and it's probably the
single most powerful weapon in the game. It takes down any regular enemy with
just one blow, however its use is limited. Before using the soul cube, you
need to "charge" it up by destroying 5 enemies (ANY 5 enemies, with ANY
weapon). It'll tell you to "use us" when it's ready, and when you let it go
it'll kill the nearest enemy and replenish your health.
Usefulness:
Very useful, use it whenever you have the opportunity to. Sometimes you may
want to wait a while after it's charged to use it on a really big enemy, but
generally it's a good idea to use it straight away. You'll often find yourself
in the situation where it's your only source of health replenishment.
6.0 Enemies
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Now for the part everybody’s been waiting for, the enemies!
This is split into several parts, based on the types of enemies you’ll
encounter:
6.1 - Zombies
6.2 - Small Demons
6.3 – Large Demons
6.4 - Airborne Demons
6.5 – Bosses
Right then, here we go!
6.1 ZOMBIES
***********
6.1.1 ZOMBIE CITIZEN
These poor souls are the former citizens of the UAC Mars facility. Now they are
rotting corpses that want to take a bite out of you (and you'll sometimes see
them taking bites out of each other too). Deal with them with your pistol, a few
good shots to the head should be all they need. Once you have enough ammo, one
good close range shotgun blast should see the end of them as well. Not a big
threat really, but they have a habit of popping out of walls in enclosed areas.
Sometimes they carry various tools to club you with so be wary of those. You'll
know a zombie is around from the distinctive "Ugggghh" sound they make (if you
have ever played Resident Evil it sounds almost the same as that). You'll meet
zombie citizens regularly at the beginning, and they eventually get less and
less common until they stop showing up.
6.1.2 ZOMBIE MARINE
These zombies are the former marines that guarded the UAC base. Now they are
intent on doing the opposite. You'll often run across these guys in groups and
they do seem to have a bit of brain left because they tend to duck behind
objects for cover. They usually carry shotguns or machine guns, occasionally
you may run across the odd one with a pistol or a riot shield. The best way to
deal with them is the machine gun or pistol since you'll normally be engaging
them at a distance and you may need to duck for cover yourself. In the few
situations you'll meet them up close the shotgun makes short work of them.
The presence of a zombie marine is telegraphed by a noise that sounds like
a voice talking through a walkie-talkie. As with zombie citizens these guys
will show up less and less until you don't meet them anymore.
6.1.3 CHAINSAW ZOMBIE
These guys want to do one thing - slice you apart with their chainsaw. They
aren't terribly fast moving so you should be able to dispose of them without
too much trouble - just don't let yourself be cornered by one because the
chainsaw is just as effective on you as it is on demons. Shotgun or Machine
Gun is usually the best option, or you may want to take them on at their own
game and chainsaw them yourself. Chainsaw zombies don't really make any sounds
to alert you of their presence, they stand motionless, usually in the dark or
around a corner or inside a wall and wait for you to get close enough. You'll
hear them start up their chainsaw when they see you though. You'll run into
Chainsaw zombies in several areas of the game, but they aren't very common.
6.1.4 COMMANDO ZOMBIE
These former soldiers have been demon-ised by Doctor Betruger and are quite
a handful. They are stronger than other zombies and have a tentacle for one
arm that they use to attack you with. The first time you meet these guys
you'll probably be scared senseless, because they are VERY aggressive and
move A LOT faster than any other enemy up to that point in the game. They
run at you and leap into the air, launching their tentacle arm at you that
actually stretches so it can hit you even when you are not close to them.
Try not to let these guys get too close, pummel them with the machine gun
before they have a chance to leap at you. Also be aware that they aren't
afraid to jump down from higher ledges to get to you either. You'll know
a Commando Zombie is around by the heavy footsteps they make, and when they
spot you they usually yell "Die!" or "You will die!". Commando Zombies will
start showing up at the Monorail.
6.1.5 CHAINGUNNER ZOMBIE
Chaingunner Zombies are basically Commando Zombies, except they carry a
chaingun and can take more punishment before they die. Unlike Commando
Zombies, Chaingunner zombies will keep their distance and fire at you,
usually ducking behind some cover while they reload their gun. They are
surprisingly accurate with their shots, and can dish out a lot of damage
very quickly. I would advise you also find some cover yourself and poke
out periodically to fill them with machine gun ammo. Sometimes you'll hear
them walking around in much the same way as Commando zombies but more
often they'll just be standing there, waiting for you to come into their
line of sight. When they see you they'll yell "Die!" or "You will die!".
Chaingunner zombies will start showing up when Commando zombies do.
6.1.6 FLAMING ZOMBIE
You'll only run across these guys every now and then and they really
aren't anything to worry about. They will normally run at you from around
a corner, flaying their arms wildly to try and put out the fire that engulfs
their bodies. Drop them with a well placed shotgun blast.
6.1.7 HELL ZOMBIE
As their name implies, you'll only meet these zombies in Hell and only in
one particular section. They are skinny and slow moving, and one good shotgun
blast should be the end of them, but there are a lot of them to deal with in
the section you meet them so make sure you don't get yourself cornered.
6.2 SMALL DEMONS
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6.2.1 IMP
Your number 1 enemy in the game, Imps are back and are a lot meaner than
they were 10 years ago. Imps are humanoid demons that are dark in colour and
have heaps on eyes. From a distance, they'll form balls of plasma in their
hand and throw it at you, which actually travels in a parabolic arc, meaning
you can actually avoid them ducking and moving forward a little. Up close,
Imps will swipe at you constantly with their claws. They also have a nasty
little jumping attack they'll use from time to time, where they'll get down
on all fours close to the ground and leap at you. They especially like doing
this just after you've opened a door and scaring the crap out of you. They
have a tendency to show up just about anywhere - they can crawl along
ceilings, burst out of floor gratings, climb over barricades and jump out
of walls. They particularly like hiding in dark places. Taking them out
isn't too difficult. Watch for when they are charging up their fireball and
blast them with the shotgun. If the blast doesn't kill them, strafe to
avoid the fireball and blast again, they normally don't survive two shotgun
blasts. Watch out though, they can actually hold back their fireball if you
start moving too early and throw it at you right at the last second. When
you see them ducking down on all fours, strafe to the left or right to avoid
them as they leap at you and blast them as they get up. You know an Imp's
hiding somewhere when you hear a low, snake-like hiss. When an Imp sees you
they'll make a high pitched screaming roar. Imps show up throughout the
entire game, so always be on the lookout for them.
6.2.2 MAGGOT
These two-headed demons run along the ground really quickly on all fours
and swipe at you when they get close enough. They aren't terribly strong
and will go down with one shotgun blast, but they are incredibly fast and
have a nasty habit of running up on you from behind so you need to watch
your back. Sometimes they can also climb out of holes in the wall. You'll
know when one's around when you hear a short growl followed by the clicking
on their talons on the ground. Maggots will appear semi-regularly throughout
the first few areas of the game and sparingly after that.
6.2.3 PINKY
A giant half-demon robot, pinkies are essentially big demon dogs with
robotic hind quarters. They are very quick along the ground and can dish
out a lot of damage if you let them, but their bark is worse than their bite.
They don't take much punishment at all and will normally go down with 2-3
shotgun blasts. Your only real problem with these things is when they get
you trapped in a corner or against a wall because they really rip into you
very quickly. Just keep your distance and you'll be fine. Pinkies don't
really make any sounds, they tend to show up just after you open a door or
enter a hallway, where they'll let out an almighty roar before charging
towards you. Pinkies will show up every now and then (usually when you
least expect it) throughout Mars City and the Alpha Labs.
6.2.4 WRAITH
Wraiths are fast moving demons that are hunched over with sharp blades
on their forearms. They are essentially like Imps, without the fireballs
or the ability to jump at you. They do however have a teleport that they
use to get closer to you, and once they are close enough they'll attack
relentlessly and tear you apart if they have you trapped against a wall
or in the corner. They generally take more punishment than Imps as well,
but the shotgun is still the weapon of choice here. Wait for them to
teleport close to you and blast them as they materialise. A wraith makes
its presence known by a very aggressive sounding roar, then the
unmistakable sound of their teleporting. You'll start meeting wraiths at
the Enpro Plant and you'll meet them periodically after that, but they
get a lot more common in the Caverns.
6.2.5 TRITE
Trites are spider-like demons with upside down heads, and don't pose
a serious threat on their own. However, they almost always attack in
groups where they will crawl out of gaps in the walls or lower themselves
down from the ceiling on webbing. They attack by leaping at you, which
can be from just about any distance they feel like. Make sure you don't
get yourself cornered by a swarm of trites or you'll be making a trip to
the quick-load key. The best gun to take trites out with is the pistol,
two-well placed shots will be the end of them. If you want to
do things a little more quickly though the machine gun also works well,
but they do sometimes have a habit of leaping to one side to avoid your
shots. The shotgun isn't recommended unless they are right up in your
face. You'll know trites are around when you hear a growl that sort of
resembles a heavy breath, then you'll hear little clicks as they walk
along the ground. Trites start showing up fairly early and continue to
make a nuisance of themselves throughout the entire game.
6.2.6 TICK
Ticks are essentially like trites, but with less hitpoints and without
the ability to lower themselves down on webbing. Like trites they attack
by leaping at you, unlike trites they actually explode when they hit you
causing much more damage. As a general rule, deal with them the same way
you deal with trites, you can tell the difference between ticks and trites
because they are darker in colour and their heads aren't
upside down. You'll start meeting ticks once you get out of Hell.
6.2.7 CHERUB
Part human baby, part insect, these things have got to be the freakiest
demons in the game and probably the freakiest thing I've seen in any game
- period. They can't really fly, they more hop along the ground and use
their wings to jump further. They'll attack you by leaping towards you
and taking a swipe at you with their clawed hands. They can jump quite
a distance using their wings so you need to be wary of that, plus they
almost never attack you 1 on 1. Where you see one, there's bound
to be half a dozen more around the corner somewhere. They are agile
little things and will make an effort to try and avoid your fire too.
They'll go down with a close range shotgun blast, but you really don't
want to let them get that close to you, so you may want to try the
machine gun for a bit of distance action against them. The sound of a
Cherub is unmistakable - a baby crying/laughing coupled with the sound
of buzzing insect wings. You'll be freaked out the first time you hear
it, and you'll be even more freaked out the first time you see one.
Speaking of which, you can expect to start meeting Cherubs in the
Recycling Sectors.
6.3 LARGE DEMONS
****************
6.3.1 REVENANT
Revenants are indeed a demon to be feared. They basically look like a
skeleton with glowing green eyes and armour (although apparently they
aren't actually skeletons, they just have transparent skin). From a
distance they'll shoot guided missiles at you, meaning you usually can't
strafe to avoid them. They will shoot two at a time too, doubling the damage
inflicted. Up close, they can certainly punch you very hard. To make things
even more complicated, you'll often meet Revenants in areas where there are
exploding barrels around making their missiles deadly if you happen to be
standing next to one. The weapon of choice is probably the plasma gun here,
because not only does it make short work of the Revenant but you can also
use it to destroy the missiles it fires at you. You need to aim pretty well
though because the missiles spiral through the air, making them difficult
to hit. You know a Revenant's around by their distinctive, high-pitched
squawk. They'll start showing up at the Monorail.
6.3.2 MANCUBUS
Mancubi are huge, fat, slow moving behemoths with something that looks
like a thin trunk (or some kind of breathing apparatus, anyway) and what
look like walrus-type tusks and huge blasters for arms. The fact that
they are so slow makes them an easy target but that doesn't mean they are
easy to take down. They can take an incredible amount of damage, and they
attack you by firing their arm blasters at you that not only cause major
damage on impact but cause splash damage if they miss. You'll often meet
several of them appearing one after another too. When you're taking a Mancubus
on make sure you use any available cover to try and protect yourself from
its blaster shots, and unload your fully-loaded plasma gun or chaingun on them.
Rockets also work well. A Mancubus makes a very low, resonating, frog-like
croak that echoes off the walls so if you hear that sound, you know one isn't
far away. You'll meet three in the Recycling Sectors, then you won't see them
again until you get into Hell.
6.3.3 ARCH-VILE
Arch-Viles are basically spindly humanoid demons with big fiery hands,
and are probably the most dangerous enemy in the game, because they can
spawn in any other demon they like to do their dirty work for them. The first
times you meet them they'll be spawning in Imps, Maggots and Wraiths, but
later on they can spawn in Revenants, Cherubs, and Hellknights. They aren't
completely defenceless by themselves either - quite the opposite. From a
distance they have a fire attack that travels along the ground and up walls
that does MASSIVE damage, and up close they'll pummel you with their
flame-covered claws which are equally as painful. They can certainly take
a beating too, and more often than not you'll see them appear on a ledge you
can't get to, making aiming at them a little harder. These guys are what you
should be saving your BFG for, a charged up shot will see the end of them at
far range, at medium range, 2-3 grenades will get the job done, or up close,
the chainsaw is surprisingly effective. The Arch-Vile will always manage to
spawn out at least one enemy (and late in the game, they'll always manage to
spawn out two enemies), but it's completely open to attack when it's doing so,
so take the opportunity to blast it immediately before it manages to spawn out
any more. Deal with the Arch-Vile first, THEN worry about what it's managed to
spawn out - if you were quick enough it should only be one or two enemies. Arch
Viles don't make a sound before you see them, they'll teleport in whenever they
like and start making your life difficult. You'll start meeting Arch-Viles
in the Delta Labs.
6.3.4 HELLKNIGHT
The ultimate hell-spawn warrior, the Hellknight is a massive beast that should
have you running for cover. See the thing on the front of the Doom 3 box?
That's a Hellknight. They are essentially huge Imps, without the agility, so
they won't be climbing up walls and jumping at you - not that they need to.
They are capable however of jumping down off a higher ledge to get closer to
you. They are incredibly strong, and they throw out a blue fireball which does
a lot more damage than the Imp's orange one and also has a much bigger splash
radius. Up close they'll rip you to pieces when they swipe at you. Taking on
a Hellknight is no easy task but treat it the same way you'd treat an Imp,
just on a much larger scale. Strafe to avoid its fireballs (make sure you're
not backed against a wall though) and constantly fire at it with the best
weapon you have. The Plasma Gun works well, as do the chaingun and rocket
launcher, and you can always use the BFG as a last resort. Most of the time
Hellknights will burst out of walls or show up in some other way that scares
the crap out of you, so it's difficult to know when to expect one to show up.
If you listen carefully though you can hear their breathing, which sounds like
a huge lion with a throat infection, if you can create that sound in your head.
They also roar pretty damn loudly when they see you, and they are so big they
make the ground shake with each step they take. You'll meet two Hellknights
just before you are thrown into Hell, then they appear semi-regularly after
that.
6.4 AIRBORNE DEMONS
*******************
6.4.1 LOST SOUL
Lost Souls are hideous disembodied heads that fly through the air propelled
by flames. If you look closely (or if you look at screenshots) you'll see
they actually have artificial metallic, pin-sharp teeth. They aren't terribly
strong, but travel very quickly and tend to travel in large groups, trying
to surround you and attack from all sides (including above you). They'll
attack you by flying straight at you with their mouths open, and they actually
inflict some painful damage when they bite you. The weapon of choice here
would probably be the machine gun, it's fast, its accurate, and they'll only
take a couple of hits before you send them back to hell. The shotgun can be
used if you wait for them to fly at you from a distance (they fly in a straight
line when they are attacking) but you'll need to wait until the absolute last
second to blast them. You're better off not taking the risk and taking them
out with the machine gun before they get that close. You'll know Lost Souls
are around when you hear a spine tingling high pitched scream. Lost Souls
will start showing up at the Enpro plant.
6.4.2 CACODEMON
A Cacodemon is effectively a big floating mouth with a little skinny body
that you probably won't notice. They'll attack you by spitting a yellow flame
at you from a distance, and up close they'll try and take a bite out of you.
Cacodemons aren't too hard to get rid of since they move so slowly, but they
are pretty annoying considering you'll rarely meet just one at a time. The
best weapon to use here is the shotgun, 2-3 good blasts and that should be
the end of them. The machine gun is also useful against Cacodemons. Don't bother
with more powerful weapons, they aren't worth it (and the Plasma Gun doesn't
seem to have much effect on them). Cacodemons float around silently but when
they see you they'll emit a snapping growl noise. You'll meet them fairly
consistently throughout the game.
6.5 BOSSES
**********
6.5.1 VAGARY
The mother of all of the Trites, the Vagary is a huge spider with the body
and head of a human. Up close, she'll slash at you with razor sharp claws.
From a distance, she uses telekinesis to hurl these spiked ball things at
you that are scattered around. Her telekinetic attacks are almost impossible
to predict, so you need to be completely focused on the fight to see those
spiked balls being lifted off the ground and thrown at you so you know when
you dodge them (constantly circle strafing doesn't work I'm afraid, she can
throw them into your movement path). When you meet her as a boss at the end
of the Alpha Labs, you should have found the Chaingun so unload that on her
and keep it constant until she dies, doing your best to avoid the spiked balls
and making sure you don't get too close to give her a chance to slash at you.
You'll meet a couple more in the Caverns too, but they drop pretty quickly from
a BFG Blast or a few well placed rockets (and yes, even the soul cube works on
them if it's charged up). Just be a little cautious when you fight them in the
caverns, you'll fight two at once and there's a stack of trites tagging along
for the ride so you'll have your hands full.
6.5.2 THE GUARDIAN
The Guardian is an enormous red beast you'll come face to face with in Hell,
and he's called the Guardian as he guards the soul cube. The thing to note
about the Guardian is this...he is impervious to all of you attacks, so don't
bother shooting at him directly. He's also completely blind, and relies on the
little flying creatures called "seekers" (which look kinda like the Scrags
in Quake) to find his prey for him. The Guardian has two main attacks. Firstly,
it'll stomp on the ground and create a huge ring of fire that spreads across
the entire battlefield and hits you multiple times if you get caught in it.
His secondary attack is when you get caught in the seeker's searchlights.
He'll come charging towards you and attempt to ram you like a bull. Both
attacks should be avoided as best you can, but there are pickups around the
battlefield around the four stone blocks you can pick up for extra health
and ammo. Now, if you were paying attention, the soul cube actually tells
you the secret to beating him: Destroy the seekers. So, get rid of them. The
Chaingun is probably the best option here, the plasma gun's projectiles travel
too slowly and it gives the seekers ample time to avoid it. While you are
shooting the seekers though, don't for a second stand still, because once
you're caught in the seeker's light the Guardian comes charging at you. Remember
you have unlimited stamina in hell, so keep your finger on the sprint button
and constantly sprint away from the seekers, keeping an eye on them so you can
fire at them as you are doing so. Once the three seekers are dead, the Guardian
will stop and a blue orb will appear above his head. Shoot that orb with your
Chaingun, Plasma Gun or Rocket Launcher but do it quickly, it doesn't stay there
for long before he starts moving again and generates three more seekers. You'll
need to do this several times but eventually he'll kick the bucket and you can
grab the soul cube.
6.5.3 SARGE-TANK (aka Sabaoth)
This is what became of the Sarge once he was taken by the demons huh?
Automated and turned into a living tank. Well, as you might expect, this fight
is gonna be tough. First and foremost, the Sarge carries a BFG that he
constantly fires at you. That's right, it's a BFG, which means if you get
caught in the blast, it's instant death. It also radiates energy around the
blast which constantly drains your health if you are in its radius. Again,
if you did your homework and searched the base for those video disks about the
BFG, you'll already know that shooting at the projectile will cause it to
explode prematurely, so keep that in mind. In addition to his BFG, Sarge
travels around the platform, trying to mow you down and give you a good whack
with his cyber-arms while he's at it. There's health and ammo pickups around
the four pillars, but watch out for when Sarge passes one as he can cause it
to open up and emit jolts of electricity, which hurt a lot. You'll also need
to watch where you are going because there is boiling lava underneath the
platform that will kill you instantly if you happen to fall off the edge.
The best strategy is to pull out your plasma gun and let loose with a
constant stream of plasma, doing your best to avoid the BFG blasts, or shoot
at them should you so desire. Should you start running low on ammo switch
to the rocket launcher to finish the job. Don't use the rocket launcher from
the beginning of the fight though or it'll take you too long and you probably
won't stay alive long enough to kill him. About halfway through the fight,
three little sections of wall will open up to reveal hidden caches of ammo,
health and adrenaline, which you will no doubt need at that point. Whatever
you do though, don't turn your back on him, otherwise you'll have no idea
where the BFG blasts are coming from. Keep your eye on him and keep firing
and you'll eventually put him out of his misery, and grab his BFG while
you're at it. You'll meet the Sarge-Tank in the CPU complex.
6.5.4 CYBERDEMON
Yep, the last boss of the game is the infamous Cyberdemon! You'll know the
Cyberdemon when you see it...it's a massive, half-robotic monster with a rocket
launcher for an arm and huge ram-like horns on the side of its head. This thing
must stand about 8 storeys tall. Big old Cyberdude has two main attacks. From a
distance, he'll fire rockets at you that not only do big damage but knock you
backwards as well. As a secondary attack up close, he'll try and step on you,
and if you're caught under his foot, it's goodnight. When you see him you'll
no doubt crap your pants, but remember what the soul cube said when you picked
it up? "We are the key to defeating hell's mightiest warrior". Guess what? This
be him, grasshopper! You should be fully stocked up on ammo considering the
first room was full of the stuff, but you won't be using any of it on the
Cyberdemon itself. It's a given you'll need to charge up the soul cube and throw
it at him, and luckily for you there's plenty of Imps and Maggots crawling out
of the hellhole in the middle of the battlefield to charge it up with. Because
of the hellhole, the effects of Hell are the same here. Namely, you have
unlimited stamina, so keep your finger down on the sprint button. If you don't,
the Cyberdemon WILL catch you and make VERY short work of you. Run around the
outside of the hellhole with your plasma gun or chaingun, and kill the Imps and
Maggots that crawl out of it. I recommended the plasma gun or chaingun here
because you want to kill them as quickly as possible with the Cyberdemon
breathing down your neck. Once you've killed 5, the soul cube will be powered
up, so turn around and throw it at the massive monster bearing down on you.
There's 2 armour suits and a health pickup lying around the hellhole you can
pick up if you need them. Stay far enough away from the big guy though and you
shouldn't need them, the soul cube should replenish any health you happen to
lose. You'll need to repeat this process several times, then the Cyberdemon
will topple and you can sit back and watch the ending of the game. Hmmm...
setting it up for Doom 4 perhaps? You'll fight the Cyberdemon at the Primary
Excavation Site.
7.0 Weapon/Enemy Strength Charts - Knowing what weapon to use
--------------------------------------------------------------------------------
This section can be used for quick reference on what weapons are most effective
on what enemy. These stats are based on which weapon takes down the enemy
the fastest, plus conserve ammo from more powerful guns. So, don't expect me to
recommend a BFG to take out a zombie. This has been made in an effort to help
you decide what weapons you should have equipped as you make your way through
the Mars UAC base. For example, If you enter a room with your Pistol equipped
and you get slaughtered by a Hellknight, you can reload from your last save and
equip the most effective weapon to take down a Hellknight before entering the
room again. If you follow this chart you really should never find yourself
running out of ammo, as long as you explore enough to find the ammo pickups.
The weapons are listed in order of keymapping.
- When the shotgun is listed, it's going on the assumption that you are firing
it at pretty close range considering it loses its effectiveness over distance.
If you are firing it from a distance, you shouldn't be firing it!
- When the Chaingun is listed, it's going on the assumption you are firing from
pretty close range as well. It too also loses effectiveness over distance.
- When the Grenades and Rocket Launcher are listed, it's going on the
assumption that you are firing from a distance, at least far enough away to not
be harmed in the explosion.
- When the BFG is listed, you'll need to charge it up for a one-hit kill.
- The Soul Cube is obviously not included in this chart because it kills
anything in one hit, except in the case of the Cyberdemon.
7.1 Zombies
***********
Zombie Citizen - Pistol, Shotgun, Chainsaw
Zombie Marine - Pistol, Machine Gun
Chainsaw Zombie - Shotgun, Machine Gun, Chainsaw
Commando Zombie - Machine Gun, Chaingun
Chaingunner Zombie - Machine Gun, Chaingun, Grenades
Flaming Zombie - Shotgun
Hell Zombie - Shotgun, Chainsaw
7.2 Small Demons
****************
Imp - Shotgun, Machine Gun, Grenades
Maggot - Pistol, Shotgun
Pinky - Machine Gun, Chaingun
Wraith - Shotgun
Trite - Pistol, Machine Gun
Tick - Pistol
Cherub - Shotgun, Machine Gun
7.3 Large Demons
****************
Revenant - Grenades, Plasma Gun, Rocket Launcher
Mancubus - Chaingun, Plasma Gun, Rocket Launcher, BFG
Arch-Vile - Grenades, Chaingun, Rocket Launcher, BFG, Chainsaw
Hellknight - Chaingun, Plasma Gun, BFG
7.4 Airborne Demons
*******************
Lost Soul - Pistol, Machine Gun
Cacodemon - Shotgun, Machine Gun
7.5 Bosses
**********
Vagary (first time) - Machine Gun, Chaingun
Vagary (second time) - Machine Gun, Chaingun, Plasma Gun, Rocket Launcher, BFG
The Guardian (seekers) - Chaingun
The Guardian (Blue Orb) - Chaingun, Plasma Gun, Rocket Launcher
Sarge-Tank - Plasma Gun, Rocket Launcher
Cyberdemon - (Imps and Maggots to charge up the Soul Cube) - Shotgun, Plasma Gun
Cyberdemon - Soul Cube
8.0 Acknowledgements and Credits
--------------------------------------------------------------------------------
id, for making the game.
id, for the information on their website and in the instruction manual.
Myself, for writing this guide :)
If you have any questions, comments or suggestions about this FAQ, feel free to
e-mail me.
Copyright 2004 by White_Pointer