The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the Gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small set-back, but everything is under control.
A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally, silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you with only a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station.
As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now.
No | Title | Levels |
---|---|---|
1 | Knee-Deep in the Dead | 9 |
2 | The Shores of Hell | 9 |
3 | Inferno | 9 |
4 | Thy Flesh Consumed | 9 |
But that's all behind you now. You've quit the military, and are heading home. Your drop pod lands with a crunch. You open 'er up, and look out. Damn! The city ahead is on fire. What the devil is going on? You stagger forward, clutching at your sidearm. Packs of refugees are fleeing the flaming metropolis. A band of them shriek in terror. You squint. What's that? Someone is attacking the refugees. You rush up and blast away, killing the troublemaker. It looks like a human, but something's wrong. His mouth is filled with half-chewed flesh, and he's all messed up, like a zombie from a bad horror movie. Hell, not again!
You can feel it. It's all starting again, just like on Mars. First, people are taken over, turned into cannibal Things. Then the real horror starts, the deformed monstrosities from Outside. But now it's on Earth.
It turns out that the invaders are all over. Monsters range from Tokyo to Timbuktu, from Stockholm to Scranton. Billions are dead. Some people have been transformed into flesh-eating mutants, but a few, a very few, are still alive and fully human. The wise men of humanity have evolved a plan to save what's left of the human race. They have built enormous ships to carry the remaining people into space, safely away from the ruined world.
Unfortunately, Earth's only ground spaceport has just been taken over by the demons. They've instituted a sort of force field flame barrier over the port; no ships can land or take off. You gotta go back into action. The pathetic remnants of Earth's soldiers are making an assault on the invaders at the spaceport. If you win, you might be able to turn off the barrier, so that the ships can leave, and Homo sapiens may not go extinct just yet. If you lose, that's it. Humanity is history.
You and your comrades make their attack. Soon, brave men drop like flies. You lose track of your friends, though sometimes you can hear them scream when they die, and the sounds of combat echo from deep within the starbase.
Something hisses with rage from the steel tunnels ahead. They know you're here. They have no pity, no mercy, take no quarter, and crave none. They're the perfect enemy, in a way. No one's left but you. You... and Them.
No | Title | Levels |
---|---|---|
1 | Hell on Earth | 32 |
2 | No Rest for the Living | 9 |
The UAC's base was set up on one of the moons of Jupiter, hoping that the increased distance would enhance Earth's safety if something went wrong. Marines were stationed at the base, ready for anything.
As suddenly as it had begun, the invasion ended. The last flaming skull screamed through, was hit by twenty simultaneous shotgun blasts, and the chamber was silent once more, except for the dripping of blood. Hell had failed.
The research went on, more boldly, and less cautiously. All the marines received the Silver Star from a grateful government, and the UAC made an enormous contribution to the Veteran's Fund. The defensive positions were strengthened, and the marines watched closely for another attempt, all their attention drawn inward towards the Gates. They were looking in the wrong direction.
The ship could not have come from Earth. It was huge, kilometers long, and was built of bone, steel, flesh, corruption, and death. It was a bio-mechano-magical construct from the depths of Hell and It had come through space for its vengeance. Enormous doors, large as football fields, irised open and hideous demons poured out, plunging to the ground and blanketing the entire base with their throbbing, pulsing bodies. They were everywhere at once. The marines' defenses, set up to prevent an attack from the direction of the Gate, were worthless. The monsters poured through the sewers, the air vents, the hallways, everywhere, rampaging, corrupting, and feasting.
Once more, the surviving humans were left as zombified brain-dead monstrosities. Existing only to kill and kill and kill.
Hot-footing it back to the base, you saw it all and realized what had happened in a flash. The demon ship still floated above the infested base. Your boys -- the men you'd trained to fight and kill and die as no fighting man had ever been trained before -- were dead. You were not there when it happened, to die with them.
Unlike the ancient Samurai, who chose to die with their men, you cocked your pistol. You were going to kill for your men. And if you died trying, well, you were going to die anyway, some day. Death at the fangs of demons might be the very worst way to die, but if they did manage to get you, Hell would know it had been in a fight.
Though the invasion had been stopped, and the remaining demons were gradually being exterminated by mopping-up squads, it was clear that the powers of Hell remained strong. While the Spider Mastermind and Baphomet seemed to no longer threaten, who knew what else lay Outside? Waiting. Watching. Preparing.
The new UAC began working on quantum Accelerator devices, intended to close interdimensional gates at a distance and so prevent future incursions forever. The project began innocently enough. Naturally the scientists, in order to learn how to close Gates, had to relearn Gate technology first. This ability was rapidly regained. Perhaps too rapidly.
The next day, a ring of seven Gates opened, throughout the base, and a monstrous legion rampaged through. The Quantum Accelerator began putting out the Gates at once, and within an hour, six were closed. But the hellish army was now too strong, too numerous. The marines fought like mad dogs, but were finally pulled down by the enemies' claws. The scientists, marines, and bureaucrats were all slain or transformed into undead mankillers.
You were on leave at the beach, only a few minutes from the complex, when you got the word. You suited up, grabbed a pistol, and raced your pickup truck to the complex. When you arrived, flashes of light, howls, and chanting could be heard from the interior. Corpses were scattered everywhere. Obviously the Gatekeeper was doing something inside -- something that would soon reach some kind of awful climax.
You know that within an hour or two, an entire division of marines will arrive to assault the base with full artillery and air support. You also know that they will be too late. Far too late. The airplanes will be plucked from the sky by floating terrors, the cannons melted by diabolic rockets and fireballs, the soldiers blasted to shreds as they charge into the armored shell of the UAC buildings. In an hour or two, the monstrosities inside will have finished their awful task, and will be prepared, once more, to take on the world.
It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.
No | Title | Levels |
---|---|---|
1 | TNT: Evilution | 32 |
2 | The Plutonia Experiment | 32 |
No | Title | Monsters | Ammo | Special |
---|---|---|---|---|
1 | I'm too young to die. | less | double | Player takes half normal damage. |
2 | Hey, not too rough. | less | normal | |
3 | Hurt me plenty. | normal | normal | The default difficulty. |
4 | Ultra-Violence. | more | normal | |
5 | Nightmare! | more | double | Fast and respawning monsters. |
Ammo | The remaining ammo of the currently selected weapon. |
---|---|
Health | The player's health. This can range from zero to 200 percent. If it is reduced to zero percent the player dies. |
Arms | The weapons currently possessed by the player (except fists, chainsaw and combat shotgun). These correspond to the keys pressed to activate them. |
Face | This gives an immediate indicator of health and also reacts to events such as damage to the player. Specifically, if the player is hurt, the face turns and looks in the direction of the attack; a new weapon causes the face to grin briefly; and as health falls, the face becomes more beaten and bloodied. If the player picks up the invulnerability powerup, the face has glowing golden eyes while idle. |
Armor | The current amount of armor that protects the player. This can range from zero to 200 percent. |
Keys | Keys obtained by the player for the current level. |
Other ammo | The remaining and maximum ammo for all four ammunition types (bullets, shells, rockets and energy cells). |
A message is normally displayed in the following circumstances:
Using the arrow keys, the player can move while viewing the Automap. This is dangerous, since the enemy can't be seen while viewing the Automap. To scroll the Automap without moving, turn off Follow mode by pressing the F key. More Automap controls are described in the Controls section.
The lines in the Automap are color-coded. Red lines indicate solid walls. Yellow lines indicate changes in ceiling height (doors). Brown lines indicate changes in floor height. Light gray lines indicate areas which have not yet been visited (made visible by the computer map power-up).
Locked Doors: Some doors have security locks, and require the player to have a color-coded security card or skull key to open them. Other locked doors are operated by a switch on a nearby wall. Rather than the door, the switch needs to be operated.
Hidden Doors: Some doors are hidden. Many of these can be opened by finding a switch. In some cases it is just needed to walk up to the wall and press the Use key or rarely the Fire key. If it's a secret door, it will open. Some are operated by special tripwires or proximity detectors. The areas behind secret doors will often contain some much needed items, or perhaps something special. Often there are clues that reveal a secret door – a wall that's shifted down or a different color, a flashing light on a wall, a nearby torch, etc.
Barrels have 20 hit points and cause damage equal to 128-distance.
Damage is applied periodically, approximately every 0.9 seconds. There are 3 types of damaging floors:
A crusher does 10 damage every 4/35 of second, which is equivalent to 87.5 points of damage per second.
Secret areas are usually hidden to some extent. In many cases, there is some clue to indicate a secret area, such as an off-color wall that is actually a hidden door. By convention, most levels are designed so that it is not necessary to find any of the secret areas to reach the exit chamber. Traditionally, however, secret areas are quite helpful to the player, often containing advanced weapons and various power-ups.
A weapon is displayed onscreen as part of the body of the player character to simulate a first person perspective. It is the main aspect of the game action. Each weapon (except the Fists) appears in the form of an item that, when picked up, provides the player with an additional weapon with which to attack opponents, as well as a bit of ammo for the corresponding weapon. Weapons are either placed in levels by the designers or dropped by dying opponents (such as zombies). Once a weapon is picked up during a game any additional weapons of the same type will count only as ammunition.
Each weapon has advantages and disadvantages when used against a given enemy. Broadly speaking, however, the larger weapons do more damage but are harder to find and harder to keep stocked with ammunition. Two weak melee weapons, the Fists and the Chainsaw, require no ammo and are therefore always available.
Key | On ground | In hand | Weapon | Damage | SPS | P-S | Max Shots | Ammo used | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | N/A | Fists | 2-20 20-200 | 2 | N/A | ∞ | N/A | Iron-clad knuckles are a little better than nothing. It is a close-range weapon, and each punch is about as powerful as a Pistol shot. It becomes 10 times more powerful with the berserk power-up. | |
1 | Chainsaw | 2-20 | 9 | N/A | ∞ | N/A | Mutilates enemies close enough to contact. This is the other close-range weapon, and it's much better than the Fists. Really, the Chainsaw is just rapid-fire Fists. | ||
2 | Pistol | 5-15 | 2.5 | 50 | 200/400 | bullets | The Pistol is the least powerful long-range weapon. Its accuracy sucks, but it will still take out weak enemies with just a few shots. You have the pistol and 50 bullets as soon as you start the game. | ||
3 | Shotgun | 45-100 | 1 | 8 | 50/100 | shells | Can deliver a heavy punch at close range and a generous pelting from a distance. The first good weapon. The Shotgun is seven times as powerful as the Pistol, shooting seven pellets (one shell) with each shot. It works better at close range than long range. | ||
3 | Combat Shotgun | 150-225 | 0.6 | 4 | 25/50 | shells | Double-barreled, sawed-off killing stick. Twenty pellets (2 shells) per shot, but slower reload than the Shotgun. It will kill most enemies fast. It is one of the best weapons for taking out swarms of enemies close range. You can kill four Zombiemen in one shot! | ||
4 | Chaingun | 5-15 per bullet | 9 | 20 | 200/400 | bullets | Rapid-firing, multi-barrelled automatic weapon. It uses the same ammunition as the Pistol; a minimum of 2 bullets are fired. | ||
5 | Rocket Launcher | 20-160 0-128 blast | 1.7 | 2 | 50/100 | rockets | Rockets are missiles that fly in a straight line and explode like a barrel when they hit anything solid. The blast damage injures the player as well. | ||
6 | Plasma Rifle | 5-40 | 12 | 40 | 300/600 | cells | Futuristic weapon with a segmented barrel, which fires blue and white bursts of plasma. The best weapon in the game. It shares the player's stock of energy cells with the BFG9000 as a source of ammo. | ||
7 | BFG9000 | 100-800 40x 49-87 | 1 | 1 | 7/15 | cells | The BFG9000 is the ultimate weapon to be found in Doom. It combines 40 cells into one huge bullet that divides among all the enemies it can reach. It is perfect for taking out swarms of enemies. BFG stands for Big F*cking Gun. |
There are two basic types of ammo supply in Doom: small and large. Large ammo always grants five times the ammunition the equivalent small type provides, and is depicted as a box container.
Ammo Type | Small Pack | Size | Large Pack | Size | Weapons (starting ammo) | Maximum | ||
---|---|---|---|---|---|---|---|---|
Bullets | Clip | 10 | Box of bullets | 50 | Pistol (50), Chaingun (20) | 200/400 | ||
Shells | 4 shotgun shells | 4 | Box of shotgun shells | 20 | Shotgun (8), Combat Shotgun (8) | 50/100 | ||
Rockets | Rocket | 1 | Box of rockets | 5 | Rocket Launcher (2) | 50/100 | ||
Cells | Energy cell | 20 | Energy cell pack | 100 | Plasma Rifle (40), BFG9000 (40) | 300/600 |
The player's current health is shown on the status bar, both numerically, as a percentage of the character's full normal health, and graphically, by the condition of the character's face.
Armor helps protect the player from damage. The armor attribute is shown on the status bar, expressed as a percentage of the protective value of the green armor item. It starts at zero and may go as high as 200 percent. The armor percentage is reduced when the player absorbs damage due to enemy attacks or environmental hazards.
The standard green armor absorbs one third (1/3) of the damage from each hit, thus lessening the decrease in health. The blue armor and the mega sphere are more protective, and absorb one half (1/2) of the damage until fully depleted. Beneath 100 points, the blue armor and the mega sphere still absorb one half of damage, so it is therefore good practice to avoid green armors until the superior type has been depleted significantly beneath 100 percent. Picking up armor bonuses simply increments the armor value by one percent, and does not otherwise affect the protectiveness of armor most recently gained.
In cases where no armor has been picked up, acquiring armor bonuses will assume a protection of only one third. If a blue armor has been picked up and depletes to zero percent, the protectiveness of armor bonuses likewise reverts to one third.
Item | Image | Function | Artifact | Notes |
---|---|---|---|---|
Health Bonus | +1% health, up to 200% | yes | Health Bonuses provide a small boost to the player's health – even past the normal 100%! | |
Stimpack | +10% health, up to 100% | no | Stimpacks provide a quick injection of booster enzymes that make you feel like a new man – at least, to a degree. | |
Medikit | +25% health, up to 100% | no | Medikits include bandages, antitoxins, and other medical supplies to make you feel a lot healthier. | |
Soul Sphere | +100% health, up to 200% | yes | The player receives message: "Supercharge!". | |
Armor Bonus | +1% armor, up to 200% | yes | Armor Bonuses provide a little extra protection above and beyond the normal armor. | |
Green Armor | armor to 100% if it is less; absorbs 1/3 damage | no | Security armor is a lightweight kevlar vest that's perfect for riot control. | |
Blue Armor | armor to 200% if it is less; absorbs 1/2 damage | no | Combat armor is a heavy duty jacket composed of a titanium derivative useful for protection against real firepower. | |
Mega Sphere | health and armor to 200%; absorbs 1/2 damage | yes | What more could you want? |
Power-up | Image | Function | Duration | Artifact | Notes |
---|---|---|---|---|---|
Radiation Suit | Protection against damaging floors. | 60s | no | Provides protection against radioactivity, heat and other low-intensity forms of energy. While wearing one, the screen will have a greenish tint. | |
Berserk Pack | Health to 100% if it is less; fists damage x10. | level | yes | This super-adrenaline rush enormously boosts muscle power. Fills the screen with a gradually diminishing red haze. Switches active weapon to fists. | |
Backpack | Doubles ammo carrying capacity; provides 1 small pack of each ammo type. | episode | no | Provides 10 bullets, 4 shotgun shells, 1 rocket, and 20 energy cells. It is picked up even when the player cannot carry any more ammo of any type. | |
Computer Map | Update automap with the complete level map. | level | yes | Not all areas may appear, as the level can contain areas invisible to the Computer Map; this can include secrets or out-of-bounds areas, such as storages of enemies for teleporting. | |
Light Amplification Visors | Allows to see clearly in dark. | 120s | yes | Visors undo the various lighting effects that are an integral part of the game's atmosphere. | |
Blur Sphere | Partial invisibility. | 60s | yes | Makes it difficult for enemies to spot you. The enemy can still see you, but most of their attacks will be less than accurate. Unable to disrupt enemy melee attacks, revenant's homing missiles, or arch-vile's flame attack. | |
Invulnerability Sphere | Immunity to all damage. | 30s | yes | Screen changes to inverse monochrome. Eyes in the status bar glow yellow. |
Artifact | Not Artifact |
---|---|
Health Bonus Armor Bonus Soul Sphere Mega Sphere Blur Sphere Invulnerability Sphere Berserk Pack Computer Map Light Amplification Visors |
Stimpack Medikit Green Armor Blue Armor Radiation Suit* Backpack* Weapons Ammo Keys* |
Don't forget to colect all the artifacts to achieve 100% items!
When activated, a monster will advance on its target (the player or another monster) and attack, sensing the location of thing they are after even if it is out of sight, and advancing toward that location even if it is on the other side of the level. If a monster hits an obstruction during its hunt for its target, it will attempt to walk around it. Monsters that have been alerted remain active indefinitely, even after respawning or being resurrected by an Arch-Vile. In general, monsters of different types can accidentally hurt each other and will often turn against each other in such cases, engaging in monster infighting. If a monster defeats an aggressor without ever seeing or hearing the player, it will return to a dormant state.
Monsters can use some types of teleporters, although they do so only accidentally, as their artificial intelligence is very limited. Monsters can similarly activate elevators and open certain doors, although some monsters may not fit through doors and openings that are just large enough for the player. Monsters can be hurt and killed by crushing ceilings or exploding barrels, but are unaffected by all forms of damaging floors.
Enemy Species | Attack Animation | HP | Speed | PCh | Weapon | Damage | PSpd | SPS | Notes |
---|---|---|---|---|---|---|---|---|---|
Zombieman | 20 | 70 | 79% | pistol | 3-15 | ∞ | 1 | The Zombieman is armed with a pistol that fires bullets that are slightly less damaging than the player's bullets. When it attacks, it aims its pistol at the player for about 3/10 of a second and fires a single bullet. Its pistol has a wide dispersal (standard deviation around 9°, to a maximum of ±22°), and will most likely miss at medium to long ranges. After firing, it resumes walking to its target. When killed, drops an ammo clip with 5 bullets. | |
Shotgun Guy | 30 | 93 | 68% | shotgun | 9-45 | ∞ | 0.5 | The Shotgun Guy is armed with a shotgun (obviously), which is less powerful than the player's shotgun. When it attacks, it aims its shotgun at the player for about 3/10 of a second and fires a single round. The shot has the same dispersal as Zombieman's bullet (standard deviation around 9°, to a maximum of ±22°); but due to shotgun's dispersal attribute, hits are occasionally scored even at very long range. After firing, it moves again. When killed, drops a shotgun with 4 shells. | |
Heavy Weapon Dude | 70 | 93 | 68% | chaingun | 3-15 | ∞ | 8 | The Heavy Weapon Dude attacks by firing its chaingun, which does slightly less damage per bullet than the player's chaingun and has a rate of fire that is also slightly lower. However, once it begins to fire, it continues firing while standing still until its target either dies or leaves its line of sight, or the monster is stunned (causing it to move immediately afterward) or destroyed. When killed, drops a chaingun with 10 bullets. | |
Imp | 60 | 93 | 79% | fireball,claws | 3-24 | 350 | 1 | The Imp attacks by hurling a single bright red fireball, which inflicts projectile damage when it strikes another living object. At melee range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the Imp will proceed to shoot a fireball instead. | |
Demon | 150 | 175 | 71% | bite | 4-40 | N/A | 1 | The Demon does not have a ranged attack, so it is no threat at long range. However, is has a huge speed advantage over many of the lower-ranked enemies. It can outrun any monster except charging Lost Soul, Cyberdemon, Revenant, and Arch-Vile. Due to its speed, the Demon closes distances very quickly, often running toward the player in a zig-zag pattern, making it harder to hit, and helping to corner the player. | |
Spectre | 150 | 175 | 71% | bite | 4-40 | N/A | 1 | The Spectre is partially invisible, ethereal being which, except for its fuzzy, blurred appearance, is exactly the same as Demon in behavior and attributes. | |
Lost Soul | 100 | 47 | 100% | itself | 3-24 | 700 | 0.5 | The Lost Soul floats about at a leisurely pace until it decides to attack, at which point it launches itself towards its target at high speed with a hissing breath sound, often the first audible warning of their presence. Unlike all other monsters, the Lost Soul is completely silent when alerted, giving it an element of stealth. If its attack misses, it will continue careening through the air until it strikes a wall or other object. Lost Souls don't leave a corpse when killed. | |
Cacodemon | 400 | 93 | 50% | lightning ball,bite | 5-40/10-60 | 350 | 1 | The Cacodemon attacks by spitting a ball of lightning, or by biting with its gaping maw. The Cacodemon often seems to distance itself from the player when under attack, though the cause of this is that it is being pushed back by successful hits from its enemies. Biting attacks are a rare occurrence due to this behavior, but can be seen in close quarters with low ceilings. | |
Hell Knight | 500 | 93 | 50% | greenball,claws | 8-64/10-80 | 525 | 1 | Possessing 500 hit points, the Hell Knight presents a significant challenge to the player, although less than that of a boss monster. Hell Knights have both melee and distance attacks, scratching at close range and throwing green fireballs from a distance. Their attacks are identical to and just as lethal as those of Baron of Hell. | |
Baron of Hell | 1000 | 93 | 50% | greenball,claws | 8-64/10-80 | 525 | 1 | With 1000 hit points, the Baron of Hell is most resilient of all creatures in DOOM save for Cyberdemon and Spiderdemon. Otherwise identical to Hell Knight. | |
Arachnotron | 500 | 140 | 50% | plasma gun | 5-40 | 875 | 3.9 | Once the Arachnotron locks on to an enemy, it will continue to fire plasma bursts until the target moves out of its field of view, the monster flinches in pain, or it is destroyed. Similar behavior can be observed with the Spiderdemon, Nazi SS, and Heavy Weapon Dude. | |
Pain Elemental | 400 | 93 | 50% | Lost Souls | N/A | N/A | 0.5 | Instead of shooting a standard projectile, Pain Elemental periodically spews Lost Souls at its opponents from a mouth that flares up with a reddish glow each time one of the minions is delivered. As it does not attack directly, it will never be targeted by other monsters. The Pain Elemental is vulnerable to misdirected attacks from its own children, and will retaliate against them. | |
Revenant | 300 | 175 | 40% | missiles,fist | 10-80/6-60 | 350 | 1 | The Revenant fires two varieties of missiles, unguided and homing. The homing missiles can be distinguished by a gray smoke trail. During melee combat it can also strike a blow with one of their large fists, complete with an exaggerated punching sound effect. Revenants have a unique characteristic unlike any other monster that has a melee attack: when the distance to its target is less than 196 units, the Revenant abandons its missile attack completely and attempts to close to melee range; if attacked and hurt however, it will still immediately counter-attack with a single missile. | |
Mancubus | 600 | 70 | 31% | 2x fireball | 8-64 | 700 | 2 | The Mancubus is a dangerous opponent, but has a number of exploitable weaknesses. It is slow and makes a large target, so is easy to kill with rapid-fire weapons. Furthermore, because it will pause briefly before attacking, the attacking can be prevented using slower weapons to stun. When a Mancubus does attack, it is helpful to attempt to keep one's distance. With the first two attacks from the Mancubus, one fireball will go straight toward the player while the other will fly off diagonally to the player's right, then to the player's left; in the third volley, one will go left and one right. This pattern can be figured out and used to avoid Mancubus attacks. Once a Mancubus has begun to attack its target, it continues to fire (if it remains unhurt while firing) until all three bursts have been discharged, even if the target has moved out of its sight. | |
Arch-Vile | 700 | 262 | 3% | fire | 20+0-70 | ∞ | 0.5 | The Arch-Vile's attack will always hit as long as there is a line of sight between the Arch-Vile and the player by the moment when the explosion happens, and can be avoided by staying out of its line of sight at that moment. The blast occurs near the end of the spell. Moving out of its sight does not cause the Arch-Vile to stop its attack; it always goes through the full sequence unless it flinches after being hit by a third party. The Arch-Vile has the power to resurrect other, lower-level monsters that they come across. They can resurrect all monsters that leave corpses except Cyberdemons, Spiderdemons, and other Arch-Viles. | |
Spiderdemon | 3000 | 140 | 13% | super chaingun | 9-45 | ∞ | 8 | The huge super chaingun on the Spiderdemon's chassis fires three bullets with every shot, much like the Shotgun Guy's shotgun, but at a rapid rate of about 8 shots per second. When the Spiderdemon begins firing, it will not stop until its target moves out of view or dies, or if it is stunned (where it will walk a bit immediately after the pain state) or killed. Similar behavior can be observed in Heavy Weapon Dude and Arachnotron. Spiderdemons, like Cyberdemons, are immune to all blast damage, taking only direct hit damage from hits. | |
Cyberdemon | 4000 | 187 | 5% | rocket launcher | 20-160+0-128 | 700 | 3 | The Cyberdemon does not receive splash damage from explosions, making it fairly difficult to kill. It attacks by firing barrages of three rockets. Its rockets are the same as the player's rockets. | |
Nazi SS | 50 | 93 | 68% | chain gun | 3-15 | ∞ | 3 | The Nazi SS attacks by firing two bullets at a time, which are slightly less powerful than the player's bullet; like the Heavy Weapon Dude, he fires repeatedly as long as his target is in sight. When killed, the Nazi drops a clip with five bullets. He only makes an appearance in secret levels of DOOM II, which are re-creations of levels from Wolfenstein 3D. | |
Player | 100 | 292/583 | 100% | varies | varies | varies | varies | The Player spawns with 100% health, pistol, and 50 bullets. The fists may also be used as a weapon. Our hero. |
Monsters of any species are immune to their own kind's projectile attack (but not immediate attacks), unless a barrel is hit and damages another of their kind. The immunity also means that those individuals from the same species cannot actually inflict damage no matter how many times they attack each other except by destroying additional barrels or if they get close enough to each other to use a non-projectile attack, like claws or a bite.
Monsters that have inaccurate, repeating, or blast-damage attacks (Zombieman, Shotgun Guy, Heavy Weapon Dude, Nazi SS, Mancubus, Arachnotron, Spiderdemon and Cyberdemon) are particularly likely to cause infighting. Any monster that fires projectiles (the previous plus Imp, Cacodemon, Revenant, Hell Knight, and Baron of Hell) can be maneuvered into doing this. Lost Soul, being projectile itself, can damage other monsters found on its attacking path, likewise causing these to retaliate.
During an ongoing infight, the player can attack and damage the infighting monsters. The infighting monsters could continue with the infighting and ignore the player's attacks, or they can switch target to the player. Obviously, the player can also be naturally injured by missed attacks and blast damage or simply by walking into the monsters' line of fire.
Monsters that are melee attackers (Demon and Spectre) cannot initiate monster infighting by mistake, as melee attacks cannot be misdirected – damage is directly inflicted on the target if it is within range. Aiming is not involved and therefore hitting another target by mistake is impossible.
Monsters resurrected by Arch-Viles or spawned by the final boss immediately target the player, not their creator's target. In addition, Lost Souls damaged by other monsters forget their targets after a single counterattack (whether successful or not) and then turn back to the player, although the monster that the Lost Soul had damaged does not forget the flaming skull's offense.
Fire | LMB |
Use | RMBE |
Move forward | W |
Move backward | S |
Strafe left | A |
Strafe right | D |
Turn left | ← |
Turn right | → |
Quick turn | Q |
Jump | Space |
Crouch | Ctrl |
Crouch Toggle | C |
Run | Shift |
Run Toggle | CapsLock |
Strafe | Alt |
Say | T |
Next weapon | ↑] |
Previous weapon | ↓[ |
Fists / Chainsaw | 1 |
Pistol | 2 |
Shotgun / Combat Shotgun | 3 |
Chaingun | 4 |
Rocket Launcher | 5 |
Plasma Rifle | 6 |
BFG9000 | 7 |
Automap | Tab |
Pause | Pause |
Screenshot | F12 |
Increase Display Size | + |
Decrease Display Size | - |
Help | F1 |
Save | F2 |
Load | F3 |
Options | F4 |
Display | F5 |
Exit to Main Menu | F7 |
Toggle Messages | F8 |
Quit | F10 |
Adjust Gamma | F11 |
Quicksave | F6 |
Quickload | F9 |
Pan left | ← |
Pan right | → |
Pan up | ↑ |
Pan down | ↓ |
Zoom in | + |
Zoom out | - |
Toggle zoom | 0 |
Toggle follow | F |
Toggle rotate | R |
Toggle grid | G |
Toggle texture | T |
Toggle overlay | O |
Set mark | M |
Clear marks | C |