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A Quake 1 Bestiary.

bestiary ( P ) Pronunciation Key (bsch-r, bs-)


n. pl. bestiaries
A medieval collection of stories providing physical and allegorical descriptions of real
or imaginary animals along with an interpretation of the moral significance each animal
was thought to embody. A number of common misconceptions relating to natural history
were preserved in these popular accounts. A modern version of such a collection.

\Bes"ti*a*ry\, n. [LL. bestiarium, fr. L. bestiarius pert. to beasts, fr. bestia beast: cf. F.
bestiaire.]
A treatise on beasts; esp., one of the moralizing or allegorical beast tales written in the
Middle Ages.

A bestiary . . . in itself one of the numerous medi[ae]val renderings of the fantastic


mystical zo["o]logy. --Saintsbury.

n : a medieval book (usually illustrated) with allegorical and amusing descriptions of


real and fabled animals.

[Medieval Latin bstirium, from Latin bstia, beast.]

Myths & Legends - Some Background.

Quake 1, the computer game, written by Id software, springs from the same sources as
all the classic myths, legends, fantastical worlds and even religions of all human
civilizations, albeit on a smaller scale and scope.

It has long been recognized that these myths and legends are, in fact, externalizations of
fears, emotions and understandings that would otherwise lie buried *within our
consciousness/sub-consciousness*. By exploring these feelings and fear through fiction
and myth we can explore/understand them and come to face them, this is what classical
horror literature like Edgar-Allen Poe, HP Lovecraft and Stephen King does. It is also
what every mythology ever invented, from the ancient greek stories of Homer to
Tolkien's "lord of the rings" and "silmarillion" does. Quake 1 provides an interactive
playground to face these mythical enemies and to *psychologically* triumph over them.

[Poetrymagic]:Far from being primitive fictions about the natural world, some
supposed ancestor, or tribal practice myths are reflections of a profound reality. They
dramatically represent our deepest instinctive understandings. Unlike Freud's
psychiatric concepts, myths are collective and communal, and so bring a sense of
wholeness and togetherness to social life. Native peoples, and indeed whole
civilizations, have their own mythologies, but there appear to be common images,
themes and motives which Jung called "archetypes".

note: If a paragraph has a [source] (italicized) at its start then that text comes form the
source indicated, see the bottom of this page for a full list of references & links.
Otherwise, the writing is mine.

The Monsters.
Enforcer:
Keywords: AI. Borg-Like. Bad in Gangs.

Technical Details:
Weapon: Blaster
Health: 80
Gibs at: 116
Treasure: 5 cells
Close Attack: Laser Blaster.
Longer/Ranged Attack: Same as close.
Entity name: monster_enforcer

Upgraded version of a grunt, with a bio-mechanical element, they are also "artifically
modified".

[Quake 1 official id manual]: Grunt, Mark Two. Grunts who are surlier and beefier than
the rest get outfitted in combat armor and built-in blasters.

[Quake Stomping Grounds-Quake Monsters Guide]:Those wimpy grunts must have


found a stash of insta-steroids somewhere, as well as armor and a sizzling laser blaster.
Not wise to get caught in a room full of these guys without some serious ammo in your
backpack.

[Valanar]: An Enforcer doesn't really think, in any sense of the term. A superior orders
him to perform an action, he does it...He walks blithely towards an enemy position,
firing at anything that presents itself, making no attempt to retreat or take cover.
Advance and kill, or fall and deactivate. That is the closest the Enforcer comes to a
choice once he's wired in. All of it instinct. Deadly instinct, granted, but instinct.

Cross-references:
Artificial intelligence:
(1) artificial intelligence
n. Abbr. AI
The ability of a computer or other machine to perform those activities that are normally
thought to require intelligence.
The branch of computer science concerned with the development of machines having
this ability.
(2) (AI) The subfield of computer science concerned with the concepts and methods of
symbolic inference by computer and symbolic knowledge representation for use in
making inferences. AI can be seen as an attempt to model aspects of human thought on
computers. It is also sometimes defined as trying to solve by computer any problem that
a human can solve faster.

Notable Modifications & conversions:


Zerstorer: Superb upgrade to the basic enforcer, called a "Mega-Enforcer", has a cool
blue shield, takes more damage, other variations in other maps (sm36, pbrsp1) come
armed with a rocket launcher.
Operation Urth Majik (OUM): Uses the mega-enforcer from Zerstorer, their weapons
are particle cannons.
Soul of Evil: (from Soul of Evil readme) named as "Goblins": "Forest creatures
generally hostile to humans. The coming of the Bane and the disorder he brought
allowed them much more freedom. Where before they hid in isolated woods and robbed
or killed only those foolish enough to stray so far from the human establishments, the
Goblins now walk among the ruins of the cities they once feared. Goblins prefer ranged
combat and are equipped with bow-type weapons they either construct or steal. There
are two varieties of Goblin; the lesser (re-skinned grunt) and the larger (re-skinned
enforcer), the lesser being more common."
Nihilore[Kona]:Enforcers are modified so their laser shots spread out in a wider angle,
giving them a wider range of shooting, and making the laser bolts harder to avoid.
Lthsp2/3/4: "Supernailgun Enforcer" that The Lieutenant made for several of his levels.
LTH's mod of the Enforcer maybe the most exciting to date...why? Superior skin,
excellent AI, believable strafing and awesome new weapon implementation.
Abyss of Pandemonium: Lightning Enforcers, who are just like standard Enforcers,
except that they are armed with lightning guns.

Fiend:
Keywords: Speed. Fast. Vicious. Claws. Rip Flesh. Fear.

Technical Details:
Weapon: Arms, Leap
Health: 300
Gibs at: 381
Treasure: Nothing
Close Attack: rip flesh with arms/claws.
Longer/Ranged Attack: huge/fast Jumps.
Entity name: monster_demon1

The fastest monster in Quake. Its rumoured they can move faster than the player (human
being). They can jump huge distances, epsecially from a higher ledger/moving
downhill. Be cautious, and never get trapped in the corner with one. It will rip you apart
in seconds.

[Quake 1 official id manual]: In essence, organic buzzsaws, rife with pummeling


power!.

[Kell]: From the waist down, the fiends are based on 'ghasts', which are said to "leap
on long hind legs" and have "a pair of yellowish red eyes". They also have hooves that
clatter. id just stuck spiky bits on the front to make them more dangerous.

Cross-references:
Ghasts:
Repulsive beings that die in the lightand leap on long hind legsa pair of yellowish
red eyesGhasts have indeed an excellent sense of smellsomething about the size of
a small horse hopped out into the grey twilight, and Carter turned sick at the aspect of
that scabrous and unwholesome beast, whose face was so curiously human despite the
absence of a nose, a forehead, and other particularsthey spoke in coughing gutturals."
H. P. Lovecraft, "The Dream-Quest of Unknown Kadath."

[Call of Cthulhu D20 page]: Ghasts are a carnivorous, cannibalistic race of degenerate
humanoids that live deep in the caverns of the Earth's Dreamlands. They do,
occasionally, cross over into the Waking World.

Ghasts are about 8 feet tall, and hop around on long legs. The head of a ghast is
somewhat human, although it lacks many of the recognizable features of a human face.
They are perpetually stooped over, and their clawed hands hang to their knees. A ghast
will eat nearly any organic material it can fit in its mouth, including the bodies of their
own kind. It is possible to, more or less, tame a ghast, and many beings use them as
bodyguards, soldiers, or even mounts. Ghast speak their own language, which consists
of rough barking, coughing sounds.

Grunt:
Keywords: Cannon fodder. but nasty in groups.
Technical Details:
Weapon: Shotgun
Health: 30
Gibs at: 66
Treasure: 5 shells
Close Attack: Shotgun.
Longer/Ranged Attack: Same as close.
Entity name: monster_army

Not simply human soldiers. Oh no.

[Quake 1 official id manual]: Goons with probes inserted into their pleasure centers;
wired up so when they kill someone, they get paroxysms of ecstasy. In essence,
customized serial killers. Easy to kill, and they tote shotgun shells. It's like a little
Christmas each time you kill one!

Cross-references:
Paroxysms:
paroxysm ( P ) Pronunciation Key (prk-szm)
n.
A sudden outburst of emotion or action: a paroxysm of laughter.
A sudden attack, recurrence, or intensification of a disease.
A spasm or fit; a convulsion.

[Middle English paroxism, periodic attack of a disease, from Medieval Latin


paroxysmus, from Greek paroxusmos, from paroxnein, to stimulate, irritate : para-,
intensive pref.; see para-1 + oxnein, to goad, sharpen (from oxus, sharp. See ak- in
Indo-European Roots).]

Notable Modifications & conversions:


Nehahra: Grunts are radically faster in the Nehahra Conversion, they have improved AI
and strafe and jump much quicker, some of them also bear rocket launchers, this
immediatley elevates them to a much stronger enemy on the same level as a fiend or a
Vore.
kona's Maps: [Necrobrood, Nihilore, etc]: "four kinds of Human Grunts - all with
new skins" (Nihilore). In kona's maps the grunt is often upgraded to have the faster
Nail-Gun Type weapon, which is more difficult to avoid. In Nihilore the grunts have
Nail-Guns, and some have Grenade/Rocket-launchers.
Operation Urth Majik (OUM): The Blues: Mysterious and feared, these "elite" troops
are only ever seen in the thick of the fiercest battles. Toting nailguns (NailGunner),
minirocket launchers (Rocketeer), they are more than a match for almost any foe. Or so
you've been told.
Corporal Punishment 1 & 2:Two maps from 1997, by Gyro Gearloose. Both Grunts
(and Enforcers?) have had their AI radically upgraded, somewhat similar to Nehahra
grunts, they move and strafe much quicker, but they also shoot (armed with Nail-Guns)
more accurately and faster. See also Artificial Intelligence(in Enforcers).
Hell Knight
Alternative Names: Death Knight
Keywords: Mean. Medieval Commanders.

Technical Details:
Weapon: Sword, Fireballs
Health: 250
Gibs at: 290
Treasure: Nothing
Close Attack: Sword.
Longer/Ranged Attack: Angled Spread of small fireballs.
Entity name: monster_hell_knight

[Quake 1 official id manual]:This particular canned meat tends to open you up instead.

[Quake Stomping Grounds-Quake Monsters Guide]:You'll see a sword and think, heh I
can handle this dude - then he lays out this massive array of laser bursts that throws you
back to the wall. It's really great fun to get these dudes angry at other monsters.

Notable Modifications & conversions:


Nehahra: Have much stronger fireball attacks, also linked to faster and more powerful
"Barons" enemy in Nehahra.
Coven of Ebony/Soul of Evil: (from Soul of Evil readme) "the hell-knights who know
magic, and the hell-lords who command fire, magic and sword with equal power." In
both these packs, the "hell lords" have powerful fireball attacks, luckily these cant
follow and home in on you like the Vore's bomb. However if one hits you with no
armour on, you will probably die immediately, well-implemented and very nasty, the
strongest hell-knight (red stripes on his armour) also takes a lot more damage [150% of
the original] before he dies.
mexx9:Penumbra of Domination: [Kell] Hellknight: a modified HK appeared in
mexx9, utilising some of the unused animations for the vanilla HK, including the
'whirling sword' which I think was used in one of the other map paks, and the 'hold
pommel against chest' ranged-attack animation. I don't know to what extent the AI was
modified.
Knight:
Keywords: Nimble. Quick.

Technical Details:
Weapon: Sword
Health: 75
Gibs at: 116
Treasure: Nothing
Close Attack: Sword.
Longer/Ranged Attack: [none]
Entity name: monster_knight

Be careful these are quicker than they look, and if they get close enough they will do
serious damage (especially 2/3 at once).

[Quake FAQ, Lord Zero]:Quite fast, and have an interesting feature that you will learn
to hate in the game. When they attack, the life meter will drop in a very impressive way
and the screen will turn red. Most of the time it's light red, but when three of them hit
you at the same time, it goes scary and dark red and you will probably jump off your
chair. They are very easy to take down since they have to run toward you to hit you. Kill
'em with whatever you have (Interesting Axe-fighting action).

Ogre:
Keywords: Chainsaw. Dirty. Smelly. Vicious. InHuman.

Technical Details:
Weapon: Chainsaw and Grenade Launcher
Health: 200
Gibs at: 281
Treasure: 2 rockets
Close Attack: a vicious, slicing, chainsaw.
Longer/Ranged Attack: Grenades.
Entity name: monster_ogre or monster_ogre_marksman

A wonderfully imaginative and tough enemy from the twisted minds at ID software.
Who else would thinking of arming an Ogre with a chainsaw *and* a grenade launcher?
In many ways the most fun monster to fight in the whole of Quake 1, in my opinion.

[mythical monsters]:ogre - Culture of Origin: European Folklore.


Description: Ogres are a man-eating monster or giant.

[Quake 1 official id manual]:What's worse than a cannibal monster eight feet tall? One
with a chainsaw. And a sackful of grenades.

[khoras]:Ogres are a genetic offshoot of the original human race. A typical ogre appears
as very large, muscular human with thick arms and legs. They are typically 7 to 9 feet
tall and weigh between 300 and 500 pounds...Ogres are usually dirty and smelly. They
often wear garments until they rot off their bodies, covering them up with newer layers
of clothing. Ogres favor large, heavy weapons that inflict maximum damage. Ogres are
violent, brutal and direct...But when it comes to making war, they are all business.
Ogres believe in conformity and military strength. Strength comes from organization,
teamwork, courage and practice.

Kell: Ogres: the actual look of the Q1 ogre is largely based, IMHO, on Leather face
from 'The Texas Chainsaw Massacre'...the butchers apron...the gappy, bloody teeth...the
chainsaw. This interpretation is backed up by the description of them being 'cannibal
monsters' which is exactly what Leather face is.

Notable Modifications & conversions:


kona's Maps: [Necrobrood, Nihilore, "alk" series, etc]: Ogres are modified to carry
rocket laucnhers, also "Nail Ogres", which were in Ultramarine, Grizly Manifest. These
guys are really hard enemies, due to their very fast nail attack, when you have been on
the end of one of their long-range nail attacks, you remember what a powerful weapon
the nailgun can be. They can also move faster than regular ogres, which can make for
some nasty shocks.
Dissolution of Eternity [Mission Pack 2]:
The ogres now can have mutli-grenade attacks.
RotFish:
Keywords: Annoying. Irritating.

Technical Details:
Weapon: Teeth
Health: 25
Gibs at: n/a
Treasure: Nothing
Close Attack: Bite.
Longer/Ranged Attack: [none]
Entity name: monster_fish

[Quake 1 official id manual]:Disgusting little critters who dish it out, but can't take it.

[Quake Stomping Grounds-Quake Monsters Guide]:This one falls into the category of
annoying, like the grunts. Unfortunately they always seem to pop up right when you've
been holding your breath under water too long and you're headed for the surface.

Rottweiler:
Keywords: Lots of damage if get close enough in groups.

Technical Details:
Weapon: Teeth
Health: 25
Gibs at: 61
Treasure: Nothing
Close Attack: Bite.
Longer/Ranged Attack: [none]
Entity name: monster_dog

[Quake Stomping Grounds-Quake Monsters Guide]:This is definitely not man's best


friend! Have a blast putting these rabies crazed, steroid pumped monster dogs out of
their misery.

Scrag:
Keywords: Attack from above. Ambush in groups.

Technical Details:
Weapon: Slime Spit
Health: 80
Gibs at: 121
Treasure: Nothing
Close Attack: spit slime at you in green beams.
Longer/Ranged Attack: same as close.
Entity name: monster_wizard

Watch the skies; good Q1SP players allways look up first when entering a
room/cave/area, for these monsters.

"The nethermost caverns', wrote the mad Arab, 'are not for the fathoming of eyes that
can see; for their marvels are strange and terrific. Cursed the ground where dead
thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely
did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the
town at night whose wizards are all ashes. For it is of old rumour that the soul of the
devil-bought hastes not from his charnel clay, but fats and instructs the very worm that
gnaws; til out of corruption horrid life springs, and the dull scavengers of earth wax
crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where
earth's pores ought to suffice, and things have learnt to walk that ought to crawl."
-H. P. Lovecraft, 'The Festival'

[Kell]: This passage is why the scrags are called monster_wizard in the original Quake
code.

Notable Modifications & conversions:


Soul of Evil: (from Soul of Evil readme): named as "Drakes". Aerial beasts whose
origin is unknown, Drakes have inhabited the forests as long as anyone can remember.
Although not overly dangerous, they are generally quite crabby, and liable to make
nuisances of themselves if someone threatens their food supply or ventures into their
territory. Simple-minded, some of them have been brought into the Bane's fold for
scouting purposes. Some apparently know teleportation, but it is more likely that they
are being teleported by wizards into the desired area.

Shambler:
Keywords: Faceless. Scary. Lightning bolt. Huge. Intimidating.

Technical Details:
Weapon: Claws, Lightning Bolt
Health: 600
Gibs at: 661
Treasure: Nothing
Close Attack: Claws (very high damage).
Longer/Ranged Attack: undodgable lightning bolt (does have finite range though).
Entity name: monster_shambler

Undoubtley the most fearsome and powerful monster in the Quake 1 world. Brilliant
deisgn and texturing, highlighted by the huge gaping mouth.

"Shuffling towards him in the darkness was the gigantic, blasphemous form of a thing
not wholly ape and not wholly insect. Its hide hung loosely upon its frame, and its
rugose, dead-eyed rudiment of a head swayed drunkenly from side to side. Its forepaws
were extended, with talons spread wide, and its whole body was taut with murderous
malignity despite its utter lack of facial description"
-H. P. Lovecraft and Hazel Heald, 'The Horror In The Museum'

[Kell]: I'm not 100% sure on this, but I think the Dimensional Shamblers
( Dimensional, presumably because they can 'teleport' between worlds...ahem ) cropped
up in another extended mythos stroy in which they were revealed to be inhabiting an
area of the Himalayas and were consequently the origin of the Yeti myth. This could
explain the furry whiteness of the Quake Shamblers.

[Quake 1 official id manual]:Even other monsters fear him, so expect a clobbering. He


shrugs off explosions. Good luck.
[unofficial Quake FAQ, Toby Goldstone]: These are simply amazing. I thought this was
a boss when I first saw it. These guys can *really* hurt you, and, much to my dismay,
take lots of punishment too. When I first saw one of these I ran. Turn off the lights and
play on nightmare skill setting.

Notable Modifications & conversions:


Necros' maps (n3sp03, ne_sp06): "FireShambler" A new skin of red/white, and with a
new fireball attack as well.
"BlackShambler"; A re-skinned shambler with a cool greyish/black skin, that is easier to
kill as it takes less damge than a normal Shambler.

Spawn:
Alternative Names: TarBaby
Keywords: Very Fast. Explode on Impact. Very Nasty.

Technical Details:
Weapon: Themselves
Health: 80
Gibs at: n/a
Treasure: Nothing
Close Attack: when touch/ram you do damage.
Longer/Ranged Attack: when killed they explode.
Entity name: monster_tarbaby

Be.....very.....careful.

[Kell]: There are two obvious canditates for the inspiration for these: Flying Polyps,
and Shoggoths. Shoggoths are more likely; they are large, oily black and polymorphic.
'The Blob' is basically a Shoggoth with a movie contract. John Romero seems to like
them, too. It has also been suggested to me that the Formless Spawn of Tsathoggua is a
likely basis for this nasty creature, given the name and the accompnying illustration in
an early edition of the Call Of Cthulhu roleplaying game. However, investigation of the
model animations for the Spawn reveals a flying animation. Also, they're a lot smaller
than a Shoggoth, partly for gameplay practicality I guess.

[Quake 1 official id manual]:A merrily bouncing blob as dangerous to kill as to ignore.


Blech.

Notable Modifications & conversions:


Contract Revoked:(from the readme): Adhenoriths (albino spawn). In the extensive
subterranean cavern networks of Fodrian, many of the Lesser Servitor races have made
their homes. These particularly vulgar specimens are an evolutionary variation of the
Shoggoths, probably introduced by accident from some neighbouring world.
They seek the moist areas below the surface, often lying completely submerged beneath
the water. Dwelling in near total darkness they have lost all pigmentation from their
loathsome bodies but are covered instead by scabrous growths of the protein-feeding
enzymes native to the planet's underworld. These enzymes form a symbiotic
relationship with their host Adhenoriths, helping to digest their prey.Yuk. (reskinned
spawn in a good light brown color).

Vore:
Alternative Names: Shalrath
Keywords: Homing Missile Attack. Powerful.

Technical Details:
Weapon: Guided Floating Bombs
Health: 400
Gibs at: 491
Treasure: Nothing
Close Attack: [none].
Longer/Ranged Attack: Fast, Homing Bomb.
Entity name: monster_shalrath

Hideously imaginative and clever enemy, a perfect example of the beauty and
ruthlessness of Quake 1 monsters, and what makes them so much better than most other
FPS games' enemies.

[Kell]: Not based on an existing Lovecraftian creature AFAIK, but contains the basic
elements. Alien, partially humanoid and magically proficient. The triple legs are the
most obvious mythos signature; it's a common way to make an alien's biology appear
definitively non-terrestrial. Two or four (or any even number of) limbs is too close to
the physiology of real animals, so many creature designers opt for three. But Lovecraft
did it first.
Notable Modifications & conversions:
Nehahra: Vores have been give a new and horrifyingly powerful extra ability! They can
jump straight upwards (very quickly) covering huge vertical distances, and can indeed
hang upside down from cave, room ceilings, where they can lurk to catch the careless
player completely unaware. This new jumping ability combined with their traditional
homing bomb attack makes them a nightmarishly powerful enemy within any Nehahra
based map they are found.

Zombie:
Keywords: Undead. Relentless. Moaning. Gibs.

Technical Details:
Weapon: Pieces of themselves
Health: 80 (however, only grenade/rocket launcher will actually kill them).
Gibs at: n/a
Treasure: Nothing
Close Attack: throw their flesh at you.
Longer/Ranged Attack: same as close.
Entity name: monster_zombie

Zombie's have long been a mythical/horror creature, classically they are simply the dead
brought back to life. In quake 1, they are one of the best implemented of all the
monsters. They have superb sound effects including the "classic" gib noise when they
explode; it is possible a more organic, juicy sounding noise has never been produced
within any other computer game. Furthermore, in a brilliant twist, their "weapon" is
their (very own?) chunks of dead flesh, which they throw at the player with great
accuracy, accompanied by lots of dripping blood. The wonderful Zombie moaning noise
is one of the most recognisable of all of the Quake 1 sounds.

[mythical monsters]: Zombie. Culture of Origin: Haitian/West African Mythology,


Voodoo
Description:
A soulless corpse reanimated by a Voodoo priest, or bocor, through supernatural power.
The bocor causes the corpse to be possessed by an elemental spirit. A zombie is in a
trancelike state of animation, and does the bidding of the bocor. The term is apparently
derived from Nzambi, a West African deity.

[Quake 1 official id manual]:Thou canst not kill that which doth not live. But you can
blast it into chunky kibbles.

[Fiendish Field Guide]: Other Names: The Living Dead, the Walking Dead.
Subspecies: None known.

History/Lore: A zombie is a reanimated human corpse. They are among the lower forms
of the undead, and often appear in large numbers. No one is certain about the origins of
these pathetic and horrible things. There have been legends and tales told about this
undead monster for years. Some say that these creatures were the products of evil
sorcery long ago. Others argue that the zombie can trace its beginnings back to the stars
themselves, as the loathsome by-product of some form of space-virus. There are also
those that maintain the zombie was the outcome of some man-made experiment gone
awry, or the result of rampant radiation. One ominous proverb (quoted from an
unknown source) sums up the reason of their godless genesis quite simply:
"When there is no more room in Hell, the dead will walk the Earth".

Zombies are both intellectually and physically driven only by their all-consuming
hunger for fresh human flesh. They are near-mindless, possessing little reasoning power,
though many can perform "remembered behaviors" from their mortal existence... When
confronted individually, zombies appear rather weak, but the creature's true threat is
revealed when they are encountered in huge numbers - as relentless legions of tireless,
flesh-eating machines. Another deadly aspect of the zombie is their ability to rapidly
spread their undead scourge, increasing their numbers to vast measures.

[unofficial Quake FAQ, Toby Goldstone]:These are weird. They make a kind of
groaning, moaning sound. They also look like decomposing corpses (which is what they
are supposed to be, so that's ok). These guys are already dead, and have been re-
animated by Quake. Conventional weapons don't work on them, only the grenade and
rocket launchers do. Although conventional weapons don't actually kill these, they do
slow them down, and force them to fall over.... A grenade is a much better idea though.

Boss Monsters

Cthon: [left screenshot]

[Kell]: contrary to popular interpretation, the name Cthon is probably not directly from
Cthulhu, but from Brian Lumley's mythos 'Chthonians'. The word cthonic is in original
greek kthon or xthonos which literally means 'dweller under the earth'. The depiction in
Quake of an infernal-red monster is probably id's own stylisation (quite right too) but if
you look closely at Cthon's face, you'll notice he hasn't got one; just a maw of crimson
fangs opening vertically. The vertical mouth is taken from one of Lovecraft's creatures,
the Gug.

Cross-references:
Gug:
"It was a paw, fully two feet and a half across, and equipped with formidable talons.
After it came another paw, and after that a great black-furred arm to which both of the
paws were attached by short forearms. Then two pink eyes shone, and the head of the
awakened Gug sentry, large as a barrel, wabbled into view. The eyes jutted two inches
from each side, shaded by bony protuberances overgrown with coarse hairs. But the
head was chiefly terrible because of the mouth. That mouth had great yellow fangs and
ran from the top to the bottom of the head, opening vertically instead of horizontally.
But before that unfortunate Gug could emerge from the cave and rise to his full twenty
feet, the vindictive ghasts were upon him...The battle which then ensued was truly a
frightful one. From all sides the venomous ghasts rushed feverishly at the creeping Gug,
nipping and tearing with their muzzles, and mauling murderously with their hard
pointed hooves. All the time they coughed excitedly, screaming when the great vertical
mouth of the Gug would occasionally bite into one of their number..."
H. P. Lovecraft, "The Dream-Quest of Unknown Kadath."
(i wonder if this is where the idea of "monster in-fighting" in Quake came from?!)

Shub-Niggurath: [right screenshot]

[Kell]: this is the only overtly female entity in the mythos, but is never encountered in
Lovecraft's own stories. Another writer, Robert Bloch (who was Lovecraft's protege
when he was a teenager, and went on to write the novel that was cinematised as
'Psycho') added this himself: "Something black in the road, something that wasn't a tree.
Something big and black and ropy, just squatting there, waiting, with ropy arms
sqirming and reaching..."
- 'Notebook Found In A Deserted House'
It is this passage on which the Shub at the end of Quake we all know and...know...is
likely based. However, my personal interpretation ignores other writers, and is based
more on the following:
"Ia! Ia! Shub-Niggurath! The Black Goat Of The Woods with a Thousand Young!"
- H. P. Lovecraft, 'The Whisperer In Darkness'
And from Sandy Petersen: "It has been guessed that she is a perverse fertility deity" -
Call Of Cthulhu Roleplay
Based on this, and other insights into the mythos, we already know what Shub-
Niggurath looks like - The Alien Queen.

And finally...the "Death Messages".

player was blasted by an enforcer.


player was eviscerated by a fiend.
player was shot by a grunt.
player was slain by a Death Knight.
player was slashed by a knight.
player was destroyed by an ogre.
player was fed to the rot fish.
player was mauled by a rotweiler.
player was scragged by a scrag.
player was smashed by a shambler.
player was slimed by a spawn.
player was exploded by a vore.
player joined the zombies.

Other New Monsters: in Mission Packs & Major Mods/Conversions

NOTES : [1] For space and time reasons at the moment i am just going to list the names
of the monsters in the Mission Packs & other custom Conversions. This may change at
some point in the future and i will add descriptions for each monster, which of course
will significantly expand the section.
[2] This list does not include changes to any of the *original* monsters (from the
original quake game), for example the "Mega Enforcer" from Zerstorer. These are listed
under the relevant "Notable Modifications & conversions:" sections, above.
[3] This list currently only covers partial conversions, it does not cover *Total*
Conversions [e.g. Malice, Fantasy Quake etc]. The reason being these human
enemies/monsters are so different they are not really "quake" monsters at all, and they
don't interest me as much.

Scourge of Armagon [Mission Pack 1]:


Gremlin, Centroid.

Dissolution of Eternity [Mission Pack 2]:


Overlord, Wrath, Mummies, Guardians, Lava Demons, phantom swordsman, electric
eel.

other partial conversions [Alphabetical Order]

Abyss of Pandemonium
Juggernauts, Dark Knights, Grenlings, spider robots.

Coven of Ebony/Soul of Evil:


Ebon Footsoldier, Axeman, Apocalypse of Ebony, Ebon Sorcerer, Warlock of Ebony,
The Ebon Master.

Nehahra:
Marine, Field Enforcer, Ogre Mutant, Tsemoch, Jagger, Gaunt, ArchGaunt, Baron,
Vomitus, Wraith.

Operation Urth Majik:


Sentry Drone.

Zerstorer:
Star Ogre, Nemesant, The Destroyer [Final Boss Monster].

QUAKE I

http://underworld.planetquake.gamespy.com/quakemonsters.html

si me pides my opinion respecto a los enemigos del juego te digo que son 15

el primero es el mersenario :esta armado con un fucil sus disparos no daan mucho y
solo resisten 2 tiros de fucil bien dirigidos con un disparo de la escopeta de doble caon
de lejos (mal dirigido)y uno de serca (a quema ropa) lo explotaras siepre anda en grupos
de 2 o 3 y generalmente sale en los primeros dos niveles de cada mundo al contrario de
los soldados del doom no se matan entre ellos y son mas inteligentes (se ayudan) si
estan en un grupo consentrado como 5 o 6 y empiezas a correr en sirculos tal ves podras
hacer que se maten.

segundo los perros tienen la misma resistencia que los mersenarios y no los atacan su
unica arma son sus dientes por eso es muy rapido pero con un solo disparo de la
escopeta de doble caon lo explotaras(si te sale un perro da por seguro que hay soldados
serca)

tercero los orcos estos tipos son mas duros de matar usa la ametralladora o
preferiblemente la bazooca son resistente y lograran sobrevivir sin problemas muchos
tiros estan armados con una letal sierra y una lanzagranadas que ocupan solo a distancia
(pero no se como un revenant te combiene no acercarte)

tambien estan los caballeros templarios son rapidos y recistentes no tanto de dos tiros de
la escopeta de doble caon los mataras su unica arma es su espada y su estrategia de
ataque es siempre estar en grupos de a 3 estos salen en los primeros tres o dos niveles de
cada mundo

hay otro tipo de caballeros con una armadura mas gruesa son lo caballeros fuertes son
rapidos su espada es mas larga y su resistencia a recivir balas de la escopeta es
sorprendente si estas de lejos te arrojara estrllas ninja no de una sino de a 5 usa una
buena arma

otro enemigo son los zombies son lentos y torpes no te muerden ni te golpean pero se
arrancan las costillas para lansartelas no uses ni el fusil ni la escopeta ni ninguna
metralleta usa solo las granadas porque aunque la balas de escopeta los botaran al ratito
estaran de nuevo de pie

estan tambien las piraas solo apareen en lugares con agua no te daaran mucho y son
poco recistentes unsa el hacha no bale la pena gastar municiones con este

en el juego hay tres tipos de demonios uno de ellos es el demonio saltarin es rapido y no
tiene armas de fuego poero sus garras son muy poderosas ocupa la metralleta y no
saltara

otro es el demonio bolador ete hijo de perra es rapido y buela rodeandote mientras te tira
acido su ataque no te daara mucho pero en grupo son letales en grupos por su
recistencia usa la metralleta triple si estan en grupos de 4 o mas

y el ultimo demonio pero mas poderoso del juegos es el demonio oso es gigante fuete y
lo peor rapido(es listo siempre aparece solo) esepto en la ultima etapa del juego para
matar a este tipo no hay tecnicas solo tienes que tener practica desde lejos usara un rallo
laser con una punteria tipo que da miedo

estan tambien los caballeros con metraletas laser son lentos y siempres estan
acompaados con mersenarios salen en los primeros niveles del segundo tercero y
cuarto mundo su unica rama es un laser sus ataqques son lentos y se pueden esquivar

me equiboque son cuatro los demonios me acorde del mas fuerte de todos al araa mitad
hombre este es una araa mutada que lanza misiles teledirigidos (y si quelo son no
importa donde te esconds siempre te daran) son muy recistentes usa la bazooca o el rallo
laser

esta el caballero laser un tipo con un sable laser que es rapido pero poco recistente nada
del otro mundo

y estan los dos jefes finales

QUAKE II

http://planetquake.gamespy.com/View.php?view=GameInfo.Detail&id=22

Index QUAKE II

Barracuda Shark
Berserker
Brain
Enforcer
Flyer
Gladiator
Gunner
Icarus
Iron Maiden
Light Guard
Medic
Mutant
Parasite
Tank
Technician

Barracuda Shark

Description:
Barracuda Sharks are mechanical fish found in the waterways and pools of
Stroggos. All the "flying" creatures seem to have better navigation skills than their
legged cousins; The Barracudas could be considered fish flying in the sense in that
their navigation is three-dimensional and thus fairly good. They do not, however,
have very powerful weapons and are easily killed.

AI:
The Barracuda Shark's AI is rather uninteresting; it just tries to get into Melee
attack distance and bite you. The Barracuda Shark's melee attack causes 5 units of
damage on all skill-levels. It is immobilized for 3 timestamps (0.3 of a second)
when you hit it. Nothing much to it.

Recommended Weapons:
A nice assault shotgun or machine-gun does the trick. Resist the temptation to use
something more powerful. In shallow water, grenades may be useful if you are not
in deeper water since they'll just fall to the bottom of the pool.

Tactics:
Don't go swimming with Sharks if it can be avoided; take a few shots with the
Shotgun and get out of the water...they will try to follow you out, so turn and shoot
them from above. If the water is shallow, now is a good time to bust out some
hand-grenades and lob them in. If you have no choice but to fight the fish
underwater, use the machine-gun as it seems to slow their rather quick advance. If
you are low on ammo, watch for the floating, but dead, Shark.

On later levels, it is a good policy to drop a few grenades into non-translucent water
just to be on the safe side; I usually found myself with plenty of grenades and
"wasting" a few checking for Sharks was no problem. Also, before blinding diving in,
make sure you can spot a quick way out of the water if some Sharks do show up
uninvited.

Berserkers
Description:
These lumbering monstrosities are everywhere, and are equipped with a huge
swinging spike hammer on one of their arms that can do quite a bit of damage.
Berserkers run really quickly, but luckily only have a melee attack and can be easily
taken out. Watch out for the "surprise" Berserker from behind, which can cause a
bit of damage before you notice him.

AI:
There is a 15% chance that the Berserker will "fidget" (i.e. sharpen its spike-arm)
on each time-stamp. When the Berserker decides to attack, there is an equal
chance of using either the Spike or Club attack. The Spike causes between 15 and
20 units of damage (randomly) if it hits, while the Club only causes between 5 and
10.

When you hit the Berserker, it is rendered immobile for 0.3 seconds, with two
different pain animations. The Berserker has two different death animations besides
being gibbed; the first one is only triggered if 50 or more units of damage are
caused when it dies.

Recommended Weapons:
The Super Shotgun (or at least an "instant effect") weapon is the best for the
Berserker as it zig-zags randomly, causing projectile weapons to miss quite often.
Also, it approaches quickly, so explosive weapons like the rocket launcher are not
the best, as you cause splash damage to yourself more often than not. Don't waste
powerful weapons like the BFG or Rail Gun on this monster if you can avoid it.

Tactics:
The best tactic, if you know the level well enough and know no other monsters are
behind you, is to let the Berserker approach, blast it with the assault shotgun and
run backwards and repeat. Three shots should be enough if you let the monster get
close enough before shooting.

For more long-distance attacks (especially if there are a few Berserkers below you
in a "pit"), I recommend the rocket launcher or grenade-launcher, although the
threat of splash-damage makes these undesirable if the Berserker has a chance of
reaching you since it moves quite quickly.

Resist the temptation to shoot at Berserkers from far away, since their erratic
running pattern means you will likely miss. Also watch for Berserkers paired with
Gunners in later levels -- lure the Berserkers out of range of the Gunners and take
them out before the Gunners.
Brain

Description:
Definitely one of the stranger looking cyborgs you'll encounter, Brains are almost
entirely mechanical, and come equipped with an energy shield that protects them
from head-on attacks. When they get close enough, Brains will lash out with flaying
tentacles that can rip you apart. A Brain starts its existence with 300 health.

AI:
Each of the Brain's melee attacks does a random amount of damage between 15
and 20 on all skill levels. The tentacle attack does damage between 10 and 15.
Each attack has a 50% chance of occurring. Interesting to note is that when the
Brain's chest is open, its amour (power amour) is turned off.

Recommended Weapons:
Almost anything will do. Try to use something you don't often use and for which you
have plenty of ammo, especially if there aren't any other monsters around, as the
Brains move r-e-a-l-l-ly slowly.

Tactics:
Don't get near a Brain, as their tentacle attack does a ton of damage. Other than
that, hang in there and try not to waste too much ammo. If the area is open
enough, wear them down from a distance or avoid them entirely.

Enforcer

Description:
Enforcers are brutish cyborgs with machineguns attached to one of their arms.
They serve as Sergeants in Stroggos's armies, directing the activities of the weaker
Guards. These guys usually show up in groups of one or two in early levels, and
larger groups in some of the later missions. The "instant effect" gun attached to
their right arm is hard to dodge, but is possible; see below.

AI:
From the AI code, it appears the enforcers aim at where you were 0.2 seconds ago.
This means either stay behind cover, or always keep moving, preferably not back
and forth, as some of the shots will then hit. Enforcers stay ducked for one second,
and have a 1/16th chance of ducking if a shot is headed for them on all skill levels.
After cocking their gun arm, they appear to pause for a random amount of time,
from 0 to 1.5 seconds, before firing. Note that often hitting them at this point often
"resets" the AI so they must re-cock before firing again. Bullets fired by the
Enforcer's chain gun do 2 units of damage, or 1 one easy skill.

Recommended Weapons:
The assault shotgun is a good standby for these guys, but the machine gun works
wonders as well. Stay away from wasting more powerful weapons and ammo if
possible. Grenades, as with Guards, are good for clearing out a room-full.

Tactics:
Similar to Ogres from Quake, running up to the Enforcer so it tries to hit you with
its Melee attack and jumping back, shooting and repeating works well against single
Enforcers, as they spend all ther time swinging and no time cocking their arms,
which must occur before they can actually shoot you. Also, as mentioned in the AI
section, Enforecers shoot "behind" you by 0.2 seconds, so keep moving. Ducking in
and out of cover is a good tactic as well, if there are only one or two and they are
approximately in the same place.

If you are surrounded, concentrate on one and keep moving. I would recommend
the Machine Gun in such a situation, or even the Chain Gun if you are truly out-
numbered.

Flyer

Description:
These small, hovering machines s are the first flying creatures you encounter in the
single player game, and can prove to be quite a nuisance. They tend to like
ambushes from above. As with Icarus, Flyers navigate well and have a Melee as
well as projectile attack. Don't dismiss them after you have run down a twisting set
of hallways. Flyers start with only 50 health, so a few shots will kill them.

AI:
Flyers fire Blaster rounds directly at you and shoot in rapid volleys. The rounds only
cause one unit of damage, however. The Melee attack of the Flyer causes 5 units of
damage on all skill levels, which can add up quickly. There is an 80% chance that
the Flyer will try to slash you if it is in range.

Recommended Weapons:
If you are really close, the Assault Shotgun is good. The regular shotgun works well
on distance targets, as does the Rocket Launcher if the Flyers are close to a wall.
The Hyper Blaster and Chain Gun are bad choices, as there is usually more than
one Flyer and both weapons require a warm-up or cool-down between uses.

Tactics:
Try to concentrate on one Flyer at a time, zig-zagging back and forth (but not too
rapidly). If there are long hallways nearby, run down one and around a corner and
wait for the Flyers to follow you; after coming around the corner, they have to turn
before they can shoot, giving you time to take them out.

Gladiator

Description:
Gladiators are very dangerous foes. When a Gladiator is created, a human torso is
mounted atop a set of powerful mechanical legs, and a railgun is attached to one of
its shoulders. These monsters can be easy or really hard, depending on whether or
not others are around. Get a couple of them on your tail and you could be in for
some real trouble.

AI:
The "cleaver" arm (the Melee attack) causes between 20 and 24 units of damage
(random) on all skill levels. Very interesting to note is that there is a 32 unit zone
just outside Melee attack range where the Gladiator will not use its Rail Gun (and
also can't get you with the Cleaver).

When powering up the Rail Gun, the Gladiator saves your current position, which is
where it will fire when the gun is warmed up (which appears to take 9 timestamps,
or 0.9 seconds). When hit, the Gladiator is immobile for 0.3 seconds and if you hit
it hard enough, it'll fly through the air.

Recommended Weapons:
The assault shotgun is a good standby if you are running low on other ammo, but
fighting fire with fire is always nice, so use the Rail Gun if you have it. Explosive
weapons are all right from a distance but make sure you switch well before the
Gladiator gets close.
Tactics:
Keep moving. Back and forth is okay as long as you don't oscillate too fast, or you
may get hit anyway. If you have a long ledge or space to move back and forth a lot,
do so and fire rockets or slugs at the Gladiator. If the Gladiator is fairly close, find
cover and keep as far away as possible; duck in and out firing and retreat when the
Gladiator is still a little ways away. Also, try and find the "sweet spot" where the
Gladiator will not attack.

Gunner

Description:
Gunners, used effectively, are one of the most deadly monsters in the game. They
are large cyborg warriors with unmatched ferocity and hatred for you and all the
forces of Earth. They have two options when attacking: a powerful chaingun or a
super grenade launcher. Placed high on ledges, they are hard to take out and rain
grenades on you, as well as machine-gun fire. With practice, however, battling
Gunners is similar to fighting Ogres from Quake. Gunners start with 175 health.

AI:
The Gunner has a 5% chance of "fidgeting" (it looks at its machine-gun arm) every
timestamp. Some Gunners are instructed (by the level-designer) to stand their
ground, in which case they never move (besides ducking) which you can use to
great advantage. Gunners have three different pain-animations, selected based on
the Gunners' health. They are immobile for 0.3 seconds after being hit.

When a Gunner ducks, and if skill is harder than Hard, there is a 50% chance that
the Gunner will start launching grenades... There is a 1/16 chance of ducking every
time a projectile is heading at a Gunner. As with Enforcers, Gunners fire a little (0.2
seconds) "behind" you when using the machine-gun. Grenades, however, are fired
directly at you but luckily take time to arrive. Gunners do have a Melee attack, and
will always use it if you are in Melee range (real close) and there is an equal chance
of Grenades or Machine Gun fire otherwise. However, after firing the machine-gun,
there is a 50% chance that the Gunner will re-fire same if you are still visible.
Machine-gun bullets do 3 units of damage while grenades do 50.

Recommended Weapons:
Mostly, killing Gunners fast (i.e. before they fire grenades) is desirable; try the
chain gun, rocket launcher or better. Skilled players may prefer the assault shotgun
(see Tactics below).

Tactics:
As with Enforcers, keep moving after the chain-gun arm opens, since it is fired at
where you were 0.2 seconds ago. When grenades are incoming, bear in mind they
are fired right at you; use the same tactics from Quake's Ogres and dodge back and
forth after each grenade is fired, letting them harmlessly pass by you (if you're near
a wall, get away from it ;)

Using the chain gun, circle-strafe and keep firing until the Gunner is dead. If the rail
gun, rocket launcher or grenade launcher is more your style, find some cover; jump
out, take a shot and get back. Skilled players can likely just run around, given
enough space.

Using the assault shotgun, another Ogre trick can be used: run up to the Gunner,
forcing it to use its Melee attack, jump back and take a shot and repeat. Done
correctly, the Gunner will never even get to dust off its weapons.

Icarus

Description:
Icarus is, IMO, one of the hardest (or at least most annoying) monsters in Quake 2;
it navigates well and fires well with blaster rounds and takes a lot of damage. This
creature is basically a hovering assault unit, which can track you well through levels
and blast you with searing energy bolts. Icarus is a tough monster, starting with
240 health

AI:
Being a flying monster, the navigation appears to do better than the basically 2D
navigation of walking monsters. The blaster rounds are fired directly at you, but are
projectiles so you have time to dodge them. After attacking, there is a 60% chance
of Icarus immediately re-attacking. Blaster rounds cause, one unit of damage each,
but are fired in quick succession.

As usual, Icarus is inactive for 0.3 seconds after you hit it. After dying, Icarus falls
to the ground and explodes, but luckily doesn't cause damage like Tar Babies did in
Quake.

Recommended Weapons:
Up close, nothing beats the Assault Shotgun. The Rail Gun is good for far away
targets, as Icarus doesn't get a chance to dodge the projectiles. If the targets are
near a wall, you can try the Rocket Launcher, but I would stick to the Rail Gun. If
you don't have Rail Gun ammo, try the Chain Gun.

Tactics:
Groups of Icarus can sometimes be effectively eliminated with the Rocket Launcher,
but it is usually better to take them out one at a time. Find some cover and jump in
and out of it, or lure Icarus down a hallway and use the Chain Gun (or Assault
Shotgun) to take it out. I find it very hard to see Blaster rounds coming, so I found
it hard to dodge; you may not, but watch out for multiple Icarus' especially in later
levels.

Iron Maiden

Description:
These abominations are what happens to female human Marines when they are
captured. Wielding arm-mounted Rocket Launchers, they can quickly blow you to
pieces. Besides the Bosses, the Iron Maiden is one of the most powerful monsters
in Quake 2. Maidens have 175 health

AI:
The Iron Maiden's melee attack randomly does between 10 and 15 units of damage.
Rockets, if the Maiden decides to fire them, are fired straight at you, with no
prediction. If you are alive and visible immediately after a rocket attack, there is a
60% chance the Maiden will immediately fire again.

Recommended Weapons:
If there is lots of room to dodge and there are only one or two Maidens, using the
rocket launcher or grenade launcher is a good bet. Up close in tight hall, killing the
Maiden quickly is a must; use the Chain Gun or Hyperblaster. If you don't have one
of these, get out! The Rail Gun can also be useful.

Tactics:
The Iron Maidens sort of "gasp" right before firing, which gives you enough time to
get out of the way and give you an aural warning if you haven't noticed them yet.
Cover is a must when fighting the Maidens, unless you have a lot of room to run
around (remember, rockets have splash damage). First spot the Maidens, since they
are fairly hard to see, especially in the dark. If you keep them "busy" by running
out, taking a shot, and ducking back into cover, they won't move very much. Don't
leave them alone for too long, however, or you will have to re-spot them.

Using the RL from long range, take one shot at a time and duck back under cover;
concentrate on one of the Maidens if there are more than one. The Rail Gun is also
useful at long range.Up close, use the Chain or Hyperblaster and don't stop firing
until you are sure they're dead.

Light Guard
Description:
You see a fair number of Light Guards throughout the game, and they are the first
enemy you encounter. They are basically a quickly thrown together cyborg with one
of several weapons grafted onto its arm (Blaster, Shotgun, or Machine Gun). The
Light Guard is definitely the easiest enemy, but can offer a challenge if there are a
large number of them at once. It's also interesting to note that all three Guards all
share the same AI code, with slight modifications depending on which Guard it is.

AI:
If skill is above easy, Guards have a 50% chance of attacking you if you are "Mid-
Range" behind them. In other words, on medium and hard difficulty settings,
Guards will sometimes turn and attack you even if you are sort of far away. On
easy, all damage is divided by 2. Blaster shots deliver 5 units of damage, while
each shotgun or machine gun pellet does 2 points of damage, but Shotgun Guards
fire 12 shotgun pellets per round, in a random spread.

The easier the skill, the more likely Guards will duck shots. On easy, there is a 5%
chance a Guard will attempt to duck a shot if it is headed at him. On medium, the
chance is 4% and on hard it is 2%. A Guard stays ducked for 0.3 seconds after the
projectile passes him. After a Guard ducks, he is easy pickings :) Each death
animation has an equal probability of occurring.

Recommended Weapons:
The weapon of choice for the Light Guard is the Blaster; you don't want to waste
precious ammo from better weapons taking out these guys. The Light Guard will be
returning fire with Blaster bolts as well, which are easy to see and easy to dodge.
Against the Shotgun and Machine Gun Guards, something a little more powerful is
in order; I would suggest the Shotgun for long-range and the Assault Shotgun up
close; you can often kill Guards with one well-placed Assault Shotgun blast. The
Machine Gun is useful if there are more than two Guards. Also, don't be afraid to
use a Hand Grenade to take out a room-full.

Tactics:
The Guards shout "Clear!" when they've spotted you, and generally just charge
straight at you, stopping to fire. It's no use trying to dodge their fire before they
shoot; if you see them stop, wait for the bolt and then dodge it, strafing out of the
way. When battling the Shotgun and Machine Gun Guards, a little stealth is in order,
since their weapons are "instant effect" and can't really be dodged. However, once
machine-gun guards start shooting, they can't stop and continue firing at the same
place, unlike the Gunner. The best thing to do is to ready your Shotgun, pop out
from behind a wall or crate, take one shot and duck back behind the cover; this
won't give the Guards enough time to warm up for a shot and gives your shotgun
time to reload. Repeat as necessary, noting that the Guards do charge and can
come up rather quickly, perhaps trapping you behind your cover. If they are getting
close, retreat and find more cover.

Once the Guard is dead, make sure he's dead! In one of the death sequences,
Guards lean up on one elbow and take a final blind shot; either gib the body first or
get away from where the Guard's feet are pointing.

Medic

Description:
The Medic, like the Archmage from Doom, can resurrect fallen Stoggs. For this
reason alone, it is worth either gibbing every monster you kill or killing all the
Medics in a level right away. They can be very dangerous and you can quickly find
yourself surrounded by resurrected foes if one manages to get loose. The Medic
starts life with 300 health

AI:
Fortunately, Medics can only find a dead monster to resurrect if it's relatively
nearby. If a dead Strogg is within sight, the Medic will give up on attacking you and
start trying to revive it. Also, only one Strogg can have a Medic attending to it at
once. A dead Strogg can be revived by a Medic if the Medic is right next to it, with
some pitch considerations (the dead Strogg can't be too far above or below the
Medic) As with almost every other monster, the Medic is immobile for 0.3 of a
second after getting hit. The Medic fires Hyperblaster rounds directly at you, but the
projectile nature of the Hyperblaster give you time to dodge.

Recommended Weapons:
Something fairly powerful is in order. The assault shotgun make a good standby,
but the Hyperblaster or Chaingun are probably better in close quarters. Try the
grenade or rocket launcher from further distances.

Tactics:
Gib the Medic so it can't be resurrected by another Medic. Try to keep your
distance, as this make it easier to dodge the Hyperblaster fire. In close quarters
with the Hyperblaster or Chaingun, don't stop firing until the Medic explodes into a
bunch of gibs ;)

Mutant
Description:
Unlike most of the other enemies in the game, the Mutant is not a cyborg. Rather, it
is the perverted product of the highly polluted Stroggos environment. Radiation and
toxins have warped and mutated once docile creatures into raging beasts that will
attack on sight.

AI:
Nothing too fancy. The Mutant will immediately race towards you when it spots you
and try to rend you to pieces with its melee attacks. Mutants can also leap great
distances, and may thus get behind you for a few good hits.

Recommended Weapons:
Something heavy and quick to keep these things from getting close to you. The
railgun may work well, as will the Rocket Launcher, since Mutants can't dodge well.
Use whatever it takes to keep them at bay, since you're going to take some heavy
damage if they manage to get in close.

Tactics:
Sometimes Mutants can be avoided, and it's usually in your best interest to take
such an opportunity if it presents itself. Othwerwise, head for cover and small
hallways where the Mutant will have trouble following and take it down with heavy
artillery. Mutants have no ranged attack, so if you can spot one from a distance
you're in much better hands. Otherwise, listen for the galloping and breathing
sounds they make when nearby.

Parasite

Description:
These robotic dogs can be a huge pain. They're quick and can sneak up on you
from behind quite easily. The Parasite has some of the coolest idle animations;
check them out with NOCLIP on. It is also one of the hardest monsters to defeat in
the first few missions. Parasites begin with 175 health

AI:
The Parasite shoots out a tentacle which drains your health rather fast. It cannot
work from a distance, though, so keep away if you can. The tentacle does 5
damage when it first hits and 2 every tenth of a second after that.The tentacle will
not do any damage if there is not a direct line-of-sight between the Parasite and
you.

Recommended Weapons:
Since you want to kill the Parasite fast so it doesn't have a chance to drain your
health, choose something powerful like the Hyperblaster or Chaingun if you have
them. The machine gun is better than the assault shotgun, IMO, because it give the
Parasite less chance to attack you (it's constantly entering its "hurt" frames). Use
the assault and regular shotguns only as last-ditch weapons. The hand grenades
may be better suited, depending on the terrain.

Tactics:
Try to stay behind cover with the weaker weapons and jump out every few seconds.
Using the hand-grenades, don't show yourself at all. With the Hyperblaster or
Chaingun, just jump out, fire until the Parasite is dead and admire your handywork.

Tank and Tank Commander

Description:
You'll be seeing a lot of these slow but powerful robotic commanders. They're
covered in armor and have a variety of deadly weapons with which to blast you to
smithereens. They are big and scary, have powerful weapons, but can be relatively
easy do defeat due to their slow speed. Tanks start with 750 health, and -200
health is needed for a Gib. Tank Commanders have more health points, but
otherwise are identical to Tanks.

AI:
The Tank has pain frames, where it recoils from attacks (and is thus vulnerable)
which it enters at random intervals; if it's health is below 30, there is a 20% chance
of recoiling. If less than 10 health, it never recoils. On hard and nightmare (the
"secret" skill of 3) the Tank won't recoil if it is attacking. The recoils get faster and
faster (i.e. vulnerable less) the more it is damaged. When firing hyper-blaster
rounds, the Tank shoots directly at you (i.e. perfectly) but blaster rounds are
projectiles and can be dodged; wait for it to fire and then move out of the way.
Rockets are also fired directly at you, but are aimed at your head, so if you are
standing, ducking should allow the rocket to pass overhead. Note that more rockets
will be following, so only try ducking the last of a volley of rockets. When using the
machine gun, the Tank sweeps back and forth with it, aiming at your head on each
pass...this means the machine-gun attack can be effectively ducked even though it
is "instant effect"

The Tank will only attack with rockets if you are a fair distance away, and then only
33% of the time (the other two weapons each also have a 33% chance of being
selected). If you are really close, the blaster or machine gun are used randomly, the
blaster getting a 60%-40% preference if you are really close, 50%-50% at mid-
range. Machine-gun pellets do 2 units of damage, blaster bolts appear to do 30
units damage each, while rockets apparently cause 50 units a piece. Also, watch for
the Tank to "spike" (i.e. slam his blaster-arm into) the ground when he kills you;
very nice :)

Recommended Weapons:
Go with something big for the Tank; my preference in the Chain Gun, but the Rail
Gun or maybe BFG 10k are also good if you have them. The Hyperblaster is also
good, perhaps better than the Rail Gun. Grenades are definitely a go if you are low
on health.

Tactics:
Don't try and duck the Hyperblaster or Rocket attacks. Watch for the rocket-
launcher on his right shoulder to pivot into position...after this starts, he can't be
"recoiled" by damage for 5 seconds...now is a good time to find cover, as incoming
rockets are imminent. Note that it may be possible to duck the last rocket, since
the rockets are fired at your head. Against the Hyper-blaster attacks, strafing is the
best policy, since ducking will only avoid one of the bolts; the rest will hit you. The
Machine-gun attack can be avoided effectively by ducking: when you see the attack
start, duck and once it sweeps past, stand up and wait for the second pass to begin
and duck again. Don't stop shooting if you are using the Hyperblaster or Chaingun.

Also, from playing the Tank, it appears to have a really slow turn-rate (although I
couldn't find hard numbers in the code) so circle-strafing around it while firing is a
good tactic, as it can't even set up for a shot if you are behind it. Ducking in and
out of cover may be a bad idea, as if the rocket-attack has started, you could
potentially duck out of cover just it time for three rockets in the face ;)

Technician

Description:
Definitely the grossest opponent you'll meet, the Technician is basically a large
brain mass floating in a jar of fluid. Their main function is the repair and
maintenance of the Stroggos military compounds, but they can definitely go on the
offensive if they spot you.

AI:
Technicians hover in midair and can track you fairly well. They will attack with
blaster shots if you are ranged, or with a melee claw attack if you get too close.
Technicians don't dodge at all, so you can feel free to blast them from a distance

Recommended weapons:
The Super Shotgun works well at close range. Otherwise, I prefer to use the
Hyperblaster or Rocket Launcher to get Technicians out of the way quickly. Their
Blaster attacks can do quite a bit of damage if you're not careful.

Tactics:
Stay away if you can. Technicians don't move very quickly, so they're very easy to
outrun if you have a wide open space in which to dodge their Blaster attacks. If you
really need to take them out, you can wear them down with medium-damage
weapons from a distance rather than wasting more powerful ammo if you're low.

HEXEN 2

http://www.raven-games.com/hex2faq/

5. Enemy

I already discussed about AI so I'll concentrate on the actual foes you'll be encountering
throughout the game. There are lots of new stuff in Hexen II's enemies. Some are only
encountered in certain areas:

Scorpion - Annoying bastards.


Spider - More of the same.
Imp - Flying atrocities.
Knight Archer - Aims well and it can pose a threat to less experienced players.
Hydra - More of a nuisanse than a real danger.
Golem - Three kinds. Powerfull and fast for its size.
Fallen Angel - Dangerous, its attacks may miss more than usual but you'll
eventually die.
Medusa - Predictable.
Mummy - Relenteless which makes them hard to kill. When attacked by a pack
of them regroup and rethink your strategy.
Were-Jaguar - Two kinds. Hard to hit. A nother kind, the Snow Leopard is only
found in Portal of Preavus.
Gyagk - A once peaceful creatured turned evil by Praevus.
Pentacle - A real bugger. Attaches itself to walls and leaps when living creatures
come near. Only in Portal of Praevus.

Protecting Eidolon, the final boss, are the Four Horsemen of the Apocalypse at the end
of each hub. And this is Hexen II's big boss:
http://www.ravengames.com/heretic/bestiary.php

Heretic

D'Sparil's Minions: The Bestiary


passages marked with yellow taken from the original game manual

Gargoyle
Hit Points: 40
Attack: 5-12

Half-demon and half-bat, these wicked red beasts are the Order's guard dogs of
the sky.

Tips: Don't waste big weaponry on them, most of the time the Elvenwand will be
more than sufficient. If they attack in larger groups, you might consider to use the
Crossbow for an easier work.

Fire Gargoyle
Hit Points: 80
Attack: 5-12 melee / 1-8 for a fireball

As if flying demons weren't enough, Fire Gargoyles toss balls of fire down upon
their unsuspecting enemy.

Tips: Use the Crossbow or the Dragon Claw. Watch out if they attack in larger
groups, a lot of those weak fireballs can add up to some real damage.

Golem
Hit Points: 80
Attack: 2-16

These big bad walking rocks smack you hard and make you cry.

Also come in the form of ghosts. Monsters in a ghost form appear


transparent and are impervious to normal man-made weapons.

Tips: Take them out from afar if you've the chance. Use the Crossbow or some
HEXEN

http://hexen.ravengames.com/hexen_bestiary-01.php

Ettin

Hit Points: 175


Attack: 2-16

These horrid creatures are all that remains of the once proud Legionnaires.
Less than human, they retain just enough of their memory to hate what they have
become, and to hate you even more for what you still are. Fortunately for you, they are
not particularly skillful foes.

Tips: Hit it, jump back, hit it, jump back. With good footwork, you'll as good as never
be hurt by these slow critters.

Chaos Serpent

Hit Points: 250


Attack: 5-40

D'Sparil once had a Chaos Serpent for a mount. On


this world the Serpents run loose, uncontrolled by any higher intelligence. One breed of
Chaos Serpent will scorch you with fiery blasts, while a second variant of this creature
belches poisonous green gas.

Tips: Fire and dodge. Don't let yourself ever be closed into a small room with a large
group of Chaos Serpents, or you won't live long enough to tell about it.

Wendigo

Hit Points: 120


Attack: 8 shards, each up to 8 points

This fierce tundra beast fires shards of damaging ice, turning all who fall
prey to its icy grip into frozen statues.

Tips: Don't be afraid to use the Mage's Ice Shards upon these beasts, it actually works.
The fighter's Flechettes work pretty good provided you hit them at first toss. The
Serpent Staff of the Cleric is maybe the easiest way to kill Wendigos.
Centaur

Hit Points: 200


Attack: up to 10

Named after a mythical being, these monsters bear none of the pleasant traits attributed
to them in legends: vicious, brutal, and extremely hard to kill. Centaurs serve in the
front ranks of many of the Serpent Riders' armies. They are capable of deflecting
missiles with their shields, so use caution when attacking them.

Tips: When using projectile weapons, fire in short bursts or single shots, because once
these creatures freeze into "defense" mode they not only take no damage from further
shots, they reflect the attacks back at you.

Slaughtaur

Hit Points: 250


Attack: up to 10 in close, up to 32 at long range

This Centaur leaders are much like their minions, but they're considerably tougher and
they can spew magical fire from their shields. So we won't say anything about their apt
name. Your safest strategy is to attack them from afar as they tend to do the same.

Tips: When using projectile weapons, fire in short bursts or single shots, because once
these creatures freeze into "defense" mode they not only take no damage from further
shots, they reflect the attacks back at you. Watch out for their blue fireballs, they're
strong but slow. If you see one coming, most of the time you can dodge it easily.

Stalker

Hit Points: 90
Attack: up to 40

Stalkers are aquatic reptiles with huge talons designed to rend their prey into bite-sized
morsels. They can't leave the water, so once you're on dry land you might feel safe. But
beware, some Stalkers can fire slime projectiles.

Tips: These creatures remain hidden (and invulnerable) until they attack; you only have
about 1 second to kill them once they erupt from the water. When playing with the
Fighter, just run around in Stalkers-infected ponds waving your axt (ie. using attack
mode continually), this way you'll hit them before you even see them. This also works
with the Sapphire Wand of the mage, what's more, it's even better; once a Stalker has
been hit by the Sapphire Wand, it can't plunge in again as long as you keep firing at it.
With the Cleric, you might want to activate a Flechette in ponds with lots of Stalkers
(just keep in mind not to enter the poison cloud yourself).

Afrit

Hit Points: 80
Attack: up to 8 per projectile
These larger, nastier cousins of the gargoyles found in Heretic are more than happy to
douse you in flames. The only nice thing about them is the satisfying splat they make
when you shoot 'em from the sky.

Tips: Although they are easy to kill, Afrits do a lot of damage with their fireballs and
frequently attack in groups. Fire right after an Afrit moved, they will always pause for a
second or two between dodging moves.

Dark Bishop

Hit Points: 130


Attack: up to 4 per projectile; up to a dozen projectiles at one shot

Many of the more powerful leaders within the Church have been warped into mindless
servants of the Serpent Riders, and their magical powers have been multiplied tenfold.
These vile creatures are known as Dark Bishops, and though they are frail of limb, they
are extremely powerful. They fire circling projectiles of magical jade that track your
position, and the Bishop phases in and out of existence as they travel from place to
place. A dangerous opponent by itself, a nightmare when encountered in groups.

Tips: Don't stand too close to these monsters when you kill them; their death explosion
does damage to everything nearby.

Reiver

Hit Points: 150


Attack: 5-40

Although they retain only half of their bodies, these Undead creatures have lost none of
their powers. They fly through the air with hypnotic grace, but don't just sit there and
watch or they'll pelt you with devastating fireballs.

Tips: Letting them loose upon these undead in the Necropolis is maybe the best thing
you can do with your Dark Servants.

Death Wyvern

Hit Points: 640


Attack: up to 128

Like the Reivers, these creatures are Undead, and their thirst for the blood of living
creatures is surpassed only by their hatred of anything but themselves. The Death
Wyvern is a formidable opponent, and should be dispatched immediately - if not sooner.
Tips: If there's a Wings of Wrath nearby, grab it and fly tail for the lizard boy. Wyverns
can't turn around in mid-flight so as long as you follow its flight route closely from
behind, you don't have to be afraid of being attacked.

Zedek

Hit Points: 800


Attack: up to 128 per projectile; 5 projectiles at one shot

Once the leader of the Legion, Zedek is now little more than a pawn in the hands of the
Serpent Riders. Still, he retains all his old martial skills, and defeating him will be one
of your greatest challenges.

Tips: Watch out, he's fast. Kill him quick or he'll do the same to you.

Traductus

Hit Points: 800


Attack: highly variable (wraiths)

From lowly monk to Grand Patriarch in 30 short years, Traductus' destiny seemed to be
eternal greatness. But somewhere along the way he lost direction, and now he blocks
your path to fulfilling your own shadowed fate.

Tips: You don't need anything else to kill him but a good supply of Discs of Repulsion.
Every time he releases a new horde of ghosts from his Wraithverge, activate a couple of
Discs and the ghosts will fly back to Traductus and attack him. If you're good enough,
you won't have to fire a single shot, he'll as good as kill himself.

Menelkir

Hit Points: 800


Attack: up to 128 per projectile; 3 projectiles at one shot

The greatest Mage to occupy the Crystal Dais in centuries, it seems unlikely that
Menelkir can be destroyed by any conventional force. Fighting him will be one of the
greatest challenges of your life.

Tips: Run around him and keep close to the walls. This way, you've got a good chance
that his homing missiles will hit the wall instead of you.

Heresiarch
Hit Points: 5000
Attack: up to 255 and more

As far beyond the Bishops as the Bishops are above common men, these blasphemous
beings control forces capable of sending mere mortals screaming in terror. The
Heresiarch knows several spells, including a strong reflective spell, two types of
magical attack, and a summoning spell that gates in Dark Bishops to aid the Heresiarch.
Only a superb warrior can defeat a Heresiarch without sustaining serious injury.

Tips: Watch out for his invincibility spell: once you see purple spheres swirling around
his head, don't waste your ammo because he's just activated his defensive spell. If you
stick close to him, he'll have this shield up most of the time, so you better run away
every time he activates his defensive spell. Wait until you don't see the purple swirling,
and fire a couple of shots from your mightiest weapon. Once he's lost more than half his
health, he'll start summoning Dark Bishops. Ignore them because they'll just keep
coming until the Heresiarch dies.

Korax

Hit Points: 5000


Attack: fires with practically everything you've seen in the game

You have seen inhuman shapes before this, but surely even hell would never
spawn such a being as Korax; his very presence fills you with horror, and you cannot
begin to imagine what powers are contained within his twisted frame.

Tips: Watch out, he can manipulate his environment, activating lethal traps below your
feet or above your head. He's also able to teleport away if you get too close. And once
he's dead, spirits will rise from his body and attack you - if you aren't on your guard,
you might die at the same spot where your arch enemy did.

WOLF3D

http://www.wolfenstein3d.co.uk/enemies.htm

The Wolfenstein 3D and Spear of Destiny look like they are pretty easy. But that's a
mistake; without proper strategy you won't live long in that brutal world. So, for
your sake, take a look at this enemies gallery and prepare yourself to get them in
game!
German Shephard Dog
This doggy is specially trained by SS instructors. Well, they are
really fast,
but if in a long distance they are not a thread. They run to you,
and then bite you. However, they biting doesn't do many
damage if they aren't in big groups - otherwise they can be
dangerous.
STRATEGY: You can easily kill them with knife. However, use
pistol when you encounter them in big groups.
DAMAGE TAKING: 1 shot and 1 knife stab.
SAYS: Woff (sees you), Off (dies) :D
YOU GET: 50 points

German Trooper
They are reather slow and weak. Equipped with pistol. They can
be troublesome when encountered in bigger patrolling groups.
Your standard enemies, you will encounter them nearly
everywhere. Just take care about your back, then everything will
be OK.
STRATEGY: Use pistol. In bigger groups machinegun will be ok.
DAMAGE TAKING: 1 shot when close or hit in back, 2 at
distance. If you aim bad he can take 3 shots. 2/3 knife stabs.
SAYS: Halt! (sees you), various screams (dies)
YOU GET: 100 points, used clip

Schutzstaffel Guard (SS)


Considered as the most dangerous guards in Wolfenstein and
SoD. This guy carries a big machinegun and is very powerful.
Also, they are wearing a bullet-proof vests, so killing them won't
be easy. In groups, they are DEADLY.
STRATEGY: Careful at close range. Use machinegun.
DAMAGE TAKING: 8/9 shots, 11/12 knife hits.
SAYS: Schutzstaffel (sees you), Mein Leben (dies)
YOU GET: 500 points, machinegun or used clip

Mutant Guard
Mix the SS with officer, and here it comes: the ultimate killing-
machine. These things were created by Dr. Schabbs. They are
extremely strong and fast. Their pistol is almost rapid-fire, so it's
not easy to bring them down without any health problems. They
appear in episode 2.
STRATEGY: Shoot with machinegun, and don't let them shot at
you!
DAMAGE TAKING: 8 shots, 10 knfe hits.
SAYS: Nothing (sees you), Argkkh (dies)
YOU GET: 700 points, used clip
Officer
Probably Nazi officials. They are stronger and more powerful than
normal guard. Also, they are nearly as fast as the dog. They are
equipped with strong pistols, and without any regrets they will
just shoot you down. Don't let them get at small distance. They
can be a real danger when in bigger groups or with SS guards.
STRATEGY: Use only machinegun!
DAMAGE TAKING: 5 shots / 7 knife hits
SAYS: Spion! (sees you), Nein, so vas (dies)
YOU GET: 400 points, used clip
Big Guys
On the end of every episode, you will encounter a bigger, tougher and stronger
guard, also
known as popular Big Boss. Here is the list of "tougher boys":

Hans Grosse
The leading guard of Castle Wolfenstein. This guy has two really
big chainguns and he knows how to use them. His sister is Gretel
Grosse. Unfortunately, when somebody's strong, he usually
doesn't have mind. And that's Hans - big idiot.
STRATEGY: Chaingun and strafing when he shoots!
DAMAGE TAKING: About 60 shots
SAYS: Guten Tag (sees you), Mutti! (dies)
YOU GET: 5000 points, golden key

Doctor Schabbs
The mad scientist that created powerful mutants. His weapon are
syringes filled with mutant-changing acid! So beware of them
unless you want to be a mutant! Also, don't forget that he can't
do a "rapid-throwing"!
STRATEGY: Medium distance. Strafe and shoot!
DAMAGE TAKING: About 50 shots
SAYS: Wahahaha! (sees you), Mein Gott in Himmel (dies)
YOU GET: 5000 points, finished episode 2

Hitler Ghost
These guys float on Hitler's floor on Episode 3 and throw deadly
fireballs to you. If you are so lucky to kill them all, prepare for
battle with real Fuehrer! The fireballs are rather slow, but they
take much more damage than normal shots!
STRATEGY: Get back, choose chaingun, and strafe!
DAMAGE TAKING: 30 shots
SAYS: Toter Hund (sees you), Ahahaha! (dies)
YOU GET: 2000 points

Hitler
Two true Hitler forms. Beware of the Mech version - he's actually
very tough and four chainguns will make you... sick. After
blowing out his frickin' armour, you will face Hitler without a
shell. He has only two chainguns, but he's faster than any other
bosses.
STRATEGY: Get your ass near the steel blocks and strafe. When
you will destroy his armour, you can easily kick his ass by
choosing chaingun and strafing when he shoots.
DAMAGE TAKING: 70 shots - armour, 40 shots - Hitler himself
SAYS: Die, Allied Schweinehund (sees you), ScheiBe (armour
out), Eva, Auf Wiedersehen (dies).
YOU GET: Double 5000 points = 10000 points, and finished
episode 3

Otto "The Poisonmaker" Giftmacher


Another mad scientist, this general is responsible for nearly
coming chemical attack on Great Britain. So it's important to kick
his ass over all his bunker! But that's not an easy task - he's got
a rocket launcher and he can blow you out of the game in a
second. Unfortunately, the rockets aren't very fast, so you can
easily strafe his attacks.
STRATEGY: Just a lot of strafing.
DAMAGE TAKING: 50 shots
SAYS: Eine Kleine Amerikaner! (sees you), Donnerwetter (dies)
YOU GET: 5000 points, finished episode 4

Gretel Grosse
Head guard of fortess Erlangen. She takes care of chemical war
plans. Like Hans, she's pretty stupid, but she carries two
chainguns which will change you to a piece of dust. The strategy
- the same as Hans.
STRATEGY: See Hans!
DAMAGE TAKING: About 55 shots
SAYS: Kein Durchgang (sees you), Mein Busen (dies)
YOU GET: 5000 points, golden key

General "Fat Face" Fettgesicht


Leader of Giftkrieg operation, he hides in Offenbach military
complex. It's your last ultimate fight. He has a big rocket
launcher and even bigger chaingun! He's very powerful and has
so many guards that he can easily kick your ass over.
STRATEGY: Frickin' SHOOOT!!!
DAMAGE TAKING: 70 shots
SAYS: Erlauben sie, Bitte! (sees you), Roseknospe (dies)
YOU GET: 5000 points, finished game!

Pac-Man Ghosts
Probably the most stupid enemies you encounter in game! These
floaters are Pac-Man classic game enemies, and their lair is in
Episode 3 level 10. You want to be a pacman again? Eh! Get
treasury and RUN! RUN!! RUN!!!
STRATEGY: Just run!
DAMAGE TAKING: They can't be killed!
SAYS: Nothing!
YOU GET: Nothing!
SPEAR OF DESTINY

http://www.mac-archive.com/wolfenstein/spear-enemies.html

Spear of Destiny Enemies/Bosses

New Enemies

Specter

Invincible, but 1 shot makes it disapear for a few seconds.


Attacks from in close (like the dog). If you see one, avoid it!

Attack: Some physical attack


Minimum Shots to Kill: Invincible
Item Dropped: N/A

Bosses

Boss #1: Trans Grosse Boss #2: Barnacle Wilhelm

Stand far away from him and unload on him Stand a fair distance away from him and
with you chain gun. strafe while you shoot to avoid the rockets.

Attack: Dual Chain Guns Attack: Chain Gun and a Rocket Laucher
Approximate Shots to Kill: 35 Bullets Approximate Shots to Kill: 50 Bullets
Item Dropped: Gold Key Item Dropped: Gold Key
Boss #4: Death Knight
Boss #3: Ubermutant
Stand a fair distance away from him and
Stand far away from him and unload on him
strafe while you shoot to avoid the rockets.
with you chain gun.
Attack: Dual Chain Guns and a Rocket
Attack: Chest-mounted Chain Gun
Laucher
Approximate Shots to Kill: 55 Bullets
Approximate Shots to Kill: 60 Bullets
Item Dropped: Gold Key
Item Dropped: Gold Key

Boss #5: Angel of Death

Stand far away from him and unload on him


with you chain gun. Strafe to avoid
projectile.

Attack: Deadly green projectile


Approximate Shots to Kill: 60 Bullets
Item Dropped: Nothing

Duke Nukem 3D: Weapons


Mighty Foot

Use this when Duke needs to kick some butt! It will always be there!

Pistol
This is an automatic pistol which does normal damage. It is also the primary weapon
that Duke uses when the other weapons fail.

Ammo: Packs found in the game have 12 rounds and you can carry a maximum of
200 rounds.

Shotgun

This shotgun packs a far more powerflul blast than the pistol and is best used in
close range situations.

Ammo: Packs found in the game have 10 shells and you can carry a maximum of
50 shells.

Ripper

This rapid fire chaingun is a good weapon for dispersing several enemies at once
but has a hefty appetite for ammo.

Ammo: Packs found in the game have 50 rounds and you can carry a maximum of
200 rounds.

Rocket Propelled Grenade

The rocket launched weapon is great for dealing with enemies from a distance.
When the rocket hits, it explodes with enough force to affect anything right around
it, Duke included, so beware.

Ammo: Packs found in the game have 5 rockets and you can carry a maximum of
50 rockets.

Pipe Bombs

To toss a bomb, press FIRE. The longer the FIRE button is held, the farther the bomb
will go. After tossing the bomb, the thumb-activated detonator will appear. To
blow up the bomb, just press FIRE again. To detonate more that one pipe bomb at
once, throw the first one, press "6" again, then throw another.

Ammo: Packs found in the game have 5bombs and you can carry a maximum of 50
pipe bombs.

Shrinker
This slick weapon will shrink your enemies to pint-sized for several seconds. During
that time, Duke can stomp and squish the shrunken foes by walking on top of them.

Ammo: Crystals found in the game have 5 shots and you can carry a maximum of
50 shots.

Microwave Expander

By emitting microwaves, this weapon will superheat any enemy and cause it to
expand until it finally "pops" into a bloddy mess.

Ammo: Small microwave hardware upgrades with battery pack that give you 20
shots per pack up to a maximum of 50.

Devastator

Straight out of the Pentagon's top secret labs comes this double barreled brute of a
weapon which lets loose swarms of miniature stinger missiles in the direction of
your enemies.

Ammo: Packs found in the game have 50 rockets and you can carry a maximum of
99 rockets.

Tripbomb

Another strategic weapon which you place on flat walled surfaces. After a 2 second
delay, a bright red laser beam is emitted across to the opposite wall. Crossing the
beam sets off a powerful directional blast. Perfect for setting devious traps and
barriers.

Ammo: Found in single units only and you can carry a maximum of 10 units.

Freezer

Streams of freezing nitrogen discharge through the enviroment as this weapon chills
its victim down to the point of death and ultimate crystallization. Once the enemy is
frozen, you'll only have a few seconds to shatter him beyond the point of recovery.
note: Duke will auto-kick if close enough to the frozen enemy.

Ammo: Each box of ammo contains 50 shots, and you can carry a maximum of 99
shots.

Duke Nukem 3D Enemies


Assault Trooper
The green suited Assault Trooper is the basic alien ground assault trooper sent by
the ruthless alien leaders to serve as the first offensive wave against Earth's
defenses. They attack using the laser pistol, and can attack from the air by using
jetpacks. When these characters are killed, they will sometimes drop pistol ammo
that you can take and use.

Assault Captain

The red suited Assault Captains have wrist-mounted Phase Induced Teleportor
Device (PITD) capable of physically translocating its user to any destination withing
the device's range. Used as a tactical assault instrument, the PITD enables the
Assault Captain to launch surprise attacks against his intended human targets at
will. They will also drop pistol ammo that you can take and use.

Pig Cop

The Pig Cops come from mutated Earth police forces and are positioned to suppress
residual human opposition and to police the new alien power on Earth. These
characters exhibit an extremely high intolerance to the presence of humans, and
are filled with rage when they detect human scent. When killed, this character may
drop either their shotgun or body armor.

Pig Cop Tank


These heavily armored riot tanks can take a lot of damage before they finally
explode. And when they do, expect to find an angered Pig Cop behind a shotgun,
aiming right at your face.

Protector Drone

These new aliens are evil in every sense of the word, taking nearly twice the
damage of a Pig Cop. On top of that, they jump high and move very fast, can claw
you at close range, and have the nasy ability to emit shring rays. Their main
purpose is to protect their newborn alien Queen, so be very afraid when you meet
one.

Recon Patrol Vehicle

This sleek and deadly ani-gravity powered recon vehicle is operated by specially
trained Pig Cops for the purpose of maintaining alien control in areas of human
resistance. The attack pilots of this craft is aerial strafing by side mounted laser
cannons. The pilots of these craft are protected by an automatic pilot ejetion system
that activates milliseconds before impact during a crash.

Octobrain

This guy's brain mass and trifocal vision combine to make it a formidable alien
weapon against all life on Earth. Their method of attack is by a powerful blast of
mental energy released against its prey thus weakening and confusing its intended
victim. It's sharp teeth will finish the job if the prey is not dead by the blast.

Protozoid Slimer

It emerges from its egg pod to suck brains out through your nose and leave you
lifeless on the floor. It is evasive as it stretches from floor to ceiling and creeps up
you pants leg to get you.

Sentry Drone
By the time you hear the high pitched whine as it engages it's anit-grav propulsion
unit, it's probably too late. It is basically a flying, armored bomb. It will collide with
its target, causing a large explosion.

Enforcer

With ripper blazing, the armored Enforcer can make fast work of killing any
remaining human opposition. Powerful hind legs enable it to jump to great heights,
so beware. The Enforcer may drop either ripper ammo or his armored breastplate
when killed.

Assault Commander

This free floating fat face likes to throw his weight around by firing deadly rockets
from his rear port which dangles below his anit-grav spin deck. This deck keeps him
flying around avoiding fire. The Assault Commander may drop a supply of rockets
when killed.

Battle Lord

The first boss can be found on an alien ship carrying a huge chaingun and a
exhibiting loud roar. Not much of a threat if you have a RPG in your pocket.

Overlord

The second boss can be found still orbiting in space and he packs a serious punch.
He uses a weapon similiar to the devastator, which fires multiple rockets at a time.
If you can avoid the rockets and hit him a few times with some rockets, you will
succeed.
Cycloid Emperor

This boss is something to be reckoned with. He has both a chaingun and an rocket
launcher. He won't win a beauty pagent but you can take care of that problem by
blowing his head off. Avoid the rockets and the bullets and you MIGHT have a
chance.

The Queen

Queen alien hersef! This is the mother of all aliens that birthed the idea of taking
over Earth. You will have to deal with her guardian aliens, not to mention Her, and
keep your breath to survive.

http://www.planetduke.com/duke3/info/enemies.shtml

http://members.tripod.com/WallyWaffles/DukeSprites4.htm

Enemies
Duke Nukem: Our Hero
If you're more of a DukeMatch gamer, this will be
your number one enemy.
Assault Trooper / Captain:
The green troopers are the basic infantrymen. The
Assault Captains, the orange ones, are twice as tough
(but not too noticibly) and are alse equipped with
Personal Teleportational Devices (PTD).

*Elite Trooper:
These Troopers are tougher and brandish a wider range
of weapons.
*Cloaked Trooper:
In addition to the PTD, the Elite Troopers are also
equipped with Personal Cloaking Devices (PCD).
However, the PTD and PCD cannot be used
simultaneously; a cloaked Trooper will have to
decloak before teleporting.

* Teletroop and Cloaktroop:


These are two new variation actors that allow you to
start a Trooper in it's about to teleport- or cloak-AI.

Pig Cop:
The LAPD has been mutated into shotgun-wielding
Pigs, now known as the LARD.
*Bacon Pig Cop:
These Pig Cop's are out to sizzle Duke's hide, as they
are armed with Expander-shotguns. (Yeah, I know it
sounds stupid, but it's a cool effect!)
Recon Patrol Vehicle:
These pigs patrol the skys and swoop down on their
prey. Unfortunately, the skiffs are equipped with
ejection seats.
Tank:
These Pig Cops roam the streets in armored tanks. If
you're swift enough you can set the self-destruct on the
back and get out of the blast zone and hopefully the
Pig won't survive the blast.
Shark:
These critters mainly just get in they way, and have an
annoying tendency to bite your bumb at the most
inconvienient times.
Protozoid Slimer:
These annoying little things squiggle all over the
place, devouring the dead. Get too close and they'll
liplock with you. If you're sly enough, you can use
them to your advantage by drawing them toward your
enemies.
Egg:
This is where the slimer hatches from. If you bust it
before it can hatch, that's one less slimer you'll have to
put up with.
In some of my mods, you might come across an
occasional exploding egg, so kicking them isn't always
a good idea.
Enforcer:
These guys leap around with a ripper chaingun
cybernetically attatched to their right arm. Give 'em a
scare and they might soil the carpet.
*Ghosts:
In my mods I've made it possible to impliment Ghost
actors, by setting the spritepal to 3 or 18.

Octabrain:
These brainy air bags attack with blasts of mental
energy. If they get close to you they might simply bite
your face off.
Sentry Drone:
These sentry drones are walking, or rather, flying,
timebombs. If they get too close they go BOOM!
Turret:
A reincarnation of the turrets from Duke Nukem II,
these automatic laser cannons are temporarily
confused when hit.
Organic Turret:
The Organic Turret was cut from the game, but it's art
and dysfunctional code are still in there. This is a
popular jib item in user maps.
Assault Commander:
These big, bloated baddies fly around and shoot butt
missiles. If they get too close to you they'll spin
around and cut you with their edged butts.
Protector Drone:
These are the Queen's special spawn. They run amok
in The Birth, and if they can't get close enough to
scratch your eyes out, they spit out shrinkrays.
Normally they're totally immune to the shrinkray, but
in my mods they recieve a random amount of damage
when hit by one. (There's not much more annoying
than a pile-up of protector drones in hole, shooting
each other and not dying.)

Battlelord:
This is the first boss you come up against. Later on he
becomes a regular mini boss.

Lunar Assault Leader:


This guy's totally missile-happy, but he's easy to evade
in large areas. Because of what Duke does to him, I've
given him a special neck-name.
Cycloid Emperor:
This was the head honcho before Birtha came along.
Now he's just a one-eyed freak

The Queen:
Mother of the new aliens. She pretty much just tromps
around dropping spawns, occasionally stopping to jolt
the water.

*Mini Bosses:
I've fixed it so that all 4 bosses can now be used as
mini bosses. And they're susceptible to all the special
weapon effects (except the Queen still can't be
shrunk).

BLOOD ENEMIES

Bats

Bats have a nasty tendency of getting in your face when you're trying to get a bead on
deadlier creatures. Take care of them quickly if you know what's good for you.

Baytor's Tip: Ignore 'em. They hardly ever attack you. Just be careful if you're shooting
off the Napalm Launcher when they're around.

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Rats

While not the deadliest of creatures, these little fiends can be quite hazardous if they
mob you, which is their preferred mode of attack.
Baytor's Tip: Irritating as hell. When you hear their tell-tale squeak, drop to floor, and
be on the look-out. Almost any weapon will kill them, the Tommy Gun is the best
defense against them, the shotgun comes in a close second.

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Spiders

Don't be fooled-spiders are dangerous enemies. The little red ones pack a
poison that will blur your vision. The larger green ones can blind you
completely for a short time. The poison is cumulative, so the more they bite, the worse
the side effects.

Baytor's Tip: The red ones are the ones you really have to watch out for, since it hard to
aim at anything if they bite you. The green ones will dim your view, but you can still
fight. The Tommy Gun and Shotgun are your best defense.

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Bone Eels

Though somewhat timid, bone eels will dart at you the moment you turn your back.
They make up in ferocity what they lack in fortitude.

Baytor's Tip: Try to take care of them from a distance, or you'll find yourself being
nipped to death. They are faster than you are in the water, and are therefore a little bit
dangerous. I prefer to use the Tommy Gun to take them out.

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Choking Hands

The corpses that the minions of Tchernobog use to make zombies aren't always
in the best of shape. Sometimes, only a limb is salvageable. Usually, the Cabal's
surgeons can fashion various bits and pieces into a serviceable undead soldier,
but certain leftover parts can be effective all on their own. If one of these horrors
gets hold of you, you've got to push it off before you can kill it.

Baytor's Tip: If they start choking you, quickly hit the space bar to get them off. Again, I
found the Tommy Gun and Shotgun to be the most effective.

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Lil' Caleb

(Plasma Pak only) Break a mirror in the Plasma Pak episode, and be prepared
to meet a few of these shotgun toting miniatures of yourself.
Baytor's Tip: One of favorite nuisance enemies. Lil' Caleb will come a gunning for you,
so take care of him quickly. As with the other nuisances, use the Tommy Gun or
Shotgun if you can.

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Chrysalid Pods

(Plasma Pak only) These many-tentacled vegetable patches have trapped


many an unwary advesary. They spit a vile fluid that is sticky and very
difficult to get off.

Baytor's Tip: Not too much of a danger, but you just as well use some type of Explosive
weapon to take care of the main plant and its tentacles.

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Fire Pods

(Plasma Pak only) These abominations have roots that go down to the bowels of the
earth. They spew lava and can do serious damage. Be very careful not to become
fertilizer.

Baytor's Tip: Probably the most dangerous of all the nuisance enemies, since it can set
you on fire. Don't feel bad about using the Napalm Launcher on it.

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Civilians

These annoying gits can't harm you. In fact, they tend to run away from you
screaming like a little girl. Also, if they're around, the other enemies will often
ignore you to slash these guys to bits. In addition to providing a distraction for
your opposition, they often provide useful powerups, and occassionally a needed
key. So pull out your pitchfork, and gib away.

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Mimes
These guys don't do anything. And I don't mean that they don't do anything
useful. No, they just stand there trapped in that damn invisible box, and are just
begging to be pitchforked. They are occassionally useful in jumping over high
barriers, so look around a bit before you do what everyone wants to do to these
annoying creatures.

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Zombies

These hardy undead menaces move more swiftly than you might expect. Take them out
before they get close or you'll taste their rusty axe blades. Also, just because they're
down doesn't mean they're dead-make sure they're down for the count before you move
on.

Baytor's Tip: Probably the only real enemy that you can pitchfork, which you probably
should do whenever you can to save ammo. Also the only enemy that I recommend
using the Aerosol Can on. Use dynamite, the Napalm Launcher, or the Flare Gun alt-fire
to take out large Groups.

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Bloated Butchers

Slower and more deliberate than their axe-wielding comrades, are much tougher to kill.
You'll have to dish out a lot of abuse before they go down. Beware of the foul goo they
vomit at you, for it is both corrosive and unpleasant smelling.

Baytor's Tip: I tend to lob some dynamite at them. The Napalm Launcher and the alt-fire
of the Flare Gun are also useful. Jarmo informs me that the aerosol can works well on
them, since they burn really easily. And never underestimate the power of the alt-fire of
the aerosol can.

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Cultists

Tchernobog's human soldiers are accurate and deadly. Wielding shotguns these robed
menaces give you a good fight. They may also lob dynamite at you from time to time,
so listen for the telltale hiss and be ready to dive for cover.

Baytor's Tip: Killing Cultists isn't too hard, just beware of their shotgun at close range.
One of the all time favorite ways to kill them is with the Flare Gun, just make sure they
can't get to you before you die. Unloading both barrels of the Shotgun at close range
should take them down. The alt-fire of the flare gun, the regular fire of the Napalm
Launcher, and dynamite work well in taking out large groups. The Alt-fire of the
dynamite bundle works well against Cultist hiding around a corner. Tommy Guns are
great for battling them from a distance. And the Life Leech is just a plain scream to use
against them. Don't let them get into any pool of water you plan on using, or you're fish
food. Use Remote Detonators to try to blast them out of the water.

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Fanatics
These Tommy Gun packin' keepers of the dark faith want to spill your precious life
blood. Keep your ears tuned for the deadly sounds of dynamite as they sometimes offer
explosives instead.

Baytor's Tip: The Tommy Gun can really take a lot out of you, if you're not careful; but
they're just like the Cultists breathen when it comes to killing 'em.

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Zealots

(Plasma Pak only) These blue-robed Tesla Cannon wielding cultists have
been through special 'training' to make them very mean. Their armor
protects them from electrical damage.

Baytor's Tip: Don't try to use the Tesla Cannon on these guys, because it'll
take a while to kill them. And be very leery of their Tesla Cannon.
Otherwise, they're just like the other Cultists.

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Ackolyte

(Plasma Pak only) These cultists-in-traning lob dynamite at you. Keep your
ears tuned for the deadly hiss of an incoming bundle.

Baytor's Tip: These guys are a little tougher than a normal cultist, but the
dynamite they lob is generally pretty easy to dodge. See Cultist listing on
how to take care of them.

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Gargoyles

Your first encounter with a gargoyle will teach you to keep an eye turned skyward. They
are as tough to kill as they are vicious. They hurl sharp bones at you from afar or swoop
in to rake at you with their talons.

Baytor's Tip: The Napalm Launcher is ideal in taking them out at a distance, while the
alt-fire of the Shotgun works best at close range. The alt-fire of the Flare Gun is also
fairly effective against them from a distance.

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Hell Hounds
These fire-breathing mastiffs are swift and deadly. If they get close to you, their
powerful jaws will make quick work of you, so keep your distance. . . if you can.

Baytor's Tip: The Hell Hounds are probably the most dangerous enemy in the game,
since they can set you on fire. Learn how to strafe while backing up to avoid the worst
of the flaming attack. The Tesla Cannon works beautifully on these things, although the
Tommy Gun can work in a pinch. Explosives are somewhat effective, but will often
plop the Hell Hound into your lap; so be careful when using any type of explosives.
Also, Jarmo tells me that water will kill them; so if there's a body of water nearby, try to
lure or knock them in.

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Gill Beasts

If you have to face a gill beast in the water, you're in big trouble. While slow and
ponderous above water, in their element they are vicious adversaries.

Baytor's Tip: If you can, lure them out of the water; then you can kill them with just
about any weapon you choose. You can toss a remote detonators into the water, and try
to blow them up. Otherwise, try to take them out at a distance with the Napalm
Launcher. Or use the alt-fire of the Shotgun if they're in close--try not to yet them get
close to you when you're under water.

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Phantasms

These restless phantoms harvest the souls of their victims with vicious scythes. Because
they exist more in the land of the dead than the world of the living, they are only
vulnerable when attacking. Watch for them to solidify before striking or your ammo
and effort will be wasted.

Baytor's Tip: Let them materialize next to you, and unload both barrels of the shotgun
into it. Repeat until dead. Most other weapons are next to useless against it, although
you can use a Tommy Gun if you out of Shotgun shells.

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Cheogh/Stone Gargoyle

Cheogh rules over all gargoyles, but he has long yearned to hold higher rank in
Tchernobog's army. His jealousy toward the Chosen was never kept secret. Now that
you have been cast from Tchernobog's graces, envy has boiled into sheer abiding hatred.
He will be anxious to meet you again and express his feelings for you.

Stone gargoyles are nigh invulnerable. Bullets bounce off their brittle hides and flames
find little purchase. You'll have to be resourceful to survive an encounter with one of
these monstrosities.

Baytor's Tip: Rapid fire weapons work best, with the Tesla Cannon being the absolute
best choice. The Tommy Gun will work, but isn't nearly as effective. Also, crouch when
you fight them, as they will rarely be able to hit you.

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Shial, Mother of Spiders/Giant Spider

The spider demon Shial makes her lair deep within the earth in the
frozen North. Surrounded by her arachnid spawn, she skulks through
darkness, feeding on those hapless souls who stumble into her
cavernous labyrinth or are brought there by her loyal children. Those who fall victim to
her learn of true agony as she digests them alive.

Baytor's Tip: Remember, descretion is the better part of valor. Most of the time, you can
get by her without fighting (remember to jump to avoid getting bit by her spawn), or
you can use the Napalm Cannon or TNT to blow her off the side of cliff. If you must
fight her, I like to use the Napalm Cannon or TNT, since it takes care of a lot of the
spiders that she spawns. And, if you're lucky enough to see her before she sees you. Lob
a bunch of remote detonators at her, and try to kill her in one big explosion. The Tesla
Cannon is very effective against her, but you'll have to watch out for all the little
spiders.

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Cerberus

Named for the mythical guardian of the gates of Hell, this two-headed firebreathing
demon abides in a dark, sulfurous den, hidden to the world of mortals. Ferocious and
nigh invulnerable, Cerberus is the deadliest adversary you will face aside from
Tchernobog himself. Remember that you must destroy both heads in order to defeat
him.

Baytor's Tip: Don't stay in one place for too long. Pick a couple of spots to shoot at it
from, and run between the two. Alt-fire of the Voodoo Doll if you have regular edition,
and direct hits with the Napalm Launcher work best. The Tesla Cannon does a fair job,
but fire weapons are next to useles.

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Tchernobog

His name is spoken only in whispers, for it is said that his interest is
easily roused. Those who peer fully into his smoldering gaze are
condemned to madness and death. You must find him before his powers
become complete if you are to stand a chance. Even then, defeating him
will require all your strength and ingenuity.

Baytor's Tip: Same as with Cerberus, don't stay in one spot too long. Hit
him with explosive weapons, rapid-fire weapons, and anything you got left. He's
actually not too tough, and a bit of a disappointment as a final boss.

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Priest/Beast

(Plasma Pak only) These red-robed Chosen-in-training have


started their transformation into what you once were.... The
Chosen. Killing them is only the first step, as they transform into
the powerful Beast, whose stomp can open up a world of pain.

Baytor's Tip: The Priests are extremely tough when you compare
them to the other Cultis, but it shouldn't prove too difficult to
defeat them. Unfortunately, they transform into the super-tough Beast. I don't know how
to beat him yet, but someone recommended using the Shotgun on him. Just before he
stomps, open up on him with the Shotgun. Here, timing is the key.

Shadow Warrior creatures

Note: Baron notes in his README that the Shadow Warrior monsters all apparently
have double the amount health he assumes they'd have in the original game, as so they
pose more of a challenge in the game. He is not sure if he will revoke this change if he
makes later betas or not. The changes listed here will not mention of the double health
change. Additionally, most Shadow Warrior enemies can also drop off of high ledges
and elevations to pursue the player, much like the Duke Nukem 3D creatures. As an
additional note, all Shadow Warrior monsters automatically roam the map at startup,
due to having similar natures in the original game.

Evil Ninja - All five types of the Evil Ninja enemies now have a close range
'backhand slap' attack to knock players away from them. Also, all but the
Shadow Ninja drop a Small Crystalis when they die, and the Shadow Ninja will
drop a random type of Crystalis when they die. Also, Shadow Ninjas now are
fuzzy like the Spectres, and attacks on them can randomly be led off target due
to the way EDGE utilizes 'Fuzzy' creatures like the Spectre. Although the jump
issues with previous enemies are mostly overcame in version 6.56, the Evil
Ninjas still cannot jump as of yet, and they can't duck or climb walls yet either.
This will likely be changed for the next version.
Coolie - They will drop a Medium Crystalis when they explode.
Coolie Ghosts - They can still phase in and out of visibility, but like the Assault
Captain, they do not truly become intangible, and can still be hit while invisible.
They drop a Small Crystalis on death.
Ripper - They cannot yet jump or cling to walls(the author has not gotten
around to it yet). They drop a Medium Crystalis on death.
Giant Ripper - Same as the original Ripper, except they drop a Large Crystalis
on death.
Baby Ripper - Same as the original Ripper, except they drop a Small Crystalis
on death.
Female Ninja - They are also unable to jump as of this stage(again, the author
hasn't gotten around to it yet), however they can shoot four different types of
arrows: Ethereal(like Heretic's Ethereal Crossbow), electrical, poisonous and
their normal wooden bolts. They drop a Small Crystalis on death.
Guardian - Drops a Medium Crystalis on death.
Serpent God Spawn - They can slash twice with their swords, and drop a Large
Crystalis on death. They are also immune to Sumo, Battlelord, Overlord and
Cycloid attacks.
Serpent God - They cannot spawn their accused heads due to DDF restrictions
at this stage, however they can fire four fireballs instead of two. They will drop
an Extra-Large Crystalis on death. They have the same immunities as their
spawn.
Sumo Trainee - Drops a Large Crystalis on death, and his fire works more like
the Arch-Vile's version, and will not harm the player if they get out of the
Sumo's sight. They are also immune to Serpent God, Battlelord, Overlord and
Cycloid attacks as well.
Sumo Wrestler - He can sometimes shoot out an eight-direction
napalm blast, and his stomp attack is configured to be radius-
based and will not damage players or creatures hiding
behind walls. He has the same immunities as
his students. He will also drop an Extra-Large
Crystalis on death.

Shadow Warrior Enemies

Ninjas
In Shadow Warrior the enemies are both plentiful and diverse. The first enemy you'll meet is also
the most common, although they can be very uncommon. These are the Ninjas. These actors
have great AI (Artificial Intelligence) in that they can do nearly anything you can do. They can
climb ladders. They can duck and hide behind objects as well. There are 5 different types of
Ninjas total in the registered version of the game and 3 of these are featured in the 4 level
shareware version.

The most common Ninja is the Brown Ninja. These enemies attack with shurikens and with uzis.
Another cool feature with this enemy is that when hurt, they will commit suicide. Talk about cool!
(Yeah I'm a sick puppy) The next level of Ninja is the Red Ninja. These bad boys don't screw
around with shurikens....no they only attack with heavy artillery. Uzis and Rockets are their
specialty. When you see one of these guys, you'd better act fast or you're gonna end up on the
wrong end of a rocket! The next level of Ninja is featured in the full version only. These Orange
Ninjas pack even more devastating punch. Like the lower Red Ninjas they use uzis and rockets,
but their rockets are heat seekers!! If you're caught in the open and one of these enemies
launches a rocket at ya, it's not a pretty picture if you get my meaning. The registered version
had another "upgraded" enemy, the Grey Ninja. These guys don't have missiles.....oh so you
were starting to feel relieved huh? Guess again! They pack grenades!! You know how
devastating grenades can be and how broad their concussion is. You don't wanna be on the
receiving end of a grenade.....trust me! The deadliest Ninja is the Shadow Ninja. Trained in the
art of stealth, these assassins move about quickly and nearly invisibly. They attack with Uzis, but
consider yourself lucky if you encounter one that uses that pea shooter on you. They also have
two, yes two magical fire attacks!! The Firewall attack and the Napalm attack!! Geessh!! If this
isn't enough, they also pack flash bombs around to blind your ass!! If you're lucky enough to
have night vision goggles and you encounter a Shadow Ninja, USE THEM!!! It also helps to pack
a rocket launcher. Get this enemy before he get you!!

Coolies

The next "lower" enemy you'll encounter in Shadow Warrior is the Coolie. You'll see these
greenish skinned enemy from afar if you're lucky. Don't get too close to one of these guys or he'll
greet you with a TNT giftpack!! My advise...Shoot this guy with a rocket. If you don't, you're likely
to be greeted by his ghost! That's right, a dead coolie will often spawn a ghost that will vanish in
and out of sight. While in sight, they'll attack you with a red blood mass that does considerable
damage.

Rippers

The next enemy actor to be dealt with in Shadow Warrior is the Ripper creature. There are 3
different types of these enemies, but all 3 have the same characteristics. They jump on walls and
cling to whatever they choose. They are gorilla-like as they beat their chest before rushing you,
claws slashing. The most common type of Ripper is the Grey Ripper. These enemies are found
often in wooded areas. There is also a larger, stronger Ripper called appropriately, the Giant
Ripper. Beware! These enemies have a strong attack and are very hard to kill. The third type of
Ripper is held for the registered version only. It is called the Baby Ripper. These smaller, faster
enemies also spit a greenish harmful goo at you. They aren't as hard to kill fortunately.

Koi fish, Hornets, and Accursed Heads

There are also what might be considered "minor" enemies in Shadow Warrior. These enemies
include the Koi Fish, the wasp-like Hornet, and the Accursed Heads. The Koi fish of course are
restricted to areas of water. In transparent water areas they can be seen, but these aren't the
type of "goldfish" you'd go to the park and feed bread to. No, these enemies are more like
piranha than goldfish. When you see them in the water, it's best to dispose of them or swim
quickly so that they don't have time to "feed" on you. The Hornets are also restricted to certain
areas of Shadow Warrior. For some unknown reason, the seem to like areas near cliffs. You can
always hear them buzzing around when you get to an area that they inhabit. One Hornet is a
nuisance. A swarm of them is a serious situation that calls for a large spray of "Raid" from your
Uzi or Riot Gun. Just blast these pesky little bastards and be done with them. The
Accursed Heads act like sort of a proximity bomb. Either hidden in the ground or
floating mid-air, these reddish heads attack in different ways. They might spawn
caltrops, they might just explode causing damage, or they might
explode causing a flash blinding you. Watch out for these
nuisances or they will make your travel through the world of Shadow
Warrior a painful one.

Serpent God

At the end of the shareware version of Shadow Warrior, you face an admirable foe. The Serpent
God is one of the "mini bosses" inShadow Warrior. In the shareware version you only get a taste
of the power and cunning of this enemy as he transports away as you start to put the hurt on
him. This devastating enemy shoots green energy bolts from his eyes and spawns an encircling
mass of exploding accursed heads. You'll meet more of these bosses on your journey into the
registered version of Shadow Warrior. Have you learned how to beat this enemy grasshoppa? :)

Guardians

So you're probably wondering what other challenges await you in the full version of Shadow
Warrior? Ahhh sooo most honorable student of the pebble......let me tell you what to expect. 3D
Realms has added a couple formidable foes for those with the courage to take on the full
version. One such enemy is the 10' tall Guardian. This huge green lizard type enemy is both
tough to kill and has a lethal attack of his own. Their primary attack is a fireball attack from their
eyes. At close range, they will use the sword they carry to cut you up to pieces. Can you say
"sushi"? Best way of dealing with these powerful foes is at long range where you have time to
dodge their fireball attack while pelting them with lead.

Female Warriors

Another powerful enemy, held back for those who fell they can stand up to the challenge of the
full version of Shadow Warrior is theFemale Warrior. I know what you are thinking.......female?
How tough can they be? Let me tell you hotshot....The are plenty tough! These crossbow
packing, sticky bomb tossing bombshells will rock your world if you stand around long enough to
admire their scantily clad, sleek bodies. They aren't easy to kill either. The main problem with
battling the Female Warrior is avoiding her sticky bomb attack. Once stuck, your gonna go
"Boom!"

Sumos

Another "mini boss" the Sumo is a gigantic wrestler that packs a punch. He has many attacks,
some only known to those who brave the challenge of the full version. He stomps the ground
causing shockwaves, his hand clap is deadly as well. Prepare to meet more than one of these
huge mammoths before battling the final foe of Shadow Warrior...Zilla himself!!! All I have to say
is "Good Luck!" You're gonna need it!
Weapons

Shadow Warrior has a diverse weapons system with 7 weapons in the shareware
version and 10 in the full version. Many of these weapons having multiple firing
modes. In addition there are many useful items that are available. Below is a list of
all the weapons and items, including a picture, description, and ammo info.

Katana Sword

For those of you familiar with 3D action games like Shadow Warrior, you know that
selecting weapons is done with the number keys on your keyboard, 1 being the
default weapon, meaning this weapon will be used when all other weapons have
been depleted of ammo. In Shadow Warrior, there are two default weapons that
share the same number slot. The Katana Sword is the primary default weapon.
When the number "1" is pressed again, the sword is lowered and the fists are raised
in it's place. The Katana Sword on the other hand is a very powerful weapon as it
has to be used at very close range. The sword is very useful against many enemies
in Shadow Warrior and has a cool effect from it's use. The Brown Ninjas are good
targets for the sword if there aren't too many of them surrounding you. When you
slice a Ninja with the sword they will actually slice into 2 pieces, a very cool effect.
The Coolies are not good enemies to attack with the sword, but their ghost are if
you can attack them when they are first spawning from the dead corpse of the
Coolie that made a kamikaze run. Other enemies are dispensed of quickly with the
Katana Sword, but you must be willing to take punishment many times when using
this weapon as well.

Fists of Fury/

The fists are not the most useful weapon, but like Duke 3D, 3D Realms has made a
special purpose for this weapon to regain lost health. Throughout Shadow Warrior
their are dojos with training dummies for Lo Wang to practice on. If you are low on
health and you come across a dojo, you can increase your health by "training" on
the practice dummies while in the fight mode. Both of these weapons do not
require ammunition and are therefore available at all times.

Shurikens

The Shuriken is the weapon that holds the #2 position in the weapons arsenal in
Shadow Warrior. Held three at a time, these weapons can be used at a distance to
wage marginal damage to enemies. These weapons are fairly plentiful, but aren't
very powerful. Some useful purposes for the Shurikens are striking gongs that open
doors (secret or otherwise) or striking sticky bombs to detonate them. The
maximum amount of Shurikens you can hold is 99 and they are normally picked up
3 at a time, unless you pick them up from dead Ninjas that drop their weapon once
killed. If you have less than 3, you cannot use this weapon.

Riot Gun

The quad barreled Riot Gun holds the #3 slot and has 2 firing modes. This gun is a
variation of the shotgun. Thedefault firing mode is the single shot mode. In this
mode you fire a shot each time you press the fire button. After the 4th shot, it
pauses to reload. The secondary firing mode of the Riot Gun is the rapid firing
mode. When you select the "3" key a second time this gun is displayed, the barrel
will rotate 90 degrees and the barrels will appear like 2 rows of 2 barrels. (The
picture we have is a Riot Gun in the single shot mode) Now when you press the fire
button, the gun will fire 4 quick shots, pause and reload. This gun also has a
different pellet pattern for each firing mode. In the single shot mode, the pattern is
a tighter pattern that cause more damage if your target is lined up correctly. The
rapid firing mode has a wider spray which does less damage, but has a larger
effective target zone. The maximum amount of Riot Gun shells you can hold is 52.
They are normally found in packs of 5.

Uzis

The Uzi holds the #4 slot and can have 2 selections to choose from. The uzi is your
basic fast firing medium damage weapon that can be used at close quarters or long
range effectively. When in doubt, the Uzi is always a good weapon to use on
enemies because of it's fast firing speed. Picked up in groups of 10, you can collect
up to 200 uzi rounds. Every 50 rounds, you will pause to reload your weapon briefly.
When you pick up a second Uzi, you can select to use one or two Uzis at a time ala
John Woo. When using two Uzis, you will do twice the damage and use twice the
ammo. It's your call on whether to use one or two weapons. Once you collect a
second gun, it will automatically switch to two weapons. Press the #4 key again to
drop one of the two guns. You can resume fighting with two Uzis by hitting the #4
key again.

Rocket Launcher

The #5 slot is taken by a multi-mode Rocket Launcher. There are 3 modes to the
firing of the Rocket Launcherand all 3 modes require special ammo. The normal
ammo is used in the first 2 firing modes and a separate "nuke" package is used in
the third firing mode. The Rocket Launcher is your basic point and shoot, medium to
long range high damage weapon. Like in all the other games of this kind, you will
sustain massive damage if you use this weapon in close quarters. The ammo is
normally collected in packs of 5 and 50 rockets can be stored at the maximum
amount. In the second firing mode, you have to collect an item called a heat seeker
RAM card. When you hit the "5" key after attaining this card, the top of the weapon
will be highlighted and you are in the heat seeking mode. This mode is fantastic for
large open areas as it will track the enemy even if he moves from the original place
where you attacked him. The RAM card is good for 5 heat seeking rounds and only 1
card can be held at a time. The third firing mode is the devastating "nuke" mode.
After collecting a "nuke" powerup, the weapon must be toggled in the third firing
position. The top of the weapon is displayed to be in "nuke" mode and you'll hear a
female voice warning and countdown when the weapon has been armed. The
"nuke" is a powerful, line of sight weapon. Once launched, you must not be facing
the blast or you will also take damage. It is best used in larger areas where many
enemies are grouped or against Boss enemies that are hard to kill. It is also an
awesome deathmatch weapon.

Grenade Launcher

The Grenade Launcher is the weapon occupying the #6 weapon slot. It has one
firing mode and up to 50 grenades can be stored. This weapon bounces off of
objects until it detonates after a few seconds. The impact of the grenade is
widespread. Often mini fires are ignited in areas where this weapon was used. This
is a good weapon to use where you can aim it into areas where enemies are lurking.
Be careful when using this weapon in tight quarters as it may bounce in your
direction. When this weapon makes direct contact with an enemy target, it explodes
immediately.

Sticky Bombs
Sticky Bombs are Shadow Warrior's version of what PipeBombs where in Duke 3D
and occupy the #7 weaponslot. Unlike the PipeBombs, these devices are not
remotely activated. They are a proximity activated weapon that sticks to nearly
anything. When using a Sticky Bomb on an enemy, it will not activate for a short
time. This will allow you time to get away to keep from being in the range of the
explosion. Sticky Bombs are a short range weapon that are handy to use to set
traps. You can mine an area with sticky bombs in deathmatch which is a cool trick.
You can tell if a Sticky Bomb has been set near you from the distinctive sound they
make will sensing anything which comes into their proximity range. You can sore up
to 20 Sticky Mines.

RailGun

The Railgun is one the the 3 registered version only weapons used in Shadow
Warrior. This weapon comes straight from the futuristic weapon used in the Arnold
Schwarzenegger action movie "Eraser". This weapon shoots a piece of metal at near
light-speed toward it's target leaving a blue circular trail just like the movie. It's a
powerful weapon that can pierce threw more than one enemy at a time if they are
inline. It only has 1 mode and 20 rounds can be acquired. It pauses slightly between
rounds so that the magnetic field that this weapon uses can be recharged.

Guardian Head

Another registered version only weapon, the Guardian Head is a multi-mode


weapon that can sometimes beacquired when a Guardian enemy is killed. 80 rounds
of ammo can be used in 3 different modes. In the default mode a single fire ball is
shot from the Guardian Head for each press of the fire button. You can also hold the
fire button and it will fire out in secession. The second firing mode shoots out an
encircling ring of fireballs that radiate outward and then back inward and then
dissipates. For each time you use the second firing mode, you use 10 rounds of
ammo. The third firing mode acts exactly like the napalm attack used by the
Shadow Ninjas. 10 rounds of ammo are used each time this mode in fired as well.

Ripper Heart
The final weapon Shadow Warrior sports is the Ripper Heart. The last of the
registered only weapons, the Ripper Heart only allows 5 uses from this weapon and
for good reason. When the Ripper Heart is squeezed, a translucent Lo Wang is
spawned that helps you fight. This "ghost" is also armed with a Railgun making it a
very powerful weapon. This is a great weapon to use against Bosses so that you can
have an attack from many angles.

Items

As in Duke 3D, Shadow Warrior uses a Portable Medkit for one of it's items. The
default key to use this item is the "m" key or you may toggle through all of the
items you have in inventory with the [ ] keys.

A new item in Shadow Warrior is the Toolkit. This item is used to repair the broken
vehicles in Shadow Warrior. This item is used automatically when you try to use a
vehicle or turret that is smoking from damage. (Press the space bar)

As with Duke 3D, Shadow Warrior has Night Vision Goggles to see in dark places. They
are also helpful in spotting out the Shadow Ninjas. The default key to use this item
is the "n" key.

3D Realms has 3 different "bombs" for use in Shadow Warrior. The Smoke Bomb
works alot like invisibility did with Duke3D. When used, your character is partially
invisible for a short time. The default key for this item is "s".

The Gas Bomb works quite a bit like the gas flasks in the game Hexen. When used,
this canister emits a green gas that chokes anyone in it damage range. They last for
about 30 seconds and use the "g" key by default.

The Flash Bomb is a really cool item when used in deathmatch. It temporarily blinds
your opponent as the screen turns white and you cannot see for a short time. You
need to be fairly close to your target when using this item.

Caltrops are spikes that are dropped onto the ground as a trap. Anyone stepping on
them is injured.

Pitchfork
This handy tool can be very effective if you can get close enough to your foes to
use it on them. It doesn't need ammo, so you'll always have it to fall back on if
you need it.
Ammo: None

Baytor's Tips: This is really only useful for combating Axe Zombies, and is somewhat
effective in dealing with various nuisance enemies, such as rats. Learn to use it
effectively against axe zombies, and you'll love yourself later; it's a great way to save on
ammo.

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Flare Gun
Fires burning projectiles that lodge easily in flesh and continue to burn for a short period
of time. Unless you dive into water, you'll take damage until the flare burns itself out, by
which time it may be too late. The alternative fire launches a starburst flare that douses a
large area with flames. Can provide effective crowd control. Powered up by Guns
Akimbo.
Ammo: Flares

Baytor's Tip: The flare gun is very useful for ambushing cultists from a distance, since it
normally only takes one shot to them. It also works fairly well on axe zombies.
Unfortunately, the flare gun is of limited use against other opponents. The explosive
power of the alt-fire is ideal for taking out large groups of cultists and axe zombies, and
works well when dealing with fat zombies.

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Sawed-Off Shotgun
A trusty companion if ever there was one. It doesn't have great range, but it packs a hell
of a wallop up close. Can be fired either a barrel at a time or both at once for extra
damage. Powered up by Guns Akimbo.
Ammo: Shotgun shells

Baytor's Tip: A great weapon if you can get in close to your enemy. Unloading both
barrels is an extremely useful defense against Ghosts and Axe Zombies. And can also be
used in a pinch against Gargoyles and the various nuisance creatures. And combined
with Guns Akimbo, the alt-fire is one of the most devestating attacks in the game.

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Thompson's Machine Gun


The Tommy Gun is a favorite of the Cabal for its rapid rate of fire and impressive
accuracy. On the down side, it chews up ammo quickly. The alternative mode is a
strafing attack that covers a wider area with twice as many bullets, which is an effective
way to clear out a room. Powered up by Guns Akimbo.
Ammo: Bullet drums

Baytor's Tip: Ideal for battling it out with cultist from a distance, as well as taking care
of the various nuisance creatures. Can also be used in a pinch against Stone Gargoyles
and Hell-Hounds.

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Dynamite Bundles

Light one up and chuck it at a group of zombies and you'll be rewarded with red rain and
chunks of rotted flesh on the brim of your hat. The longer you hold down the fire button,
the farther you'll throw the bundle. Watch the meter on the status bar to gauge the
distance. The primary mode explodes on
impact, while the alternative mode will burn all the way down before it explodes,
making for some interesting traps.
Ammo: Dynamite bundle

Baytor's Tip: Ideal for dealing with those pesky Fat Zombies, and for large groups of
Axe zombies or Cultists. Use the alt-fire to help clear out a room around a corner.

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Remote Detonators
Remotes work like dynamite bundles, except that you can detonate them at will. You can
bounce them off walls or ceilings if you're afraid to peek around a corner. The alternative
fire drops a remote at your feet, and you can hit the alt-fire key again to place additional
remotes without detonating
those you've already placed.
Ammo: Remote detonator

Baytor's Tip: This works a lot like the alt-fire of the regular dynamite, but with a lot
more control. I tend to use it to blow up cracks in walls. Also great for trying to clear out
underwater enemies. You can use these in combination with the Proximity Detonators in
Blood Baths. Lay down a few of these, then place one Proxy to arm the trap. When
someone stumbles onto it, one huge explosion. A big thanks to Jarmo for that tip.

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Proximity Detonators
These are by far the nastiest explosives you'll come across. You can scatter them around
and concern yourself with other matters. As soon as someone steps near one, you'll hear
a far-off boom and accompanying shrieks of agony. Use the alt-fire to drop them at your
feet. Also, remember where you've dropped proximities or you may fall prey to your
own trap.
Ammo: Proximity detonator

Baytor's Tip: Use primarily in Blood-Bath. Since your enemies do not patrol the levels in
the single player game, there isn't a whole lot of use for them. And given the danger of
blowing yourself up with an unexploded charge, I would recommend against using them
in Single player games. Jarmo, on the other hand, likes lobbing these at enemies when
they haven't seen you yet. That way, when they do see you, BOOM!!! See tip in Remote
Detonators, for a nice Blood Bath tip.

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Incinerator
This monstrous weapon launches a huge ball of flaming napalm at an extremely high
velocity. If the initial explosion doesn't kill your enemy, the burning probably will. Best
used with extreme caution, especially in tight areas. With the Plasma Pak, the alt-fire
launches several napalm projectiles, covering a wider area but also chewing up a lot
more ammo. Powered up by Guns Akimbo.
Ammo: Gasoline cans

Baytor's Tip: Perfect for dealing with the Gargoyles, Fat Zombies, and Cerberus. Also
great for taking out large groups of Cultists and Axe Zombies. The alt-fire (Plasma Pak
only) is great for clearing out rooms full of cultists, especially those pesky pillared
rooms.

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Voodoo Doll
The power of the voodoo doll is immense, but far subtler than that of a firearm. Hit alt-
fire to unlease a more powerful supernatural attack at the expense of 20 ammo units
(with the Plasma Pak, it uses up the entire doll).
Ammo: Voodoo doll

Baytor's Tip: If you have the regular version of the game, the alt-fire makes this the
weapon of choice in fighting the various bosses. Unfortunately, owners of the Plasma
Pak will find a very depowered Voodoo Doll in their possession, and not a very useful
one. The regular fire isn't particularly powerful, but is fun to use. Try it out on some
zombies when you're feeling bored.

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Aerosol Can
Hairspray may not seem like the most daunting weapon, but apply it to a cigarette lighter
and you've got an instant flamethrower (don't try this at home). While its range is rather
limited, its effectiveness is quite impressive. You can also light one up like a Molotov
cocktail and toss it into a group of adversaries. Hit alt-fire a second time after igniting a
can to drop it at your feet-it will explode once it burns down.
Ammo: Aerosol Can

Baytor's Tip: One of the coolest weapons, but I'm afraid it's not the most useful. Because
of the extreme close range and the length of time it takes to kill, I only recommend it
for use on Axe Zombies, whose blows you can easily avoid. Somewhat useful against
the various nuisance creatures, but not incredibly effective. The alt-fire of the weapon
can prove to be extremely useful, as it has quite a bit of splash damage (thanks to
Jarmo for reminding me about that).

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Tesla Cannon
This powerful prototype weapon packs a mighty load of amperage. Nikola Tesla would
be proud. With Plasma Pak, press alt-fire and the Tesla cannon charges up, and releases a
powerful electrical blast. Powered up by Guns Akimbo in the Plasma Pak.
Ammo: Batteries

Baytor's Tip: Perfect for taking on Stone Gargoyles and Hellhounds. Also, incredibly
effective against most other enemies, but I recommend saving your ammo for the
Hellhounds and the bosses.

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Life Leech
This artifact draws its power from the life energy of your foes. Run low on ammo and it
saps your own strength! In Plasma Pak, press alt-fire to set the Life Leech down. It will
automatically fire at anything that comes into its sights.
Ammo: Trapped Souls

Baytor's Tip: It makes mince-meat of most of the lower-level baddies, but I haven't
found it to be too useful against the bosses. Just be real careful when you use it, because
when it runs out of ammo, it starts to drain your health. Pretty ideal for dealing with
large groups of axe zombies and fat zombies.

Strife enemies
Acolyte
Bishop
Ceiling Turret
Crusader
The Entity
Inquisitor
Loremaster
Macil
The Oracle
Programmer
Reaver
Sentinel
Spectre
Stalker
Templar

[edit]

Strife weapons
Punch Dagger
Crossbow
Assault Rifle
Mini-Missile Launcher
Grenade Launcher
Flamethrower
Mauler
Sigil (aka The Sigil of The One God)

http://www.nwinfo.net/~robbrown/shadow/enemies.html

http://doom.wikia.com/wiki/EarthBound_Doom#Shadow_Warrior_creatures

http://www.3dactionplanet.com/shadowwarrior/help/weapons.shtml

http://www.planetblood.com/controlz/

http://doom.wikia.com/wiki/Strife

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