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Doom 3: Monster Guide by ltsplurge Version: 1.

3 | Last Updated: 2005-05-17 | View/Download Original File Hosted by GameFAQs Return to Doom 3 (PC) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. Doom 3 Monster/Boss guide v1.3 5/17/05 -------------------------------------------------------------------------------This guide is written by Lieutenant Splurge, and provides a detailed description of all of the monsters and bosses in the game, and the best way to deal with them. This guide is not a walkthrough, as the majority of Doom 3 is pretty straight-forward (unlike the original Doom/Doom2, which could get quite maze-like). This is my first guide/FAQ, so give me a break if you don't think it quite meets the standards of the other guides/FAQs on this site. Doom 3 is a copyrighted product of id software, a company which I am in no way affiliated with, nor do I claim to be affiliated with it. If you have any questions about anything in this guide, feel free to email me at ltsplurge@yahoo.com. Just make sure the questions are somewhat relevant before you send them. Please don't email me questions related to walkthroughs, cheats, purchasing information, game ratings, etc., or else they will be completely ignored. If I get the same question from a number of different individuals, I may eventually have it listed under the FAQ section (irrelevant questions excluded). And please, don't send any flame-mail or anything negative. Nobody's MAKING you read this guide, so if you can't say something nice,... (yadda yadda yadda, you know the drill.) Finally, to avoid any confusion, this guide may only be posted on gameFAQs.com. So if I get any emails asking if it can be posted elsewhere, the sender OBVIOUSLY ignored this statement, and shall be ignored in return. This guide may contain spoilers, although they will be purely unintentional. ------------------------------------------------------------------------------NOTICE: To all of those who have been sending me tips and info.. Unfortunately, due to a computer error, I was forced to reformat my computer, and have lost all of the data stored therein involving this guide (not to mention evenything else I had on it). While I did remember most of the info sent to me via email, I DIDN'T remember the names/screennames of the people who first sent them to me (thinking back I probably should've written it down somewhere). I already tested out all of the tips and such for authenticity, so I NEED to include it in this guide (for completeness, and so people don't keep on emailing it to me), but I can't give proper credit without knowing who it was that emailed it to me in the first place. Any such info will be marked with [?] after it, as so to show that I myself am not taking credit for it, but if you happen to see any info you remember emailing me, drop me a line. HOPEFULLY I'll recognize the names/screennames of those I was planning on crediting, and I'll be able to clean up some of this mess... but a lot of people sent me info, so chances are they'll ALL assume they were the first, so there's really no guarantee this'll work. Please don't get ticked off if you don't see your name next to a tip you remember sending me- AT LEAST I'm not taking credit for it myself. Thanks in advance, and sorry for taking so long to post this update. ------------------------------------------------------------------------------History and Credit (where credit is due...)-

V1.0: Brand-spanking new. V1.1: Made a correction to the Pinky's damage resistance, updated the retaliation info in the FAQ section (Thanks to Riven Caulfield for the Pinky info, and XERXES_II for the retaliation update). V1.2: Tweaked the existing text in various places for better effect and detail Added second shotgun info to the weapon\monster guide to compensate for medium to long range shots Added/changed a few sentences here and there (they just didn't look right to me...) Made a few minor spelling corrections, etc. V1.3: Added the crediting notice above, added another Q/A deely, adjusted some info to the arch-vile section. Also reluctantly added the various info mentioned in said above notice. ------------------------------------------------------------------------------A Brief Table of Contents... Section 1: Monsters All the tactical information you could ever need. Section 2: Bosses Not your every-day, run-of-the-mill demons... Section 3: Weapon/Monster chart A.K.A; what works best on what. Section 4: FAQ/Frequently Asked Questions ...and the answers to go with them.

------------------------------------------------------------------------------Section 1: Monsters A. Zombie Damage Resistance: relatively low Attack Damage: low Zombies are what remains of the civilian population of Mars Base after the initial cataclysm during the beginning of the game. They are of course, the standard stereotypical zombie, and all rules apply as such; they go down faster when you aim for their heads (watch out, however, as a few zombies are headless already when you encounter them), move fairly slowly, and attack by swiping at you. Some zombies are armed with wrenches or flashlights, and do more damage than usual, fat zombies can take more damage before going down, and flaming zombies are a little faster than normal, but for the most part, zombies are hardly a threat. Zombies fall easy prey to any weapon more powerful than the pistol, although you may want to use your pistol to kill them simply to conserve ammo for your other weapons. Zombie attacks become less frequent near the end of the game. B. Zombie Marine Damage Resistance: Medium-Low Attack Damage: Low to Medium

Although they too are zombies, the marines are more dangerous than their civilian counterparts- they carry light to medium weaponry, move pretty fast, and often use the surroundings to shield themselves. Zombie marines carry either a pistol, shotgun, or machine gun, and can be anticipated by a strange, backwards mumbling of sorts. They still go down almost as easily as the unarmed versions, although sometimes if you deal them enough damage, they'll expend their last bits of strength attempting to pump their ammo into you pointblank. Occasionally marine zombies will carry riot shields. Just aim for their heads and use any nearby debris as cover, and they'll go down no problem. Zombie marines appear sporadically throughout the first two-thirds of the game. C. Imp Damage Resistance: Medium-Low Attack Damage: Medium-Low Yes, they're back, and more annoying than ever. Imps now have the obnoxious tendency of popping out from just about everywhere, as they can now scale walls and jump great distances. Other than that, they're still the same old imps from all the previous Dooms. They scratch, they chuck fireballs, they make julienne fries. Well, maybe not so much make fries. But it's still the same old strafe-'n-shoot method of dealing with these little buggers. Also, their fireballs now explode on contact, meaning that they can miss completely and still inflict damage. The fireballs also travel in an overhead arc, which means that low-hanging ceilings and wreckage can provide cover in some situations. It also makes it so you can dodge fireballs thrown by an imp on a higher position than you by simply running towards the imp, and under the fireball. Imps, if close enough, also have a nasty little lunge attack, so if you see an imp crouched down to the ground, DODGE. Any explosive weaponry will take imps out quickly, as will close-range shotgun blasts. Often you can take out an imp with one shell by running up to it and blasting it right as it teleports in (any monster being teleported in, however, is signified by loud whispering, glowing symbols on the ground, and the entire screen glowing red). Imps show up throughout the entire game. D. Maggot Damage Resistance: Relatively low Attack Damage: Low Maggots are strange, two-headed monstrosities that only attack by slashing at your legs. You can tell if a maggot is around by an odd, pig-like grunting, and the rapid ckicking of their talons against the floor. They move pretty fast, but go down quickly, so if you see one coming, wait for it to come up right next to you, then drop it with a shotgun blast to the torso. It usually only takes one shot. You can also shoot them at a distance with rapid-fire weapons, but they can be slightly hard to hit, and they get low to the ground withing a certain distance of you, effectively ducking subsequent shots. Annoying at times, but hardly dangerous. E. Wraith Damage Resistance: Medium-Low Attack Damage: Medium-Low Wraiths are aggressive demons with praying mantis-like claws that have the ability to teleport short distances. It's hard to anticipate one around, as the sound they make is incredibly similar to the other noises heard in the background, particularly of the automatic doors in the later levels. Wraiths

approach you by teleporting to within distance, then run the rest of the way and slash at you with their 'scythes'. The best opportunity to kill one is to wait for it to teleport, then open fire at close range as it rematerializes. Although not powerful, they are fast, and can do some significant damage if not dealt with quickly. Wraiths appear at various points throughout the game. F. Trite Damage Resistance: Very Low Attack Damage: Low Trites are spider-demons that resemble mutated human heads (anyone see the movie 'The Thing'??? [?]) that almost always attack in clusters. They most commonly spawn from the holes you see in the walls, that are about half the height of the ones you can crawl through, but they have also been known to lower down from above on strands of webbing. Trites have a tendency of only coming out of their holes when you least expect it, so aim for any nearby crawlspaces if you happen to hear their distinctive hissing sound. Trites attack by biting you, and they're not afraid to jump at you if they're not close enough. Trites can only withstand about a bullet or two, so crank out the rapid-fire weaponry to deal with them (watch out, though, they have been known to dodge shots occasionally). Once you obtain the soulcube, trites can become a valuable resource for getting it charged quickly. And ALWAYS make sure they've stopped coming out of the walls before you let your guard down. They sometimes can come in as many as up to four separate waves. G. Pinky Damage Resistance: Medium-High Attack Damage: Medium Pinkies are the large pink half-robotic 'dog' demons you'll encounter early in the game. Formerly known simply as 'Demons' in the previous Doom games, Pinkies are not a monster you want to reckon with anymore. While they still retain the usual 'charge and bite' tactics, the sheer power with which they perform this is enough to knock you across the room. You can tell one is nearby by their monstrous roar; in which case, pull out the most powerful weapon at your disposal and RUN LIKE HELL!!! You'd better make damn sure you kill this thing at a distance, because close-range is suicide. You'd be surprised at how exceedingly difficult it can be to land a decent shot on something that happens to be repeatedly hurling you into the air. Avoid getting cornered at all costs. It takes two grenades to take one out, as well as about four-five seconds of sustained fire with any rapid-fire weapon. If you're good, you could also drop the thing with two-three close-range shotgun shots (three-four at medium range), as long as you keep moving. Plasma is surprisingly effective; unfortunately, you won't have gotten it yet for the majority of Pinky encounters. Aim well, too, as it sometimes will strafe to avoid your shots. You encounter the first one during a cutscene, after which it crashes it's way into the small room you happen to be trapped in. After that, you'll usually have some distance between yourself and any others that show up. Just thank God that id softward had the decency of excluding the invisible version of the pinky (known as a 'Spectre' in previous games) from this game. Watch out for Pinkies until about halfway through the game, when they stop showing up. H. Lost Soul Damage Resistance: Low Attack Damage: Medium-Low

Lost souls are the flaming, disembodied heads you'll see floating around the Enpro facility. Another returning creature from previous Dooms, the lost soul's primary characteristic is the fact that it's extremely difficult to hit. What makes it so hard is the fact that they are small, and they fly. EVERYWHERE. Many times have I let my guard down after vaporizing a gaggle of lost souls, only to discover that I missed a soul or two hovering directly above me, or down around my ankles. The only real way to tell if you missed one is to wait for one to attack you, or to listen for their distinctive noise, which sounds like a woman shrieking. They can't take much damage however (so little you can ACTUALLY take them down with your fists), so once you do spot one you can destroy it with relative ease. Their primary attack method is to fly straight at you at high speed, which it can do from any distance, either from across the entire room (they often show up in huge, open areas), or from two feet away from you. The best time to attack them is while they're charging at you, as they make no side-to-side movement and are therefore easier to hit. The weapon of choice would be any rapid fire weapon, or shotgun if you're daring. With the shotgun you need to wait until the lost soul is right about to hit you, then open fire, but be aware of the possibility that the delay between shots may leave you open to another lost soul's attack. Just be glad that there are no more Pain Elementals to spit them at you anymore. Lost souls appear sporadically throughout the game, starting at the Enpro plant. I. Revenant Damage Resistance: Medium Attack Damage: Medium to High Yes, it's back. The Revenant is back in Doom 3, complete with homing missiles. The revenant is precursored by it's unique, dinosaur-like squawk, in which case you'd better head for cover. As stated above, the revenant, a tall, armorwearing skeleton, comes sporting a pair of guided missile launchers, which it enjoys using from great distances. And although the missiles can be destroyed prematurely, they travel in a spiraling trajectory that makes them quite difficult to hit. And while a single missile only inflicts medium damage, the revenant makes it a point to always fire two at a time, effectively doubling the damage it inflicts. The chainsaw is a useful weapon against the revenant, but be wary, as the revenant knows (get this) KUNG FU. When close enough, a revenant will martial-arts your butt into the ground, jolting your aim somewhat as it does so. The best approach is to fire at it from a distance with the plasma rifle, which will not only damage the revenant itself, but destroy any missiles launched into your line of fire. Revenants start showing up at the monorail skybridge. J. Cacodemon Damage Resistance: Medium Attack Damage: Medium Returning also to Doom are the cacodemons, famous for being large, slow-moving targets in the previous games. Not so anymore. The cacodemons in Doom 3 are still basically the same, but smaller, faster, and strangely enough less hideous-looking, basically floating mouths with many eyes. Instead of floating in straight paths, cacodemons float in a wavy path, making them slightly harder to hit. They still shoot blasts of lightning from their mouths, but the blasts have no splash damage (unlike imp fireballs), and can actually be blown up before they reach you. Like lost souls, cacodemons have a habit of hovering just outside your visual range, but unlike lost souls they are completely silent while they do so. More often than not, the cacodemons in the distance

that you DO see are merely there to distract you from the ones above or behind you that you CAN'T see. Any projectile weapon other than the pistol is useful against them, but most useful is the chainsaw. While they do shoot electric blasts at you, their real motive is to float up to you and take a bite out of you. The best way to deal with a cacodemon is to hide just inside a doorway (or someplace where it's shots can't hit you), and wait for it to come looking for you. the second it floats in, the chainsaw makes EXTREMELY short work of it. The only thing that may cause unforseeable problems with this tactic is if they're floating around walkways with railings on them, as the railings disrupt their flight path, and you may end up waiting longer than anticipated. K. Berserker Damage Resistance: Medium Attack Damage: Medium to High These are the ogrish demons you see packing chainsaws. TECHNICALLY they're supposed to be zombies (they're actually referred to as chainsaw-zombies, not berserkers), but I really don't see any similarities between them and other zombies, and they never appear around other zombies, so I consider them a separate class of demon altogether. I call them berserkers simply because they like to go berserk on you with their chainsaws (which by the way, is how you originally obtain the chainsaw in the first place), which given the chance can do a lot of damage. The primary method of defense against bersekers is simply to stay the hell away from them. A chainsaw isn't particularly useful against something that's nowhere near you. Although aggressive, berserkers occasionally tend to have a bit of a cowardly streak in them, and will sometimes run away and hide for a moment or two when you shoot them (particularly with anything rapid-fire). Although they can do major damage if you let them, berserkers can hardly be considered dangerous. L. Commando Damage Resistance: Medium Attack Damage: Medium to High These demons are first introduced in a cutscene, where Betruger transforms a hapless soldier into one. These have got to be the goofiest-looking demons in the game. they're big, gray, have a dangling 'tentacle' for one arm, and look like they're wearing safari helmets. Their main method of attack is to run at you full-speed and pummel you into submission, but they can also attack you from a medium distance away using their 'tentacle', which can easily be avoided by strafing to the right (all commandos have their tentacle on their right arm, on your left as they're facing you). A bit more resiliant than other enemies, commandos can sustain up to two explosive weapon blasts, and up to six seconds of sustained rapid-fire weaponry. You could also take them down with two-three point-blank shotgun blasts, but you will most likely take some damage in doing so. While not incredibly dangerous as is, a second variety of commando comes equipped with a chaingun, which can do an insane amount of damage. Most of the damage can be avoided by strafing back and forth (the chaingun was designed for power, not accuracy), and it's wielder I recommend be greeted with a couple of rockets upside the head. Commandos have a habit of 'patrolling' the area they're in, and can actually be snuck up behind without them noticing. You'll know if one spots you by a low-pitched "Kill!" or "Die!!" Commandos start assaulting you around the Delta labs. M. Cherub Damage Resistance: Medium-Low Attack Damage: Medium-High

I HATE these things. They're like half housefly larva, half evil baby. Trust me, you can't possibly mistake the sound of an evil baby, accompanied by the buzzing of insect wings. Cherubs hop around- basically flying very short distances- and can hurl themselves at you unexpectedly from ANY distance. IF YOU SEE ONE, KILL IT!!!!!! Cherubs roam in packs, that happen to be somewhat spread out- while you may only see one cherub, I assure you there are a few more around a corner somewhere. While you're busy focusing on one of them, another one will take that opportunity to blindside you. These little bastards (and I mean that in both the literal AND figurative sense) can do a lot of damage to you, so the second you see one, pull out whatever weapon you've got and send it back to hell. I swear, those things really freak me out. Cherubs like to hang around wherever there are Mancubi. N. Tick Damage Resistance: Low Attack Damage: Medium-Low These are basically the exact same as trites, only more resiliant. They're a little faster, can jump further, and take a little more damage, but they're pretty much the same, and should be dealt with accordingly. The only real noticeable differences are that ticks only come out of the walls (trites can lower themselves down on webbing), they come in MUCH bigger waves than trites, and sometimes they explode, either when shot or when they collide with you. Ticks can be distinguished by a high-pitched squeaking noise. The only place I've seen ticks is when you get back to the Delta Complex from hell, but sometimes they slip one in with a wave of trites. O. Mancubus Damage Resistance: High Attack Damage: Medium-High Yet another reoccurring classic monster from Doom history, the Mancubus now shows up as a sub-boss in the Recycling Sector- That is to say, THREE mancubi show up as a sub-boss. And with good cause, too. ONE Mancubus is too much, and they pit you against three. Mancubi are the large, chubby white demons with tentacles protruding from their faces, and packing dual fireball-cannons. DO NOT; I repeat; DO NOT attempt to fight a Mancubus at close range, unless you happen to be extremely skilled at the game. At close range, a mancubus will instinctively perform a belly-bump that will launch you across the room, and then resume pummeling you with fireballs. During the first encounter, YOU'RE GIVEN COVER FOR A DAMN GOOD REASON- USE IT!!!! There is a slight delay between when a mancubus sees you and when it starts launching fireballs at you; use this delay to repeatedly strafe-blast the fat bastard and send it back from whence it came. Four-five rockets will kill one, And with chaingun/plasma rifle fully reloaded, unloading a CONSTANT STREAM OF AMMO until you ABSOLUTELY have to reload will usually kill it. Just keep in mind that it will be doing the same with it's fireballs. You can expect mancubi when you hear a sound like a giant 'bullfrog'. You'll encounter the three in the Recycling 2 Sector, and then a LOT more in hell. P. Arch-Vile Damage Resistance: Medium Attack Damage: Medium to Very High Be afraid. Be very afraid.

In Doom 2, the Arch-Vile had the unpleasant ability to resurrect dead demons and sick them against you. Ah, how I miss those days. No longer is the Arch-Vile's number of minions limited to the amount of corpses on the battlefield (especially since demons in Doom 3 don't LEAVE any corpses), as it now simply teleports in the demon of it's choice to assist it. Imps, maggots and wraiths are it's minions of choice during the first few encounters, but later on it will take to summoning revenants, mancubi, even hellknights. Which should on it's own give you more than enough incentive to kill it quickly. But wait, there's more! Not only that, but the Arch-Vile (which looks like a pale, spindly sort of demon, by the way), can also launch an EXTREMELY potent stream of flame at you, that travels along the ground, and is not affected by height (it climbs walls). It also has a very painful slashing attack up close, and it sometimes seems like it even has teleportation [it doesn't, for the record, but it has a tendency to pop back up in places you're not entirely sure how it got to...]. The best course of action is to ignore the minions (it will always manage to pump out at least one...) and head straight for the summoner itself. Rockets, plasma and chain bullets are very effective against it, use the BFG if you've got it (especially later in the game, when it starts pumping out hellknights- LOTS of hellknights), or the soulcube if it's ready. But the best way I've found to deal with Arch-Viles is to know when it's coming, get right up next to where it's teleporting in, and start chainsawing immediately. Arch-Viles fall FAST to the chainsaw, especially since the first thing any arch-vile will do is immediately attempt to summon a minion, during which it has to hold a pose for a second or two (the bigger the minion, the longer it has to hold the pose) and is completely vulnerable while doing so. This also manages to kill it before it can summon any of the larger enemies, but it will always manage to squeeze in a last-second imp or maggot. (It may seem cheap to some people, but if you take a lot of damage from an arch-vile, or encounter a particularly difficult one, memorize your position and load from your most recent saved game, then unleash the chainsaw on it when it teleports in for the second encounter) Arch-Viles make their prescence known from Delta Labs and up. Q. Hellknight Damage Resistance: High Attack Damage: High Although technically the Knight of hell was far less powerful than the Baron of hell in the previous Doom games, I guess id had to pick a name and run with it for this rendition, and Hellknight seems more fitting than Hellbaron. The Hellknight, as it's name implies, runs rampant in hell, and in many places adjecent to said locale. For all intents and purposes, a hellknight is a HUUUUUUGE imp, with attack and defense many times more powerful. The number one course of action against a hellknight is to hit it with a fully charged BFG blast, but in hell you won't have that particular option at the start. It's large blue fireballs should be avoided at all costs (they have a MUCH larger blast radius than imp fireballs), as should it's heavy swipe attack. Luckily, unlike imps, it cannot scale walls or lunge at you, but should still be avoided just the same. If you don't have the BFG or Soulcube currently at your disposal, either the chaingun or the plasma rifle will get the job done, all the better if you manage to avoid getting mauled while using them. Only use the pistol or chainsaw if you have an intense desire to DIE, and only use the shotgun or machine gun if you have nothing better on you. In any case, aim high. Unless you're skilled at the game or else extremely lucky, you WILL take some damage against a hellknight. You'll encounter two immediately before you journey to hell. Once you go through the teleporter, watch your back. You can't POSSIBLY mistake a hellknight for anything else. Believe me, you'll know one when you see it.

------------------------------------------------------------------------------Section 2: Bosses A. Vagary Damage Resistance: Medium-High Attack Damage: Medium A lesser reincarnation of the Spider Mastermind from the original Dooms, sans it's trademark super-chaingun. The first boss that you encounter, Vagary is basically a larger, more powerful trite. She has a lunge attack, with which she slashes you with her sharp claws, and she also has psychokinesis, which she uses to barrage you with spiky cocoons scattered all over the battlefield. In fact, those cocoons are a sure sign that a vagary is around (yes, there's more than one),so if you see them, be ready for battle. During the boss battle, unload the machine gun (or chaingun, if you found it and have ammo) into her, keep your distance and try your best to avoid her psychokinetic attacks (they're kind of hard to predict) and soon enough she'll be dead. When you encounter her later you'll have less difficulty, as you'll have more powerful weapons. Just hit her with the soulcube (use the trites that accompany her to charge it up if need be) or BFG, or Plasma rifle if you want to conserve ammo, and she's gone as fast as she arrived. Vagary appears once as a boss in the Alpha Labs, and a few more appear in the Martian caverns. B. Guardian Damage Resistance: Medium-High Attack Damage: Medium-High to High The Guardian is the massive Dragon-like creature deep in the inner depths of hell. It attacks both with a wide spread of fireballs, and a vicious mauling attack if it gets close enough. Unfortunately, it's thick hide is COMPLETELY impervious to all weaponry, so a full frontal assault is totally out of the question. No, the key to destroying the Guardian it it's minions, the Seekers, which it releases to assist in tracking you during the battle. In fact, the soulcube itself makes it a point to tell you this during the battle, in case you don't figure it out. The Seekers themselves (which look like smaller versions of the final boss in Half-Life, for those of you who played it) do not attack you at all, they simply float around, tracking you with their spotlights so the Guardian can find you. They have medium damage resistance, and float pretty quickly, so start taking them out with the chaingun or machinegun as soon as you see them (if you have good aim you can use the plasma gun or rocket launcher, but they're not recommended as their projectiles travel slower than bullets and have a greater potential to miss) while keeping your distance from the guardian itself and dodging it's attacks. Once you've killed them (I think there's about 5) the guardian will stop to generate more, and that's your cue to attack. While generating seekers, the Guardian will have a glowing energy ball above it, that you should immediately target with your most powerful weapons. Use rockets or BFG (if you have any ammo left), or plasma as a last resort. Should you run low on ammo, there is ammunition for various weaponry scattered about the battlefield, mostly concentrated around the four big rock-obstacle things. You will need to repeat the process a few times before you win this battle- just avoid the Guardian, destroy the seekers, shoot the glowing sphere, rinse and repeat as necessary. C. Sabaoth

Damage Resistance: High Attack Damage: High to YOU'VE GOT TO BE F*****G JOKING. Sabaoth, a.k.a. the Sarge-tank, will confront you at the end of the CPU complex. It's a large, mutated Sergeant Kelly, with a battletank as the lower half of his body. The battlefield is one large platform surrounded by a bottomless pit, and four large pillars in the corners that occasionally open up and radiate electricity that will hurt A LOT if you get too close. Sarge travels in a figure eight around this platform and tries to run you over, swatting at you with his cybernetic arm should you get too close. Sounds pretty tough, right?? You haven't heard the worst part yet. HE'S PACKING A BFG. You read right. A B-F-G. BIG F*****G GUN. WITH UNLIMITED AMMO. And he makes it a point to let you know throughout the battle that he has it, by charging and firing it at you every five seconds. EVERY FIVE SECONDS. And keep in mind folks, this is INDEED a BFG. If you are caught in a blast, YOU WILL DIE. As is the true nature of the BFG. However, if you were a good little Doom 3 player and actually bothered to pick up and pay attention to the video disks lying around the base, you would have learned that the BFG can be defeated by destroying it's projectiles before they hit. All in all, this leads to a very intense battle. You have to not only dodge Sabaoth himself, as well as keeping away from the electric pillars, you also have to shoot down the BFG blasts before they turn you into so much radioactive pudding. Just keep moving, and watch for the doors along the sides of the arena to open- they hold health and armor, which you WILL need, as even though you're destroying the BFG shots before they explode, the sheer power from them irradiates the entire arena, causing you to gradually lose health until the projectile is destroyed. Just make sure to KEEP MOVING. You are allowed to also DODGE the BFG shots, not just destroy them. Plasma is a good weapon choice here, as it not only inflicts decent damage on Sarge, but it takes out BFG shots as well. Rockets can be useful as well, as their splash damage can take out freshly fired BFG shots if timed right. And if you happen to have your soulcube fully charged, not only will it completely refill your health, it'll effectively HALVE his.[?] All in all, just lay a thick layer of rockets and/or plasma on Sarge, and he'll stop moving sooner or later. Then you can help yourself to his weapon. Believe me, you've EARNED it. D. CYBERDEMON Damage Resistance: Very High Attack Damage: High to INSANELY High FACE IT. You knew you were going to have to encounter one eventually. No self-respecting Doom sequel would be complete without the legendary Cyberdemon. As a being capable of causing even veteran Doom players to spontaneously wet themselves upon hearing the monstrous sound of it spotting them, it is only fitting that this diabolical mass of machinery be the final boss you encounter in id's latest programming masterpiece. True to it's predecessors, this incarnation of the cyberdemon is LUDICROUSLY huge, and still retains it's horrifyingly massive rocket launcher, which it will fire at you intermittently for the duration of the battle. It also has a nasty habit of STEPPING on you if you're close-by, which will kill you- almost. It will merely have to step on you a second time to finish the job. Try not to give it that opportunity. Also, in the exact center ot the arena is the hellhole, the very portal you have come to destroy. Imps, maggots, and wraiths will be climbing out of this hole to attack you, in an effort to assist their cybernetic comrade. Now for the fun part. THE CYBERDEMON CAN ONLY BE HARMED BY THE SOULCUBE!!!!!! That's right, boys and girls. Come on now, think about it. When you got the cube from the guardian, it happened to mention; "we are the key to defeating hell's mightiest warrior." One would think it was MAYBE talking about the giant cyborg barreling down on your ass as we speak.

The hordes of monsters should be plenty to charge it up, and once it is, fire it in the general direction of ol' big C, then proceed to run like hell (no pun intended) and repeat the process, being careful not to fall either into the hellhole itself, or off of the outer edge of the arena. If you need health, there's a little near where you came in, but not much.[?] All the health you really need will be provided from the cyberdemon itself, as you gradually ROB him of it. Eventually, the Cyber will topple, and you will have completed the game. Just sit back and watch the ending cinema, and wonder about how the hell you're going to get through the game on the next higher difficulty level... ------------------------------------------------------------------------------Section 3: Weapon/Demon Chart This chart indicates the effectiveness of each weapon on the various creatures you encounter. Bosses are not listed, as the best weapons to use on them are usually the most powerful ones you have. Fists/Flashlight: Lost Souls- excellent Normal Zombies- average Anything else- extremely poor Pistol: Zombies(all but commandos)- above average Trites/Ticks- pretty good Imps/Wraiths- below average Lost Souls- very good Cherubs/Maggots- average Anything else- very poor Shotgun: (close range) Normal Zombies- excellent All Other Zombies- very good Imps/Wraiths/Maggots- very good Lost Souls/Ticks/Trites- excellent Cacodemons/Cherubs- above average Revenants- average Pinkies- good Mancubi/Arch-Viles/Hellknights- bad Shotgun: (medium to long range) All zombies- decent Imps/Maggots/Wraiths- good Ticks/Trites- very good Cherubs/Pinkies/Lost Souls- average Revenants/Cacodemons- average Mancubi/Arch-viles- below average Hellknights- poor Machine Gun: Zombies(all but Commandos)- very good Commandos- decent Imps/Maggots/Wraiths- pretty good Trites/Ticks- excellent Cherubs/Lost Souls- above average Pinkies/Cacodemons/Revenants/Arch-Viles- average Mancubi/Hellknights- below average Chaingun:

All Zombies- very good Imps/Maggots/Wraiths/Cacodemons/Revenants-pretty good Lost Souls/Trites/Ticks/Cherubs- excellent Pinkies/Arch-Viles- decent Mancubi/Hellknights- average Grenades: Revenants/Pinkies/Arch-Viles- above average Cacodemons- pretty good (if you can hit them.) Mancubi/Hellknights- average Anything else- excellent Plasma Rifle: All Zombies/Imps/Maggots/Wraiths/Arch-Viles- above average Cacodemons/Pinkies/Revenants- very good Ticks/Trites/Lost Souls/Cherubs- pretty good Mancubi/Hellknights- average Rocket Launcher: Commandos/Revenants/Arch-Viles- pretty good Mancubi/Cacodemons/Pinkies- above average Hellknights- average Anything else- excellent Chainsaw: Normal Zombies/Cacodemons/Maggots/Arch-Viles- excellent Imps/Wraiths/Revenants/Marine Zombies/Commandos- pretty good Ticks/Trites/Lost Souls/Cherubs- above average Hellknights- average Pinkies/Mancubi- below average BFG [Big F*****g Gun]: Like you really need an explanation. Simply point at whatever you want to die, and pull the trigger. Pinkies and larger will require the gun to be charged up for better efficiency (just remember not to charge too long...). Soul Cube: Anything- Immediate and complete death (except for bosses). If you haven't already figured this out on your own, you're playing the wrong game. ------------------------------------------------------------------------------Section 4: Frequently Asked Questions Q: How do I kill [insert monster here]??? A: Refer to the section of this guide on that particular monster. I made sure not to omit any details, and to list what, in my opinion, is the best way to kill any demon in the game. Q: I don't like the way you recommended to kill [insert monster here]. My way works much better. A: That's not a question. But none-the-less, the methods I've listed are NOT the definitive way to defeat any monster. As I stated above, all the methods are based on my own personal opinion and expertise, which may or may not match that of anyone else. Everyone has their own playing style, and may find some methods easier than others. It's your game, play it however the heck you want.

Q: I was in a battle, and I saw two monsters beating the crap out of each other. What the heck was going on!?!?!? A: Those familiar to the Doom series will recognize the Retaliation system. That is, if a demon is injured by a demon of another type, the injured one will completely ignore you, and instead retaliate against the demon who hurt it. Unlike in the previous games, however; in Doom 3, only high-level monsters will retaliate, and only against lower-level monsters. So you'll never see two imps duking it out, or a pinky attacking a hellknight, but you will see revenants blowing imps and pinkies to smithereens, and you'll never see anything more glorious than an arch-vile slaughtering it's own minions... So if you encounter a situation with one big enemy and a bunch of smaller enemies, the best place to hide is behind the big enemy. And no, this won't work with the Cyberdemon. Q: What weapons work best against what monsters?? A: Refer back to the weapon/monster chart to help you figure it out. Keep in mind you don't HAVE to use the exact weapons listed if you prefer to use something else. All weapons will kill all non-boss monsters in the game, some just take more effort than others. Q: You forgot this.... A: I very much doubt that. But if you sincerely believe that you have a detail or piece of information that I neglected to include somehow, feel free to let me know. My email is [ltsplurge@yahoo.com]. If it IS something relevant that I somehow missed, I'll by all means add it to this guide (if it's an alternate strategy against a monster or boss I'll need to test it out for confirmation first..). Q: How do I get through [insert level here]?? A: Ask someone else. The actual levels are pretty straight-forward, so you really shouldn't need any assistance. I, for one, did not find it necessary to pay all that much attention to the actual levels themselves- I'm the type of player that tends to press the quicksave button a lot more than would seem necessary... Q: What about BERSERK!?!?!? A: What about it? It's not a monster, and it's not a weapon. You only encounter a total of three different enemies when you actually get ahold of the thing during the game, so it's not really worth mentioning (although it is pretty cool to use). Q: What's the cheat code for [insert cheat here]??? A: I don't know. While I am AWARE of the 'console' system in Doom3, and God mode and such, I don't quite know enough in that general area to be much help. Try checking one of the other guides. Q: I have a glitch in my Doom 3 program. How do I fix it?? A: I have no idea. I make no claim to be any sort of computer technician, so you'd pretty much be asking the wrong guy. Q: You type lots of big funny words. Are you some kind of English teacher or something?

A: No, not since the last time I checked. I have no idea why my typing seems to have such proper vocabulary and such. I don't talk or act even REMOTELY the way I type. If you don't like it, nobody's FORCING you to read this guide. Q: Why is the sky blue? A: That's it, no more questions. And please, I do not look kindly upon smart-ass questions or remarks. ------------------------------------------------------------------------------I hope you found this guide to be helpful, or at least enjoyed it, given the amount of time and effort I put into it. If you have any problems, questions, feedback, etc., drop me a line. My email address is listed up at the top of this guide. Thanks. ------------------------------------------------------------------------------Copyright (c) Lt. Splurge 2004 Doom 3: Monster Guide by ltsplurge Version: 1.3 | Last Updated: 2005-05-17 | View/Download Original File Hosted by GameFAQs Return to Doom 3 (PC) FAQs & Guides

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