An Arachnotron emits a crescendoing mechanical cry (akin to machinery powering up) when spotting a player. Like the Spiderdemon, it has audible footsteps, in their case sounding like buzzing machinery punctuated with occasional electronic crackling. When this monster dies, its head explodes into a morass of gore as its mechanical body collapses while unleashing an electronically-pitched dying tone that resembles failing machinery.
Once the Arachnotron engages an enemy it will continue to fire until the enemy is killed or moves out of its field of view, or until the monster itself flinches in pain or is destroyed - similar behavior can be observed with the Spiderdemon, nazi soldier and heavy weapon dude.
Although they may seem slow, Arachnotrons are actually faster than quite a few of the other monsters and can catch up with the player at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the chaingun will work well, although using the chainsaw on them is very risky (unless the chainsaw-wielding player can rapidly reach and attack the monster before it opens fire). Their attacks are easier to avoid than the rapid-fire hitscan attacks of heavy weapon dudes and Spiderdemons, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. If a player constantly attacks, moves in broad side-to-side movements, and tries to get out of the Arachnotron's line of fire periodically, then the player will sustain minimal damage.
Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via monster infighting, especially when multiple Arachnotrons attack; however, stronger enemies such as a baron of hell will usually prevail in smaller battles because of their higher health.
- As with the Spider Mastermind, the term Arachnotron (roughly translatable as "spider instrument") is not absolutely literal, as arachnids (spiders and such) have always eight limbs. In Doom 2, however, these monsters have only six limbs: two organic arms and four mechanical legs; curiously, while the Doom 64 version increases their mechanic leg count to six, they lack the organic arms.
- In the Doom source code the internal name for the arachnotron is MT_BABY, and the root of its sprite name in the IWAD is BSPI, so the monster was arguably called (or nicknamed) baby spider during the development of Doom II.
- In a ZDoom-based source port, if the player is killed by an Arachnotron (monster is credited with delivering the blow that reduces player's health to 0%), an obituary message is displayed at the top of the screen: "[player name] let an Arachnotron get him(her)".
- The projectile sprite APLS is actually a re-colored version of the Imp's projectile sprite in beta versions of Doom.
- The Arachnotron was supposed to have a Chaingun instead of a Plasma gun in the early beta of Doom II. This was eventually given to the Spiderdemon.
- In Brutal Doom, Arachnotrons are larger, near the size of Hell Knights or a Baron of Hell, move faster and fire the same blue plasma bolts from the player's plasma gun.
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22: Affects Kill %
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|Speed||25 map units per tic|
(875 map units per second)
|Shots per minute||263|
|Sprite name||APLS (in flight)|
|Shots needed to kill||Mean|| Standard|
health, no armor)
health, security armor)
health, combat armor)
|Baron of Hell||45.16||3.09||36||52|
- This table assumes that all calls to P_Random for damage, pain chance, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
In classic Doom, the Arachnotron is first encountered on these maps:
|Game||ITYTD and HNTR||HMP||UV and NM|
|Doom II||MAP07: Dead Simple||MAP07: Dead Simple||MAP07: Dead Simple|
|TNT: Evilution||MAP06: Open Season||MAP08: Metal||MAP04: Wormhole|
|Plutonia||MAP03: Aztec||MAP03: Aztec||MAP03: Aztec|
The IWADs contain the following numbers of Arachnotrons:
|Game||ITYTD and HNTR||HMP||UV and NM|
In Doom 64 their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it, also not having any organic arms like the classic version, and the mechanical legs (now six instead of only four) being longer and bent at upwards-pointing acute angles. Instead of a single plasma gun, the Doom 64 Arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player. They first appear in MAP14: Eye of the Storm unless the player goes through MAP30: The Lair and MAP32: Hectic, which contain Arachnotrons but chronologically come first.
Two Arachnotrons can be seen walking in the official teaser trailer of Doom Eternal, but it's actual appearance in the game is yet to be confirmed.
|Monsters from classic Doom games|
Arachnotron • Arch-Vile* • Baron of Hell • Cacodemon • Commander Keen* • Cyberdemon • Demon • Heavy Weapon Dude • Hell Knight • Imp • Lost Soul • Mancubus • Pain Elemental • Revenant • Shotgun Guy • Spectre | Spider Mastermind • Zombieman • Wolfenstein SS* • Final Boss (Romero's head)*
Sony PlayStation exclusives
|Italics = Introduced in Doom II|
|Monsters from the Sony PlayStation version of Doom|