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{{Game Tabs|first = main|second = doom ii|third = doom 64|fourth = doom ii rpg|fifth = doom eternal}}
{{quote|Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in [[Hell]] with a [[plasma gun]].|Description in the Doom II manual}}
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{{Quote|Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in [[Hell]] with a [[plasma gun]].|Description in the Doom II manual}}
{{Infobox Enemy
 
  +
{{Quote|They are the small offspring of the Spider Demon that was the final boss in the original Doom. They are nastier offensively, slinging green plasma bolts like pissed off Barons of Helll. But they can't stand the same level of damage as their daddy before going legs up.|Description in the Doom II Official Strategy Guide}}
|name = Arachnotron
 
  +
.​​
|image = spiderdemon_sprite.png
 
 
The '''Arachnotron''' is a spider-like cyborg [[monster]] introduced in [[Doom II]]. It is similar in appearance to the [[Spiderdemon]], but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and a body that consists primarily of a large brain, along with two small arms. Instead of a chaingun, it wields a powerful plasma gun that fires bursts of yellow and green energy.
|class = Cyborg Demon
 
|type = Enemy
 
|hp = 500
 
|attack = 5-40 <small>(263 shots/minute)</small>
 
|speed = 875 map units per second
 
}}
 
 
The '''Arachnotron''' is a spider-like cybrid [[monster]] introduced in [[Doom II]]. It is similar in appearance to the [[Spiderdemon]], but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and a body that consists primarily of a large brain, along with two small arms. Instead of a chaingun, it wields a powerful plasma gun that fires bursts of yellow and green energy.
 
 
In [[Doom II]], they make their first appearance in [[MAP07: Dead Simple (Doom II)|Dead Simple]], where the player must fight them when they reinforce the fallen [[Mancubus|Mancubi]].
 
 
==Combat characteristics==
 
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.
 
 
==Tactical analysis==
 
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]], [[Wolfenstein SS|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 dude]]s and [[Spiderdemon]]s, but their plasma bursts are among the fastest [[projectile]]s, 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.
 
   
 
==Notes==
 
==Notes==
Line 32: Line 13:
 
* 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.
 
* 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 Knight]]s or a [[Baron of Hell]], move faster and fire the same blue plasma bolts from the [[Player|player]]'s [[plasma gun]].
 
* In [[Brutal Doom]], Arachnotrons are larger, near the size of [[Hell Knight]]s or a [[Baron of Hell]], move faster and fire the same blue plasma bolts from the [[Player|player]]'s [[plasma gun]].
 
==Data==
 
{| class="WikiaTable"
 
! colspan="2" |Attributes
 
|-
 
|ID #||68 (decimal), 44 (hex)
 
|-
 
|[[Hit points]]||500
 
|-
 
|Speed||12 [[map unit]]s per frame<br />(140.0 map units per second)
 
|-
 
|Width||128
 
|-
 
|Height||64
 
|-
 
|Reaction time||8
 
|-
 
|[[Pain chance]]||128 (50%)
 
|-
 
|Pain time||6 tics
 
|-
 
|[[Mass]]||600
 
|-
 
|Bits||4194310
 
|}
 
 
{| class="WikiaTable"
 
!Bits list
 
|-
 
|
 
1: Obstacle
 
 
2: Shootable
 
 
22: Affects Kill %
 
|}
 
 
{| class="WikiaTable"
 
! colspan="2" |[[Sprite]]s &amp; [[sound]]s
 
|-
 
|Sprite name||BSPI
 
|-
 
|Alert sound||DSBSPSIT
 
|-
 
|Chase sound||DSBSPWLK
 
|-
 
|Action sound||DSBSPACT
 
|-
 
|Pain sound||DSDMPAIN
 
|-
 
|[[Types of death|Death]] sound||DSBSPDTH
 
|}
 
 
{| class="WikiaTable"
 
! colspan="2" |Ranged attack
 
|-
 
|Type||[[Projectile]]
 
|-
 
|Speed||25 [[map unit]]s per tic<br />(875 map units per second)
 
|-
 
|Damage||5-40
 
|-
 
|Shots per minute||263
 
|-
 
|Width||13
 
|-
 
|Height||8
 
|-
 
|Sprite name||APLS (in flight)<br />APBX (impact)
 
|-
 
|Sound||DSPLASMA (firing)<br />DSFIRXPL (impact)
 
|}
 
 
[[Image:PlasmaHistogram.png|none|300px|thumb|''Damage done by each plasma burst'']]
 
{| class="WikiaTable"
 
|-
 
| '''Shots needed to kill'''
 
| Mean
 
| [[Wikipedia:Standard deviation#Interpretation and application|Standard<br />deviation]]
 
| Min
 
| Max
 
|-
 
|[[Player]] (100%<br />[[health]], no [[armors|armor]])||5.02||1.09||3||8
 
|-
 
|Player (100%<br />health, [[security armor]])||7.16||1.23||5||10
 
|-
 
|Player (200%<br />health, [[combat armor]])||17.99||1.97||13||22
 
|-
 
|[[Barrel]]||1.44||0.60||1||4
 
|-
 
|[[Trooper]]||1.44||0.60||1||4
 
|-
 
|[[Sergeant]]||1.80||0.75||1||4
 
|-
 
|[[Wolfenstein SS]]||2.75||0.78||2||5
 
|-
 
|[[Imp]]||3.16||0.86||2||6
 
|-
 
|[[Chaingunner]]||3.61||0.91||2||6
 
|-
 
|[[Lost Soul]]||5.02||1.09||3||8
 
|-
 
|[[Commander Keen]]||5.02||1.09||3||8
 
|-
 
|[[Demon]]||7.22||1.29||5||10
 
|-
 
|[[Spectre]]||7.22||1.29||5||10
 
|-
 
|[[Boss Brain]]<sup>2</sup>||11.68||1.70||8||16
 
|-
 
|[[Revenant]]||13.90||1.83||9||18
 
|-
 
|[[Cacodemon]]||18.27||2.04||13||22
 
|-
 
|[[Pain Elemental]]||18.27||2.04||13||22
 
|-
 
|[[Hell Knight]]||22.80||2.24||17||28
 
|-
 
|[[Arachnotron]]<sup>3</sup>|| || || ||
 
|-
 
|[[Mancubus]]||27.28||2.45||21||33
 
|-
 
|[[Arch-Vile]]||31.76||2.58||25||37
 
|-
 
|[[Baron of Hell]]||45.16||3.09||36||52
 
|-
 
|[[Spider Mastermind]]||134.41||2.61||128||140
 
|-
 
|[[Cyberdemon]]||179.12||2.55||173||184
 
|}
 
 
# <small>This table assumes that all calls to [[Pseudorandom number generator|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 [[Sector#Vanilla Doom|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. </small>
 
# <small>Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map. </small>
 
# <small>Hardcoded exception to [[infighting]] negates damage (excepting indirect damage caused by exploding barrels). </small>
 
 
 
 
==Appearance statistics==
 
In [[classic Doom]], the Arachnotron is first encountered on these maps:
 
{| class="WikiaTable"
 
|-
 
!Game!![[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]!![[Hurt Me Plenty|HMP]]!![[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
|-
 
|[[Doom II]]||[[MAP07: Dead Simple (Doom II)|MAP07: Dead Simple]]||[[MAP07: Dead Simple (Doom II)|MAP07: Dead Simple]]||[[MAP07: Dead Simple (Doom II)|MAP07: Dead Simple]]
 
|-
 
|[[TNT: Evilution]]||[[MAP06: Open Season (TNT: Evilution)|MAP06: Open Season]]||[[MAP08: Metal (TNT: Evilution)|MAP08: Metal]]||[[MAP04: Wormhole (TNT: Evilution)|MAP04: Wormhole]]
 
|-
 
|[[Plutonia]]||[[MAP03: Aztec (The Plutonia Experiment)|MAP03: Aztec]]||[[MAP03: Aztec (The Plutonia Experiment)|MAP03: Aztec]]||[[MAP03: Aztec (The Plutonia Experiment)|MAP03: Aztec]]
 
|}
 
 
The [[IWAD]]s contain the following numbers of Arachnotrons:
 
{| class="WikiaTable"
 
|-
 
!Game!![[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]!![[Hurt Me Plenty|HMP]]!![[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
|-
 
|[[Doom II]]||15||41||64
 
|-
 
|[[TNT: Evilution]]||29||52||57
 
|-
 
|[[Plutonia]]||68||87||94
 
|}
 
 
==Other games==
 
===Doom 64===
 
[[File:Sshot_arachnotron64.png|thumb|[[Doom 64]]'s Arachnotron in action.]]
 
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 (Doom 64)|MAP14: Eye of the Storm]] unless the player goes through [[MAP30: The Lair (Doom 64)|MAP30: The Lair]] and [[MAP32: Hectic (Doom 64)|MAP32: Hectic]], which contain Arachnotrons but chronologically come first.
 
===Doom Eternal===
 
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.
 
   
 
==See also==
 
==See also==
 
* [[Monsters open locked doors]]
 
* [[Monsters open locked doors]]
   
 
[[es:Arachnotron]]
{{Doom monsters}}
 
 
[[Category:Monsters]]
{{Sony PlayStation monsters}}
 
[[Category:Cybrid Demon]]
 
[[Category:Spiderdemons]]
 
[[Category:Arachnotrons]]
 
[[Category:Demons]]
 

Revision as of 14:28, 2 April 2020

"Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in Hell with a plasma gun."
― Description in the Doom II manual
"They are the small offspring of the Spider Demon that was the final boss in the original Doom. They are nastier offensively, slinging green plasma bolts like pissed off Barons of Helll. But they can't stand the same level of damage as their daddy before going legs up."
― Description in the Doom II Official Strategy Guide

.​​ The Arachnotron is a spider-like cyborg monster introduced in Doom II. It is similar in appearance to the Spiderdemon, but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and a body that consists primarily of a large brain, along with two small arms. Instead of a chaingun, it wields a powerful plasma gun that fires bursts of yellow and green energy.

Notes

  • 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.

See also