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Revenants are monsters introduced in Doom II that are easily recognized by their high-pitched shriek. They take the form of very tall animated skeletons with golden-brown bones, in metallic silver body armor equipped with shoulder-mounted missile launchers, and blood and gore running down their ribcage and legs. Their running movements are a herky-jerky approach akin to a stringed puppet.

According to the manual: Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.

Notes

  • The name revenant is of French origin, and generally means "one who returns (from death)".
  • When compared to the monster as it appears in the game, the revenant model built during the game's development shows a good deal more muscle tissue, and no chest armor.
  • The sprite name for the Revenant's missiles is FATB, and is grouped directly under the Mancubus sprites (FATT). The graphics for these missiles may have been initially intended for the Mancubus projectiles earlier in Doom II's development.
  • Despite the fact that the engine considers the revenant only 56 units in height, the actual sprite of monster is taller closer to 72 units or more in height, making the revenant look as if it is standing "inside" the ceiling if it enters a corridor or room that is less than 72 units in height.
  • When it dies, the Revenant makes a fairly loud metal clump when it hits the ground, on the account of its metal armor. It doesn't appear to make an audible scream or vocal sound upon death.
  • The Revenant shares its same pain sound clip as the Trooper and the Imp.
  • Final Doom's The Plutonia Experiment has the greatest number of revenants used in a single mainstream Doom title; almost every single level has them, with the sole exclusions being MAP11: Hunted (since it only contains arch-viles as enemies) and MAP17: Compound.
  • Because revenant rockets adjust their direction to aim towards the targeted player, it is possible to place them into stable orbits [1][2].
  • When attacking at range, both of the revenant's shoulder mounted missile launchers visually light up despite that only one missile is fired.
  • Revenants, unlike all other monsters - most particularly Imp, Baron of Hell/Hell Knight and Cacodemon - have separate animations for melee and ranged attacks, and both are shown distinctly during the Doom II cast sequence.
  • PlayStation/Saturn Doom's version of the Revenant is considerably easier to tangle with than its PC counterpart; its running speed is much slower (akin to a zombie's or imp's pace), and while it only fires homing missiles, the missiles are also slower and easier to avoid. Its alert and dying sounds also sound done on the cheap in comparison with the other monsters (save for the spiderdemon).
  • Game Boy Advance Doom's version of the Revenant only fires homing missiles.
  • The Revenant appears in PlayStation/Saturn Doom in several maps taken from the original/Ultimate Doom, despite the fact that in the PC version of the game, he did not appear until Doom II. In this version of the game, several other Doom II monsters also appear in original Doom maps (including the Former Commando, Mancubus, Pain Elemental, and Arachnotron).
  • In a ZDoom-based source port, if the player is killed by a revenant (monster is credited with delivering the blow that reduces player's health to 0%), one of two obituary messages will be displayed at the top of the screen depending on which attack the revenant used to kill the player: "[player name] was punched by a Revenant" or "[player name] couldn't evade a Revenant's fireball" for the punch and missile attacks respectively.
  • If the player backs up when the revenant tries to punch the player, the punch will miss, which can be heard as a loud whiffing sound. Because of this, skilled players can use a revenant as a meat shield when other monsters are present on the field.
  • In Brutal Doom, Revenants fire guided and non-guided missiles in volleys of 2 and 4 respectively, and they can all be easily identified beforehand by their outside glowing colors (orangish-red for guided missiles and gold yellow for non-guided missiles). Non-guided missiles are fired and travel faster than guided missiles; the latter ones now fly diagonally towards the ground, unless they can reach their target or hit any obstacle. Their hellish missile launchers can be acquired by destroying or mutilating the Revenant via rocket launcher or chainsaw (Revenant's shoulder cannons are mapped to key 8). As of v19, the Revenant can be blown off/chainsawed in half and its upper torso will walk on its hands and continue to attack (though firing only guided missiles and no longer being able to punch the player). In v20, the Revenant was given their Doom 3 counterpart "active" sounds, their "default" huffing breath now restricted to their "sawed-in-half" state.

Doom RPG

In Doom RPG, the revenant appears as a class of monster. There are three variations, identified by color:

  • Ghoul (normal colors with green "pants" of blood)
  • Fiend (reddish combat gear with blue "pants" of blood)
  • Revenant (normal colors)

This monster explodes when it is killed and causes damage to any player, monster, or barrel adjacent to it. It is weak against rockets.

See also

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