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Arachnotron

From Doom Wiki

In the upper courtyard of MAP11: Circle of Death, in Doom II, an arachnotron turns toward the player with intent to kill. The translucent effect on its plasma burst is a feature in some source ports.

The arachnotron is a spider-like monster introduced in Doom II. It is quite similar 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 his body 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.

According to the manual: 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.

In Doom II, they make their first appearance in Dead Simple, where the player must fight them when they reinforce the fallen mancubi.

Contents

[edit] Combat characteristics

Once the arachnotron engages an enemy it will continue to fire until the enemy moves out of its field of view or until the monster flinches in pain or is destroyed. Similar behavior can be observed with the spiderdemon and the heavy weapon dude.

[edit] Tactical analysis

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. Their attacks are easier to avoid than the hitscan attacks of the other monsters that use rapid fire weapons, but the plasma bursts move faster than most other projectiles and can quickly hurt the player severely, if not avoided. 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. Additionally, the projectiles fired by arachnotrons can obscure the player's vision.

[edit] Notes

  • As with the spiderdemon, the term arachnotron (roughly translatable as "spider instrument") is not absolutely literal, as they only have six limbs; two arms and four mechanical legs. Arachnids (spiders and such), on the other hand, have eight limbs. Curiously, while the Doom 64 version increases their leg count to six, they lack the 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 baby spider during the development of Doom II.

[edit] Data

Attributes
ID #68 (decimal), 44 (hex)
Hit points500
Speed12 map units per frame
(140.0 map units per second)
Width128
Height64
Reaction time8
Pain chance128 (50%)
Mass600
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameBSPI
Alert soundDSBSPSIT
Chase soundDSBSPWLK
Action soundDSBSPACT
Pain soundDSDMPAIN
Death soundDSBSPDTH
Ranged attack
TypeProjectile
Speed25 map units per tic
(875 map units per second)
Damage5-40
Shots per minute263
Width13
Height8
Sprite nameAPLS (in flight)
APBX (impact)
SoundDSPLASMA (firing)
DSFIRXPL (impact)
Damage done by each plasma burst
Shots needed to kill Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.021.0938
Player (100%
health, security armor)
7.161.23510
Player (200%
health, combat armor)
17.991.971322
Barrel1.440.6014
Trooper1.440.6014
Sergeant1.800.7514
Wolfenstein SS2.750.7825
Imp3.160.8626
Chaingunner3.610.9126
Lost Soul5.021.0938
Commander Keen5.021.0938
Demon7.221.29510
Spectre7.221.29510
Boss Brain211.681.70816
Revenant13.901.83918
Cacodemon18.272.041322
Pain Elemental18.272.041322
Hell Knight22.802.241728
Arachnotron3
Mancubus27.282.452133
Arch-Vile31.762.582537
Baron of Hell45.163.093652
Spider Mastermind134.412.61128140
Cyberdemon179.122.55173184

  1. 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.
  2. Assumes that direct hits are possible, which does not occur in any stock map.
  3. Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).

[edit] Appearance statistics

In classic Doom, the arachnotron is first encountered on these maps:

GameITYTD and HNTRHMPUV and NM
Doom IIMAP07: Dead SimpleMAP07: Dead SimpleMAP07: Dead Simple
TNT: EvilutionMAP06: Open SeasonMAP08: MetalMAP04: Wormhole
PlutoniaMAP03: AztecMAP03: AztecMAP03: Aztec

The IWADs contain the following numbers of arachnotrons:

GameITYTD and HNTRHMPUV and NM
Doom II154164
TNT: Evilution295257
Plutonia688794

[edit]

[edit] Other games

[edit] Doom 64

The Doom 64 arachnotron has 2 plasma guns. In addition its appearance is different: it is a bit higher, has 6 legs instead of four, it has red eyes insted of blue and the brains are smaller and more pink in tone. In combat, it fires the plasma shots in a semi-automatic fashion instead of entire streams.

[edit] Doom RPG

The arachnotron appears in as a class of monster. There are three variations, identified by color:

  • Arachnotron (normal colors)
  • Plasmodium (light green brain, bronz-colored robotic chassis)
  • Astaroth (light purple brain, gold-colored robotic chassis)

Arachnotrons attack three times consecutively, and are most weak against bullets and rockets.

[edit] See also

Monsters from Doom and Doom II
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 | Spiderdemon | Zombieman | Wolfenstein SS | See also final boss