Baron of hell

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The player fights two barons of hell in E1M8: Phobos Anomaly.
The player fights two barons of hell in E1M8: Phobos Anomaly.

Barons of hell are enemy monsters. Barons of hell resemble minotaurs or satyrs, with pink torsos and brown legs.

A pair of barons, referred to internally by id Software as the "bruiser brothers," star as the bosses at the end of Knee-Deep in the Dead, the first episode of Doom. Barons also appear as regular enemies in the later episodes and in the sequels.

They are described in the Doom manual as "tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex"; the Doom II manual later described them as follows: "The Hell Knight was bad news but this is Big Daddy. These bruisers are a lot like Hell Knights, but look a little different and are twice as tough to kill.". The original baron of hell description was given to the hell knight in Doom II's manual instead.

Contents

[edit] Combat characteristics

With 1000 hit points, barons are the strongest of all creatures in Doom except for the cyberdemon and the spiderdemon. They attack opponents by scratching when close or by throwing green comet shaped fireballs when distant.

[edit] Tactical analysis

Baron attacks are dodged relatively easily, but are faster than those of imps or cacodemons and can do very heavy damage on a successful hit. Because barons take very heavy beatings before going down, and because their pain chance is low, use of the rocket launcher, plasma rifle, or super shotgun is recommended. However, provided that the player can get at sufficient range without being hit, the chaingun and shotgun will also work, but may take a while. Melee attacks against them are hazardous, as they put the player at risk of being clawed.

To kill them requires about five rockets, 45 plasma cell shots or cacodemon fireballs, 100 bullets, 28 Mancubus flame bursts, 23 revenant missiles, 11 seconds with the chainsaw, 15 well-placed shotgun blasts, or five point-blank super shotgun blasts. The BFG9000 at close range can kill a baron in a single shot, however.

Despite their endurance, barons of hell often pose a lesser immediate threat than some of the weaker monsters because they make a single attack without special effects and, given sufficient space, their unswerving fireballs are not too hard to dodge (especially by circlestrafing). In confined spaces, however, they are hard to move around and can be more lethal.

[edit] Inspiration and development

The barons were known as the "bruiser brothers" internally to id because of the first encounter with them and as a parody of the Hammer Brothers in Super Mario Brothers.

Having many hit points, the baron of hell appears only sparingly in Doom, as a boss or a champion-type monster. In Doom II the game dynamics change with the inclusion of a greater variety of relatively tough monsters, the super shotgun, and the megasphere. The hell knight, essentially the same as the baron but with only half as much health, was added to serve as a standard medium-strength monster, falling more quickly to small arms fire such as from the shotgun or chaingun, or offering some resistance without slowing the action down, against more heavily equipped players.

[edit] Notes

  • The baron of hell's face is displayed in the textures MARBFAC3 & MARBFAC4.

[edit] Data

Attributes
ID #3003 (decimal), BBB (hex)
Hit points1000
Speed8 map units/frame
(93.3 map units/second)
Width48
Height64
Reaction time8
Pain chance50 (19.53%)
Mass1000
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameBOSS
Alert soundDSBRSSIT
Action soundDSDMACT
Pain soundDSDMPAIN
Death soundDSBRSDTH
Melee attack
Damage10-80
SoundDSCLAW
Ranged attack
TypeProjectile
Speed15 map units/tic
(525 map units/second)
Damage8-64
Width6
Height8
Sprite nameBAL7
SoundDSFIRSHT (firing)
DSFIRXPL (impact)
Damage done by a baron's clawing attack
Damage done by a baron's clawing attack
Blows needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
2.770.7825
Player (100%
health, security armor)
3.871.0227
Player (200%
health, combat armor)
9.411.48613
Barrel1.120.3312
Trooper1.120.3312
Sergeant1.250.4613
Wolfenstein SS1.610.7014
Imp1.810.7614
Chaingunner2.040.7914
Lost Soul2.770.7825
Commander Keen2.770.7825
Demon3.871.0227
Spectre3.871.0227
Boss Brain26.121.19410
Revenant7.221.33511
Cacodemon9.411.48613
Pain Elemental9.411.48613
Hell Knight11.651.67816
Arachnotron11.651.67816
Mancubus13.841.721018
Arch-Vile16.071.781220
Baron of Hell22.812.101727
Spider Mastermind67.422.816174
Cyberdemon89.662.768395
Damage done by a baron's fireball
Damage done by a baron's fireball
Shots needed to kill Mean Standard
deviation
Min Max
Player (100%
health, no armor)
3.370.8826
Player (100%
health, security armor)
4.781.0438
Player (200%
health, combat armor)
11.681.70816
Barrel1.270.5113
Trooper1.270.5113
Sergeant1.440.6014
Wolfenstein SS2.040.7715
Imp2.250.7615
Chaingunner2.560.7325
Lost Soul3.370.8826
Commander Keen3.370.8826
Demon4.781.0438
Spectre4.781.0438
Boss Brain27.661.32511
Revenant9.041.46613
Cacodemon11.681.70816
Pain Elemental11.681.70816
Hell Knight3
Arachnotron14.551.881019
Mancubus17.272.001221
Arch-Vile20.102.111425
Baron of Hell3
Spider Mastermind84.142.607993
Cyberdemon112.122.48107117

  1. These tables assume that all calls to P_Random for damage, pain chance, blood splats, 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 baron is first encountered on these maps:

GameITYTD and HNTRHMPUV and NM
Ultimate DoomE1M8: Phobos AnomalyE1M8: Phobos AnomalyE1M8: Phobos Anomaly
Doom IIMAP08: Tricks and TrapsMAP08: Tricks and TrapsMAP08: Tricks and Traps
TNT: EvilutionMAP07: PrisonMAP02: Human BBQMAP02: Human BBQ
PlutoniaMAP03: AztecMAP02: Well of SoulsMAP02: Well of Souls

The IWADs contain the following numbers of barons:

GameITYTD and HNTRHMPUV and NM
Ultimate Doom264482
Doom II242731
TNT: Evilution154461
Plutonia587690

[edit] Doom RPG

In Doom RPG, the baron of hell and hell knight both belong to the "baron" monster class. There are three variations, identified by color:

  • Ogre (green torso, red hands, brown legs)
  • Hell knight (brown torso, brown hands, pink legs)
  • Baron (pink torso, orange hands, brown legs)

As in the original, the hell knight is not as powerful as the baron, though both are more powerful than the new "ogre" variation. This class of monster is especially weak against attacks from shotguns.

[edit] See also

[edit] External links

[edit] Source

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
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