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    Monster Guide by ltsplurge

    Version: 1.3 | Updated: 05/17/05 | Printable Version | Search Guide | Bookmark Guide

    Doom 3 Monster/Boss guide
    v1.3 5/17/05
    --------------------------------------------------------------------------------
    This guide is written by Lieutenant Splurge, and provides a detailed 
    description of all of the monsters and bosses in the game, and the best way to
    deal with them. This guide is not a walkthrough, as the majority of Doom 3 is
    pretty straight-forward (unlike the original Doom/Doom2, which could get quite
    maze-like). This is my first guide/FAQ, so give me a break if you don't think
    it quite meets the standards of the other guides/FAQs on this site.
    
    Doom 3 is a copyrighted product of id software, a company which I am in no way
    affiliated with, nor do I claim to be affiliated with it.
    
    If you have any questions about anything in this guide, feel free to email me
    at ltsplurge@yahoo.com. Just make sure the questions are somewhat relevant
    before you send them. Please don't email me questions related to walkthroughs, 
    cheats, purchasing information, game ratings, etc., or else they will be 
    completely ignored. If I get the same question from a number of different 
    individuals, I may eventually have it listed under the FAQ section (irrelevant
    questions excluded). And please, don't send any flame-mail or anything 
    negative. Nobody's MAKING you read this guide, so if you can't say something 
    nice,... (yadda yadda yadda, you know the drill.)
    
    Finally, to avoid any confusion, this guide may only be posted on gameFAQs.com.
    So if I get any emails asking if it can be posted elsewhere, the sender 
    OBVIOUSLY ignored this statement, and shall be ignored in return.
    
    This guide may contain spoilers, although they will be purely unintentional.
    
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    NOTICE: To all of those who have been sending me tips and info..
     Unfortunately, due to a computer error, I was forced to reformat my computer,
    and have lost all of the data stored therein involving this guide (not to 
    mention evenything else I had on it). While I did remember most of the info 
    sent to me via email, I DIDN'T remember the names/screennames of the people who 
    first sent them to me (thinking back I probably should've written it down 
    somewhere). I already tested out all of the tips and such for authenticity, so I
    NEED to include it in this guide (for completeness, and so people don't keep on 
    emailing it to me), but I can't give proper credit without knowing who it was 
    that emailed it to me in the first place. 
     Any such info will be marked with [?] after it, as so to show that I myself am
    not taking credit for it, but if you happen to see any info you remember 
    emailing me, drop me a line. HOPEFULLY I'll recognize the names/screennames of 
    those I was planning on crediting, and I'll be able to clean up some of this 
    mess... but a lot of people sent me info, so chances are they'll ALL assume 
    they were the first, so there's really no guarantee this'll work.
     Please don't get ticked off if you don't see your name next to a tip you 
    remember sending me-  AT LEAST I'm not taking credit for it myself.
       Thanks in advance, and sorry for taking so long to post this update.
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    History and Credit (where credit is due...)-
    V1.0: Brand-spanking new.
    
    V1.1: Made a correction to the Pinky's damage resistance, updated the 
        retaliation info in the FAQ section (Thanks to Riven Caulfield for the 
        Pinky info, and XERXES_II for the retaliation update).
    
    V1.2: Tweaked the existing text in various places for better effect and detail
          Added second shotgun info to the weapon\monster guide to compensate for 
                medium to long range shots
          Added/changed a few sentences here and there (they just didn't look right
                      to me...)
          Made a few minor spelling corrections, etc.
    
    V1.3: Added the crediting notice above, added another Q/A deely, adjusted some 
          info to the arch-vile section. Also reluctantly added the various info
          mentioned in said above notice.
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    A Brief Table of Contents...
    
    Section 1: Monsters
       All the tactical information you could ever need.
    
    Section 2: Bosses
       Not your every-day, run-of-the-mill demons...
    
    Section 3: Weapon/Monster chart
       A.K.A; what works best on what.
    
    Section 4: FAQ/Frequently Asked Questions
       ...and the answers to go with them.
    
    
    
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    Section 1: Monsters
    
    A. Zombie
    Damage Resistance: relatively low
    Attack Damage: low
    
    Zombies are what remains of the civilian population of Mars Base after the 
    initial cataclysm during the beginning of the game. They are of course, the
    standard stereotypical zombie, and all rules apply as such; they go down 
    faster when you aim for their heads (watch out, however, as a few zombies are
    headless already when you encounter them), move fairly slowly, and attack by
    swiping at you. Some zombies are armed with wrenches or flashlights, and do 
    more damage than usual, fat zombies can take more damage before going down, 
    and flaming zombies are a little faster than normal, but for the most part,
    zombies are hardly a threat. Zombies fall easy prey to any weapon more 
    powerful than the pistol, although you may want to use your pistol to kill 
    them simply to conserve ammo for your other weapons.
    Zombie attacks become less frequent near the end of the game.
    
    
    B. Zombie Marine
    Damage Resistance: Medium-Low
    Attack Damage: Low to Medium
    
    Although they too are zombies, the marines are more dangerous than their 
    civilian counterparts- they carry light to medium weaponry, move pretty fast,
    and often use the surroundings to shield themselves. Zombie marines carry 
    either a pistol, shotgun, or machine gun, and can be anticipated by a strange,
    backwards mumbling of sorts. They still go down almost as easily as the unarmed
    versions, although sometimes if you deal them enough damage, they'll expend 
    their last bits of strength attempting to pump their ammo into you point-
    blank. Occasionally marine zombies will carry riot shields. Just aim for their
    heads and use any nearby debris as cover, and they'll go down no problem.
    Zombie marines appear sporadically throughout the first two-thirds of the 
    game.
    
    
    C. Imp
    Damage Resistance: Medium-Low
    Attack Damage: Medium-Low
    
    Yes, they're back, and more annoying than ever. Imps now have the obnoxious
    tendency of popping out from just about everywhere, as they can now scale 
    walls and jump great distances. Other than that, they're still the same old 
    imps from all the previous Dooms. They scratch, they chuck fireballs, they 
    make julienne fries. Well, maybe not so much make fries. But it's still the 
    same old strafe-'n-shoot method of dealing with these little buggers. Also, 
    their fireballs now explode on contact, meaning that they can miss completely
    and still inflict damage. The fireballs also travel in an overhead arc, which
    means that low-hanging ceilings and wreckage can provide cover in some
    situations. It also makes it so you can dodge fireballs thrown by an imp on 
    a higher position than you by simply running towards the imp, and under the
    fireball. Imps, if close enough, also have a nasty little lunge attack, so if
    you see an imp crouched down to the ground, DODGE. Any explosive weaponry will
    take imps out quickly, as will close-range shotgun blasts. Often you can take
    out an imp with one shell by running up to it and blasting it right as it 
    teleports in (any monster being teleported in, however, is signified by loud
    whispering, glowing symbols on the ground, and the entire screen glowing red).
    Imps show up throughout the entire game.
    
    
    D. Maggot
    Damage Resistance: Relatively low
    Attack Damage: Low
    
    Maggots are strange, two-headed monstrosities that only attack by slashing at
    your legs. You can tell if a maggot is around by an odd, pig-like grunting, 
    and the rapid ckicking of their talons against the floor. They move pretty
    fast, but go down quickly, so if you see one coming, wait for it to come up 
    right next to you, then drop it with a shotgun blast to the torso. It usually
    only takes one shot. You can also shoot them at a distance with rapid-fire 
    weapons, but they can be slightly hard to hit, and they get low to the ground
    withing a certain distance of you, effectively ducking subsequent shots.
    Annoying at times, but hardly dangerous.
    
    
    E. Wraith
    Damage Resistance: Medium-Low
    Attack Damage: Medium-Low
    
    Wraiths are aggressive demons with praying mantis-like claws that have the 
    ability to teleport short distances. It's hard to anticipate one around, as 
    the sound they make is incredibly similar to the other noises heard in the 
    background, particularly of the automatic doors in the later levels. Wraiths 
    approach you by teleporting to within distance, then run the rest of the way 
    and slash at you with their 'scythes'. The best opportunity to kill one is to 
    wait for it to teleport, then open fire at close range as it rematerializes. 
    Although not powerful, they are fast, and can do some significant damage if not
    dealt with quickly. 
    Wraiths appear at various points throughout the game.
    
    
    F. Trite
    Damage Resistance: Very Low
    Attack Damage: Low
    
    Trites are spider-demons that resemble mutated human heads (anyone see the
    movie 'The Thing'??? [?]) that almost always attack in clusters. They most 
    commonly spawn from the holes you see in the walls, that are about half the 
    height of the ones you can crawl through, but they have also been known to 
    lower down from above on strands of webbing. Trites have a tendency of only 
    coming out of their holes when you least expect it, so aim for any nearby 
    crawlspaces if you happen to hear their distinctive hissing sound. Trites 
    attack by biting you, and they're not afraid to jump at you if they're not 
    close enough. Trites can only withstand about a bullet or two, so crank out the 
    rapid-fire weaponry to deal with them (watch out, though, they have been known 
    to dodge shots occasionally). Once you obtain the soulcube, trites can 
    become a valuable resource for getting it charged quickly. And ALWAYS make sure 
    they've stopped coming out of the walls before you let your guard down. They 
    sometimes can come in as many as up to four separate waves.
    
    
    G. Pinky
    Damage Resistance: Medium-High
    Attack Damage: Medium
    
    Pinkies are the large pink half-robotic 'dog' demons you'll encounter early in 
    the game. Formerly known simply as 'Demons' in the previous Doom games, Pinkies 
    are not a monster you want to reckon with anymore. While they still retain the 
    usual 'charge and bite' tactics, the sheer power with which they perform this 
    is enough to knock you across the room. You can tell one is nearby by their 
    monstrous roar; in which case, pull out the most powerful weapon at your 
    disposal and RUN LIKE HELL!!! You'd better make damn sure you kill this thing 
    at a distance, because close-range is suicide. You'd be surprised at how 
    exceedingly difficult it can be to land a decent shot on something that happens
    to be repeatedly hurling you into the air. Avoid getting cornered at all costs.
    It takes two grenades to take one out, as well as about four-five seconds of 
    sustained fire with any rapid-fire weapon. If you're good, you could also drop 
    the thing with two-three close-range shotgun shots (three-four at medium 
    range), as long as you keep moving. Plasma is surprisingly effective;
    unfortunately, you won't have gotten it yet for the majority of Pinky 
    encounters. Aim well, too, as it sometimes will strafe to avoid your shots. You
    encounter the first one during a cutscene, after which it crashes it's way into 
    the small room you happen to be trapped in. After that, you'll usually have 
    some distance between yourself and any others that show up. Just thank God that
    id softward had the decency of excluding the invisible version of the pinky 
    (known as a 'Spectre' in previous games) from this game. 
    Watch out for Pinkies until about halfway through the game, when they stop 
    showing up.
    
    
    H. Lost Soul
    Damage Resistance: Low
    Attack Damage: Medium-Low
    
    Lost souls are the flaming, disembodied heads you'll see floating around the 
    Enpro facility. Another returning creature from previous Dooms, the lost soul's
    primary characteristic is the fact that it's extremely difficult to hit. What 
    makes it so hard is the fact that they are small, and they fly. EVERYWHERE. 
    Many times have I let my guard down after vaporizing a gaggle of lost souls, 
    only to discover that I missed a soul or two hovering directly above me, or 
    down around my ankles. The only real way to tell if you missed one is to wait 
    for one to attack you, or to listen for their distinctive noise, which sounds 
    like a woman shrieking. They can't take much damage however (so little you can
    ACTUALLY take them down with your fists), so once you do spot one you can 
    destroy it with relative ease. Their primary attack method is to fly straight 
    at you at high speed, which it can do from any distance, either from across the 
    entire room (they often show up in huge, open areas), or from two feet away 
    from you. The best time to attack them is while they're charging at you, as 
    they make no side-to-side movement and are therefore easier to hit. The weapon 
    of choice would be any rapid fire weapon, or shotgun if you're daring. With the
    shotgun you need to wait until the lost soul is right about to hit you, then 
    open fire, but be aware of the possibility that the delay between shots may 
    leave you open to another lost soul's attack. Just be glad that there are no 
    more Pain Elementals to spit them at you anymore.
    Lost souls appear sporadically throughout the game, starting at the Enpro 
    plant.
    
    
    I. Revenant
    Damage Resistance: Medium
    Attack Damage: Medium to High
    
    Yes, it's back. The Revenant is back in Doom 3, complete with homing missiles. 
    The revenant is precursored by it's unique, dinosaur-like squawk, in which case
    you'd better head for cover. As stated above, the revenant, a tall, armor- 
    wearing skeleton, comes sporting a pair of guided missile launchers, which it 
    enjoys using from great distances. And although the missiles can be destroyed 
    prematurely, they travel in a spiraling trajectory that makes them quite 
    difficult to hit. And while a single missile only inflicts medium damage, the 
    revenant makes it a point to always fire two at a time, effectively doubling 
    the damage it inflicts. The chainsaw is a useful weapon against the revenant, 
    but be wary, as the revenant knows (get this) KUNG FU. When close enough, a 
    revenant will martial-arts your butt into the ground, jolting your aim somewhat 
    as it does so. The best approach is to fire at it from a distance with the 
    plasma rifle, which will not only damage the revenant itself, but destroy any 
    missiles launched into your line of fire.
    Revenants start showing up at the monorail skybridge.
    
    
    J. Cacodemon
    Damage Resistance: Medium
    Attack Damage: Medium
    
    Returning also to Doom are the cacodemons, famous for being large, slow-moving 
    targets in the previous games. Not so anymore. The cacodemons in Doom 3 are 
    still basically the same, but smaller, faster, and strangely enough less 
    hideous-looking, basically floating mouths with many eyes. Instead of floating 
    in straight paths, cacodemons float in a wavy path, making them slightly harder 
    to hit. They still shoot blasts of lightning from their mouths, but the blasts 
    have no splash damage (unlike imp fireballs), and can actually be blown up 
    before they reach you. Like lost souls, cacodemons have a habit of hovering 
    just outside your visual range, but unlike lost souls they are completely 
    silent while they do so. More often than not, the cacodemons in the distance 
    that you DO see are merely there to distract you from the ones above or behind 
    you that you CAN'T see. Any projectile weapon other than the pistol is useful 
    against them, but most useful is the chainsaw. While they do shoot electric 
    blasts at you, their real motive is to float up to you and take a bite out of 
    you. The best way to deal with a cacodemon is to hide just inside a doorway (or 
    someplace where it's shots can't hit you), and wait for it to come looking for 
    you. the second it floats in, the chainsaw makes EXTREMELY short work of it. 
    The only thing that may cause unforseeable problems with this tactic is if 
    they're floating around walkways with railings on them, as the railings disrupt
    their flight path, and you may end up waiting longer than anticipated.
    
    
    K. Berserker
    Damage Resistance: Medium
    Attack Damage: Medium to High
    
    These are the ogrish demons you see packing chainsaws. TECHNICALLY they're 
    supposed to be zombies (they're actually referred to as chainsaw-zombies, not 
    berserkers), but I really don't see any similarities between them and other 
    zombies, and they never appear around other zombies, so I consider them a 
    separate class of demon altogether. I call them berserkers simply because they 
    like to go berserk on you with their chainsaws (which by the way, is how you 
    originally obtain the chainsaw in the first place), which given the chance can 
    do a lot of damage. The primary method of defense against bersekers is simply 
    to stay the hell away from them. A chainsaw isn't particularly useful against 
    something that's nowhere near you. Although aggressive, berserkers occasionally 
    tend to have a bit of a cowardly streak in them, and will sometimes run away 
    and hide for a moment or two when you shoot them (particularly with anything 
    rapid-fire). Although they can do major damage if you let them, berserkers can 
    hardly be considered dangerous.
    
    
    L. Commando
    Damage Resistance: Medium
    Attack Damage: Medium to High
    
    These demons are first introduced in a cutscene, where Betruger transforms a 
    hapless soldier into one. These have got to be the goofiest-looking demons in 
    the game. they're big, gray, have a dangling 'tentacle' for one arm, and look 
    like they're wearing safari helmets. Their main method of attack is to run at 
    you full-speed and pummel you into submission, but they can also attack you 
    from a medium distance away using their 'tentacle', which can easily be avoided 
    by strafing to the right (all commandos have their tentacle on their right arm, 
    on your left as they're facing you). A bit more resiliant than other enemies, 
    commandos can sustain up to two explosive weapon blasts, and up to six seconds 
    of sustained rapid-fire weaponry. You could also take them down with two-three 
    point-blank shotgun blasts, but you will most likely take some damage in doing 
    so. While not incredibly dangerous as is, a second variety of commando comes 
    equipped with a chaingun, which can do an insane amount of damage. Most of the 
    damage can be avoided by strafing back and forth (the chaingun was designed for 
    power, not accuracy), and it's wielder I recommend be greeted with a couple of 
    rockets upside the head. Commandos have a habit of 'patrolling' the area 
    they're in, and can actually be snuck up behind without them noticing. You'll 
    know if one spots you by a low-pitched "Kill!" or "Die!!" 
    Commandos start assaulting you around the Delta labs.
    
    
    M. Cherub
    Damage Resistance: Medium-Low
    Attack Damage: Medium-High
    
    I HATE these things. They're like half housefly larva, half evil baby. Trust 
    me, you can't possibly mistake the sound of an evil baby, accompanied by the 
    buzzing of insect wings. Cherubs hop around- basically flying very short 
    distances- and can hurl themselves at you unexpectedly from ANY distance. IF 
    YOU SEE ONE, KILL IT!!!!!! Cherubs roam in packs, that happen to be somewhat 
    spread out- while you may only see one cherub, I assure you there are a few 
    more around a corner somewhere. While you're busy focusing on one of them, 
    another one will take that opportunity to blindside you. These little bastards 
    (and I mean that in both the literal AND figurative sense) can do a lot of 
    damage to you, so the second you see one, pull out whatever weapon you've got 
    and send it back to hell. I swear, those things really freak me out.
    Cherubs like to hang around wherever there are Mancubi.
    
    
    N. Tick
    Damage Resistance: Low
    Attack Damage: Medium-Low
    
    These are basically the exact same as trites, only more resiliant. They're a 
    little faster, can jump further, and take a little more damage, but they're 
    pretty much the same, and should be dealt with accordingly. The only real 
    noticeable differences are that ticks only come out of the walls (trites can 
    lower themselves down on webbing), they come in MUCH bigger waves than trites, 
    and sometimes they explode, either when shot or when they collide with you. 
    Ticks can be distinguished by a high-pitched squeaking noise.
    The only place I've seen ticks is when you get back to the Delta Complex from 
    hell, but sometimes they slip one in with a wave of trites.
    
    
    O. Mancubus
    Damage Resistance: High
    Attack Damage: Medium-High
    
    Yet another reoccurring classic monster from Doom history, the Mancubus now 
    shows up as a sub-boss in the Recycling Sector- That is to say, THREE mancubi 
    show up as a sub-boss. And with good cause, too. ONE Mancubus is too much, and 
    they pit you against three. Mancubi are the large, chubby white demons with 
    tentacles protruding from their faces, and packing dual fireball-cannons. DO 
    NOT; I repeat; DO NOT attempt to fight a Mancubus at close range, unless you 
    happen to be extremely skilled at the game. At close range, a mancubus will 
    instinctively perform a belly-bump that will launch you across the room, and 
    then resume pummeling you with fireballs. During the first encounter, YOU'RE 
    GIVEN COVER FOR A DAMN GOOD REASON- USE IT!!!! There is a slight delay between 
    when a mancubus sees you and when it starts launching fireballs at you; use 
    this delay to repeatedly strafe-blast the fat bastard and send it back from 
    whence it came. Four-five rockets will kill one, And with chaingun/plasma rifle 
    fully reloaded, unloading a CONSTANT STREAM OF AMMO until you ABSOLUTELY have 
    to reload will usually kill it. Just keep in mind that it will be doing the 
    same with it's fireballs. You can expect mancubi when you hear a sound like a 
    giant 'bullfrog'. 
    You'll encounter the three in the Recycling 2 Sector, and then a LOT more in 
    hell.
    
    
    P. Arch-Vile
    Damage Resistance: Medium
    Attack Damage: Medium to Very High
    
    Be afraid. Be very afraid.
    In Doom 2, the Arch-Vile had the unpleasant ability to resurrect dead demons 
    and sick them against you. Ah, how I miss those days. No longer is the 
    Arch-Vile's number of minions limited to the amount of corpses on the 
    battlefield (especially since demons in Doom 3 don't LEAVE any corpses), as it 
    now simply teleports in the demon of it's choice to assist it. Imps, maggots 
    and wraiths are it's minions of choice during the first few encounters, but 
    later on it will take to summoning revenants, mancubi, even hellknights. Which 
    should on it's own give you more than enough incentive to kill it quickly. But 
    wait, there's more! Not only that, but the Arch-Vile (which looks like a pale, 
    spindly sort of demon, by the way), can also launch an EXTREMELY potent stream 
    of flame at you, that travels along the ground, and is not affected by height 
    (it climbs walls). It also has a very painful slashing attack up close, and 
    it sometimes seems like it even has teleportation [it doesn't, for the record, 
    but it has a tendency to pop back up in places you're not entirely sure how it 
    got to...]. The best course of action is to ignore the minions (it will always
    manage to pump out at least one...) and head straight for the summoner itself. 
    Rockets, plasma and chain bullets are very effective against it, use the BFG if 
    you've got it (especially later in the game, when it starts pumping out 
    hellknights- LOTS of hellknights), or the soulcube if it's ready. But the best 
    way I've found to deal with Arch-Viles is to know when it's coming, get right 
    up next to where it's teleporting in, and start chainsawing immediately. 
    Arch-Viles fall FAST to the chainsaw, especially since the first thing any 
    arch-vile will do is immediately attempt to summon a minion, during which it 
    has to hold a pose for a second or two (the bigger the minion, the longer it 
    has to hold the pose) and is completely vulnerable while doing so. This also 
    manages to kill it before it can summon any of the larger enemies, but it will 
    always manage to squeeze in a last-second imp or maggot. (It may seem cheap to 
    some people, but if you take a lot of damage from an arch-vile, or encounter a 
    particularly difficult one, memorize your position and load from your most 
    recent saved game, then unleash the chainsaw on it when it teleports in for the 
    second encounter)
    Arch-Viles make their prescence known from Delta Labs and up. 
    
    
    Q. Hellknight
    Damage Resistance: High
    Attack Damage: High
    
    Although technically the Knight of hell was far less powerful than the Baron of 
    hell in the previous Doom games, I guess id had to pick a name and run with it 
    for this rendition, and Hellknight seems more fitting than Hellbaron. The 
    Hellknight, as it's name implies, runs rampant in hell, and in many places 
    adjecent to said locale. For all intents and purposes, a hellknight is a 
    HUUUUUUGE imp, with attack and defense many times more powerful. The number one 
    course of action against a hellknight is to hit it with a fully charged BFG 
    blast, but in hell you won't have that particular option at the start. It's 
    large blue fireballs should be avoided at all costs (they have a MUCH larger 
    blast radius than imp fireballs), as should it's heavy swipe attack. Luckily, 
    unlike imps, it cannot scale walls or lunge at you, but should still be avoided 
    just the same. If you don't have the BFG or Soulcube currently at your 
    disposal, either the chaingun or the plasma rifle will get the job done, all 
    the better if you manage to avoid getting mauled while using them. Only use the 
    pistol or chainsaw if you have an intense desire to DIE, and only use the 
    shotgun or machine gun if you have nothing better on you. In any case, aim 
    high. Unless you're skilled at the game or else extremely lucky, you WILL take 
    some damage against a hellknight. 
    You'll encounter two immediately before you journey to hell. Once you go 
    through the teleporter, watch your back. You can't POSSIBLY mistake a 
    hellknight for anything else. Believe me, you'll know one when you see it.
    
    
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    Section 2: Bosses
    
    A. Vagary
    Damage Resistance: Medium-High
    Attack Damage: Medium
    
    A lesser reincarnation of the Spider Mastermind from the original Dooms, sans 
    it's trademark super-chaingun. The first boss that you encounter, Vagary is 
    basically a larger, more powerful trite. She has a lunge attack, with which she 
    slashes you with her sharp claws, and she also has psychokinesis, which she 
    uses to barrage you with spiky cocoons scattered all over the battlefield. In 
    fact, those cocoons are a sure sign that a vagary is around (yes, there's more 
    than one),so if you see them, be ready for battle. During the boss battle, 
    unload the machine gun (or chaingun, if you found it and have ammo) into her, 
    keep your distance and try your best to avoid her psychokinetic attacks 
    (they're kind of hard to predict) and soon enough she'll be dead. When you 
    encounter her later you'll have less difficulty, as you'll have more powerful 
    weapons. Just hit her with the soulcube (use the trites that accompany her to 
    charge it up if need be) or BFG, or Plasma rifle if you want to conserve ammo, 
    and she's gone as fast as she arrived.
    Vagary appears once as a boss in the Alpha Labs, and a few more appear in the 
    Martian caverns.
    
    
    B. Guardian
    Damage Resistance: Medium-High
    Attack Damage: Medium-High to High
    
    The Guardian is the massive Dragon-like creature deep in the inner depths of 
    hell. It attacks both with a wide spread of fireballs, and a vicious mauling 
    attack if it gets close enough. Unfortunately, it's thick hide is COMPLETELY 
    impervious to all weaponry, so a full frontal assault is totally out of the 
    question. No, the key to destroying the Guardian it it's minions, the Seekers, 
    which it releases to assist in tracking you during the battle. In fact, the 
    soulcube itself makes it a point to tell you this during the battle, in case 
    you don't figure it out. 
     The Seekers themselves (which look like smaller versions of the final boss in 
    Half-Life, for those of you who played it) do not attack you at all, they 
    simply float around, tracking you with their spotlights so the Guardian can 
    find you. They have medium damage resistance, and float pretty quickly, so 
    start taking them out with the chaingun or machinegun as soon as you see them 
    (if you have good aim you can use the plasma gun or rocket launcher, but 
    they're not recommended as their projectiles travel slower than bullets and 
    have a greater potential to miss) while keeping your distance from the guardian
    itself and dodging it's attacks. 
     Once you've killed them (I think there's about 5) the guardian will stop to 
    generate more, and that's your cue to attack. While generating seekers, the 
    Guardian will have a glowing energy ball above it, that you should immediately 
    target with your most powerful weapons. Use rockets or BFG (if you have any 
    ammo left), or plasma as a last resort. Should you run low on ammo, there is 
    ammunition for various weaponry scattered about the battlefield, mostly 
    concentrated around the four big rock-obstacle things. You will need to repeat
    the process a few times before you win this battle- just avoid the Guardian, 
    destroy the seekers, shoot the glowing sphere, rinse and repeat as necessary.
    
    
    C. Sabaoth
    Damage Resistance: High
    Attack Damage: High to YOU'VE GOT TO BE F*****G JOKING.
    
    Sabaoth, a.k.a. the Sarge-tank, will confront you at the end of the CPU 
    complex. It's a large, mutated Sergeant Kelly, with a battletank as the lower 
    half of his body. The battlefield is one large platform surrounded by a 
    bottomless pit, and four large pillars in the corners that occasionally open up 
    and radiate electricity that will hurt A LOT if you get too close. Sarge 
    travels in a figure eight around this platform and tries to run you over, 
    swatting at you with his cybernetic arm should you get too close. 
     Sounds pretty tough, right?? You haven't heard the worst part yet. HE'S 
    PACKING A BFG. You read right. A B-F-G. BIG F*****G GUN. WITH UNLIMITED AMMO. 
    And he makes it a point to let you know throughout the battle that he has it, 
    by charging and firing it at you every five seconds. EVERY FIVE SECONDS. And 
    keep in mind folks, this is INDEED a BFG. If you are caught in a blast, YOU 
    WILL DIE. As is the true nature of the BFG. However, if you were a good little 
    Doom 3 player and actually bothered to pick up and pay attention to the video 
    disks lying around the base, you would have learned that the BFG can be 
    defeated by destroying it's projectiles before they hit. 
     All in all, this leads to a very intense battle. You have to not only dodge 
    Sabaoth himself, as well as keeping away from the electric pillars, you also 
    have to shoot down the BFG blasts before they turn you into so much radioactive
    pudding. Just keep moving, and watch for the doors along the sides of the arena
    to open- they hold health and armor, which you WILL need, as even though you're
    destroying the BFG shots before they explode, the sheer power from them 
    irradiates the entire arena, causing you to gradually lose health until the 
    projectile is destroyed. Just make sure to KEEP MOVING. You are allowed to also
    DODGE the BFG shots, not just destroy them. Plasma is a good weapon choice 
    here, as it not only inflicts decent damage on Sarge, but it takes out BFG 
    shots as well. Rockets can be useful as well, as their splash damage can take 
    out freshly fired BFG shots if timed right. And if you happen to have your 
    soulcube fully charged, not only will it completely refill your health, it'll 
    effectively HALVE his.[?] All in all, just lay a thick layer of rockets and/or 
    plasma on Sarge, and he'll stop moving sooner or later. Then you can help 
    yourself to his weapon. Believe me, you've EARNED it. 
    
    
    D. CYBERDEMON
    Damage Resistance: Very High
    Attack Damage: High to INSANELY High
    
    FACE IT. You knew you were going to have to encounter one eventually. No 
    self-respecting Doom sequel would be complete without the legendary Cyberdemon.
    As a being capable of causing even veteran Doom players to spontaneously wet 
    themselves upon hearing the monstrous sound of it spotting them, it is only 
    fitting that this diabolical mass of machinery be the final boss you encounter 
    in id's latest programming masterpiece. True to it's predecessors, this 
    incarnation of the cyberdemon is LUDICROUSLY huge, and still retains it's 
    horrifyingly massive rocket launcher, which it will fire at you intermittently 
    for the duration of the battle. It also has a nasty habit of STEPPING on you if
    you're close-by, which will kill you- almost. It will merely have to step on 
    you a second time to finish the job. Try not to give it that opportunity. Also, 
    in the exact center ot the arena is the hellhole, the very portal you have come 
    to destroy. Imps, maggots, and wraiths will be climbing out of this hole to 
    attack you, in an effort to assist their cybernetic comrade. 
     Now for the fun part. THE CYBERDEMON CAN ONLY BE HARMED BY THE SOULCUBE!!!!!! 
    That's right, boys and girls. Come on now, think about it. When you got the 
    cube from the guardian, it happened to mention; "we are the key to defeating 
    hell's mightiest warrior." One would think it was MAYBE talking about the giant
    cyborg barreling down on your ass as we speak. 
     The hordes of monsters should be plenty to charge it up, and once it is, fire 
    it in the general direction of ol' big C, then proceed to run like hell (no pun
    intended) and repeat the process, being careful not to fall either into the 
    hellhole itself, or off of the outer edge of the arena. If you need health, 
    there's a little near where you came in, but not much.[?] All the health you 
    really need will be provided from the cyberdemon itself, as you gradually ROB 
    him of it. Eventually, the Cyber will topple, and you will have completed the 
    game. Just sit back and watch the ending cinema, and wonder about how the hell 
    you're going to get through the game on the next higher difficulty level...
    
    
    -------------------------------------------------------------------------------
    
    Section 3: Weapon/Demon Chart
    This chart indicates the effectiveness of each weapon on the various creatures 
    you encounter. Bosses are not listed, as the best weapons to use on them are 
    usually the most powerful ones you have.
    
    Fists/Flashlight:
      Lost Souls- excellent
      Normal Zombies- average
      Anything else- extremely poor
    
    Pistol:
      Zombies(all but commandos)- above average
      Trites/Ticks- pretty good
      Imps/Wraiths- below average
      Lost Souls- very good
      Cherubs/Maggots- average
      Anything else- very poor
    
    Shotgun: (close range)
      Normal Zombies- excellent
      All Other Zombies- very good
      Imps/Wraiths/Maggots- very good
      Lost Souls/Ticks/Trites- excellent
      Cacodemons/Cherubs- above average
      Revenants- average
      Pinkies- good 
      Mancubi/Arch-Viles/Hellknights- bad
    
    Shotgun: (medium to long range)
      All zombies- decent
      Imps/Maggots/Wraiths- good
      Ticks/Trites- very good
      Cherubs/Pinkies/Lost Souls- average
      Revenants/Cacodemons- average
      Mancubi/Arch-viles- below average
      Hellknights- poor
    
    Machine Gun:
      Zombies(all but Commandos)- very good
      Commandos- decent
      Imps/Maggots/Wraiths- pretty good
      Trites/Ticks- excellent
      Cherubs/Lost Souls- above average
      Pinkies/Cacodemons/Revenants/Arch-Viles- average
      Mancubi/Hellknights- below average
    
    Chaingun:
      All Zombies- very good
      Imps/Maggots/Wraiths/Cacodemons/Revenants-pretty good
      Lost Souls/Trites/Ticks/Cherubs- excellent
      Pinkies/Arch-Viles- decent
      Mancubi/Hellknights- average
    
    Grenades:
      Revenants/Pinkies/Arch-Viles- above average
      Cacodemons- pretty good (if you can hit them.)
      Mancubi/Hellknights- average
      Anything else- excellent
    
    Plasma Rifle:
      All Zombies/Imps/Maggots/Wraiths/Arch-Viles- above average
      Cacodemons/Pinkies/Revenants- very good
      Ticks/Trites/Lost Souls/Cherubs- pretty good
      Mancubi/Hellknights- average
    
    Rocket Launcher:
      Commandos/Revenants/Arch-Viles- pretty good
      Mancubi/Cacodemons/Pinkies- above average
      Hellknights- average
      Anything else- excellent
    
    Chainsaw:
      Normal Zombies/Cacodemons/Maggots/Arch-Viles- excellent
      Imps/Wraiths/Revenants/Marine Zombies/Commandos- pretty good
      Ticks/Trites/Lost Souls/Cherubs- above average
      Hellknights- average
      Pinkies/Mancubi- below average
    
    BFG [Big F*****g Gun]:
      Like you really need an explanation. Simply point at whatever you want to 
    die, and pull the trigger. Pinkies and larger will require the gun to be 
    charged up for better efficiency (just remember not to charge too long...).
    
    Soul Cube:
      Anything- Immediate and complete death (except for bosses). If you haven't 
    already figured this out on your own, you're playing the wrong game.
    
    
    -------------------------------------------------------------------------------
    
    Section 4: Frequently Asked Questions
    
    Q: How do I kill [insert monster here]???
    
    A: Refer to the section of this guide on that particular monster. I made sure 
      not to omit any details, and to list what, in my opinion, is the best way to 
      kill any demon in the game.
    
    Q: I don't like the way you recommended to kill [insert monster here]. My way  
      works much better.
    
    A: That's not a question. But none-the-less, the methods I've listed are NOT   
      the definitive way to defeat any monster. As I stated above, all the  
      methods are based on my own personal opinion and expertise, which may or may 
      not match that of anyone else. Everyone has their own playing style, and may 
      find some methods easier than others. It's your game, play it however the
      heck you want.
    
    Q: I was in a battle, and I saw two monsters beating the crap out of each
      other. What the heck was going on!?!?!?
    
    A: Those familiar to the Doom series will recognize the Retaliation system.
      That is, if a demon is injured by a demon of another type, the injured one
      will completely ignore you, and instead retaliate against the demon who hurt
      it. Unlike in the previous games, however; in Doom 3, only high-level 
      monsters will retaliate, and only against lower-level monsters. So you'll 
      never see two imps duking it out, or a pinky attacking a hellknight, but you 
      will see revenants blowing imps and pinkies to smithereens, and you'll never 
      see anything more glorious than an arch-vile slaughtering it's own minions...
      So if you encounter a situation with one big enemy and a bunch of smaller 
      enemies, the best place to hide is behind the big enemy. And no, this won't 
      work with the Cyberdemon.
    
    Q: What weapons work best against what monsters??
    
    A: Refer back to the weapon/monster chart to help you figure it out. Keep in
      mind you don't HAVE to use the exact weapons listed if you prefer to use
      something else. All weapons will kill all non-boss monsters in the game, some
      just take more effort than others.
    
    Q: You forgot this....
    
    A: I very much doubt that. But if you sincerely believe that you have a detail
      or piece of information that I neglected to include somehow, feel free to
      let me know. My email is [ltsplurge@yahoo.com]. If it IS something relevant
      that I somehow missed, I'll by all means add it to this guide (if it's an 
      alternate strategy against a monster or boss I'll need to test it out for 
      confirmation first..).
    
    Q: How do I get through [insert level here]??
    
    A: Ask someone else. The actual levels are pretty straight-forward, so you
      really shouldn't need any assistance. I, for one, did not find it necessary
      to pay all that much attention to the actual levels themselves- I'm the
      type of player that tends to press the quicksave button a lot more than would
      seem necessary...
    
    Q: What about BERSERK!?!?!?
    
    A: What about it? It's not a monster, and it's not a weapon. You only encounter
      a total of three different enemies when you actually get ahold of the thing 
      during the game, so it's not really worth mentioning (although it is pretty
      cool to use).
    
    Q: What's the cheat code for [insert cheat here]???
    
    A: I don't know. While I am AWARE of the 'console' system in Doom3, and God
      mode and such, I don't quite know enough in that general area to be much
      help. Try checking one of the other guides.
    
    Q: I have a glitch in my Doom 3 program. How do I fix it??
    
    A: I have no idea. I make no claim to be any sort of computer technician, so
      you'd pretty much be asking the wrong guy.
    
    Q: You type lots of big funny words. Are you some kind of English teacher or
      something?
    
    A: No, not since the last time I checked. I have no idea why my typing 
      seems to have such proper vocabulary and such. I don't talk or act even
      REMOTELY the way I type. If you don't like it, nobody's FORCING you to read
      this guide.
    
    Q: Why is the sky blue?
    
    A: That's it, no more questions.
    
    And please, I do not look kindly upon smart-ass questions or remarks.
    -------------------------------------------------------------------------------
    
    I hope you found this guide to be helpful, or at least enjoyed it, given the 
    amount of time and effort I put into it. If you have any problems, questions,
    feedback, etc., drop me a line. My email address is listed up at the top of 
    this guide. Thanks.
    
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                             Copyright (c)  Lt. Splurge  2004