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===Demons=== Doom 2016 by itself has more demons than the classic games do, even though not all of them return from those games. Doom Eternal ups the count even more, although not all demons from 2016 return. Some demons are upgraded versions of a base model and have been sorted as such. Doom Eternal also introduces a classification system, which sorts each demon into five distinct classes: Fodder, Heavy, Super Heavy, Ambient and Bosses. ====Fodder==== Weak, easily-dispatched demons and your chief targets for Glory Kills, the Chainsaw, Flame Belch, Ice Bomb and all the other ways with which to keep your health, armour and ammo stocked up. While not entirely non-lethal, these demons (typically) have low health, easily exploitable weaknesses and, in Eternal, only consume a single fuel unit when Chainsawed. *'''The Possessed/Zombies''': In 2016, Possessed were humans that underwent horrific mutations due to the Lazarus Wave released by Olivia Pierce on the Mars Outpost, with the standard ones coming in Worker, Scientist and Unwilling (Hell) sub-variants. In Eternal, Zombies are the emaciated husks of humans stripped of their soul and mutated by demonic corruption, coming in Earth, Hell and UAC Cultist subvariants. In both cases: wet toilet paper. They are some of the weakest enemies in the games and can easily be dispatched. **'''Possessed Soldiers/Blaster Zombie Soldiers''': Unlike their gormless lesser brethren, Possessed Soldiers move faster and with more tact, are hardier and can use a plasma gun fused to their arm to lay down suppressive fire or launch exploding energy balls. They're still not much of a threat. Eternal's Blaster Zombies are little more than Possessed Soldiers with a Classic Doom Zombieman coat of paint and jet boots for jumping large gaps/heights, so make sure to keep some distance. **'''Possessed Security/Shield Zombie Soldiers''': Wet toilet paper with shards of glass. Equipped with shields and shotguns, these can really ruin your day if you let them. The most effective strategy against them in 2016 is either to chainsaw them or use the Plasma Rifle's stun bomb to disable their shields. While Eternals Shield Zombies still hit just as hard, their threat level dropped off the abyss thanks to their energy shields ''violently exploding'' in response to absorbing too many Plasma Rifle bolts, creating an especially powerful blast if detonated via Microwave Beam. Also received a similar Classic Doom paint job, resembling the bald Shotgun Sergeants. **'''Hell Razer''': 2016 exclusive, Hell Razers fight at a distance with arm-mounted laser cannons, which are actually parasites converting a human into a Hell Razer. Fire slowly and have distinct tells to their attacks. Don't pose too much of a threat: dodge their attack, get close and shotgun them. **'''Mecha Zombies''': New in Eternal, these gore-covered terminator knockoffs are armed with metal claws, a plasma gun and a flamethrower, the latter of which they will flail about to hit you. Still fairly ineffectual. **'''Screechers''': Introduced in TAG Part 2, these purple-recoloured Hell Zombies have bugger-all health and produce an annoying scream on death, providing short-lived attack damage, speed and damage resistance buffs to all nearby demons. In other words; shoot these guys first if you want a real challenge in TAG Part 2's fights. **'''Riot Soldiers''': HOLY SHIT, TAG PART 2 BROUGHT BACK THE CHAINGUNNERS and they're pathetic. Basically Shield Zombie Soldiers, but with an invincible shield, immunity to headshots and frontal attacks, a laughably easy-to-dodge minigun and an embarrassingly pathetic weakness to explosives from the sides and behind. *'''Imps''': The fodder from the original game, now quick as a hiccup. They jump all over the place, pelting you with fireballs and clawing at you if you get too close. Because they're one of the first enemies you face they don't pose much of a threat; your Combat Shotgun makes quick work of them (especially with the Explosive Shot/Sticky Bomb mod), and they gain an explicit weakness to bullet weapons (Heavy Cannon and Chaingun) in Eternal. **'''Gargoyles''': Added in Eternal. Pretty much Imps with wings and [[Tyranid|scything talons]], they jump around and spit acid at you. They'll occasionally hover in place to fire off an acid volley, causing them to become instantly staggered for a Glory Kill when hit during this attack, so take your opportunity. **'''Stone Imps''': Introduced in TAG Part 2. These once-dead Imps that have been [[Salamanders_(Chapter)|ritually cast into magma and reborn with grey, rock-like skin]]. Their stony hides offer stupidly high resistance to all but the pounding impacts of the Combat Shotgun's Full Auto mode and the Sentinel Hammer. They also spindash around like grey, fireball-chucking Sonics. *'''Lost Souls''': Horned, burning skulls that scream, fling themselves at you and explode for an annoying amount of damage. At least in 2016; in Eternal, they also appear when summoned by a Pain Elemental which is when they function more or less the same. *'''Makyr Drones''': The generic rank-and-file of the Maykrs. Annoyingly resilient for Fodder demons (to the point that it takes ''three'' Chainsaw fuel units to kill them as opposed to one) and armed with rapid-fire laser turrets, headshotting them with (almost) any weapon is a guaranteed insta-kill that provides ammo as well. ====Heavy==== Making up the bulk of Hell's forces, these brutes run the gamut of heavy-hitting bruisers, powerful glass cannons and bullet-soaking tanks. Using a chainsaw on them in Eternal uses up its entire tank of three fuel units, making it an absolute last-resort option. *'''Hell Knights''': [[World Eaters|Big dudes who revel in wrecking your shit]]. They are fast, closing the distance to pummel you or to perform a leaping ground slam for a short-ranged area of effect attack. Keep your distance and pump them full of lead to take them down quickly if you don't want to be taken out yourself. In Eternal, they gain a crippling weakness to Chaingun fire. **'''Dread Knights''': Cybernetically enhanced Hell Knights. These super-soldiers are rigged with a chemical delivery system, which constantly pumps the demon full of adrenaline to keep them in a state of perpetual rage, and rewards them with massive dopamine hits for every kill they make. Appearing only in Eternal, their most prominent feature is a pair of energy blades, which considerably extends their melee range and causes their ground slams to leave a lingering, damaging energy pool for a bit. Can fire lasers from their blades at you, and shares a weakness to the Chaingun, as with other Hell Nobles. *'''Revenants''': [[Meme|DOOT]]. Made from humans in a gruesome process, the Revenants have jetpacks that let them fly around to put themselves in the perfect position to launch missile barrages at you. They can also claw at you for significant damage, so keep your distance and take them out. In Eternal, you're able to shoot off their shoulder cannons, and doing so both permanently grounds them and restricts their attacks to the easily-evaded claw swipes. Surprisingly classified as airborne demons, making them into potent Ballista chow. Their meme potential is so great that a trumpet-equipped Revenant Battlmode skin was included as a pre-order bonus for Doom Eternal. *'''Cacodemons''': [[Star Wars|They fly now!]] Their spit attacks slow and disorient you, and their bite attack does a lot of damage. But because they fly now you can easily pick them off with your rocket launcher or gauss cannon. In Eternal, they decided to min-max; their bite takes off a surprisingly large chunk of your health and is often paired with an aggressively distant lunge, while their shock-balls can be fired in a multi-shot volley. But it comes with devastating weakness: a single Combat Shotgun Stickybomb or Equipment Cannon Frag Grenade into their mouths causes them to swallow it, instantly staggering them for an easy glory kill. As airborne demons, they also gain a weakness to Ballista attacks, dying in one Arbalest bolt. **'''Pain Elementals''': Meatball Daemons Returning in Doom Eternal, they endlessly summon/chuck the homing suicide bomber Lost Souls at you. While they don't swallow any grenades like their Cacodemon compatriots, they ''do'' share the innate weakness of all airborne demons against the Ballista. Despite this, they are still more of a threat than their vestigial-limbed buddies could ever be, especally because they will usually be flanked by one or two of them. *'''Mancubi''': Big fat bastards equipped with heavy cannons to blast you with fireballs and flamethrowers to keep you at a distance. They're big, slow targets with slow attacks so if you can keep your distance they're not too big a threat. In Eternal, these Heavy demons got faster (and fatter) but you can blast their arm cannons off, stripping them of their flamethrower attack and severely nerfing the damage of their fireballs. After that, sustained Chaingun fire or a few rockets/Super Shotgun blasts will easily take them out. **'''Cyber-Mancubi''': Heavily armoured versions of the Mancubus. They fire globs of acid that linger on terrain for a bit, limiting your movement options, but lack the flamethrower attack. In 2016 you just pour more damage into them to take them out. In Eternal, their armour is destructible and can be stripped instantly with a single Blood Punch, making it easier for you to deal with them. But because their cannons are armoured you can't blast them off like you can with the regular Mancubi. *'''Pinkies''': Ol' faithful is now covered in chitinous natural armour (which is harder than you would think), turning them into living battering rams (in more ways than one). They (still) roar and charge in on you, dealing significant damage upon impact. The armour soaks most damage they take from the front, so circle behind them and [[Meme|attack their weak point for massive damage]]. In Eternal, they gain the Heavy demon classification and a crippling weakness to the Blood Punch, being the only attack that can kill them without deliberately striking their weak point. **'''Spectres''': As the Pinky, but invisible, meaning that lock-on attacks won't register them as targets. A bit harder to deal with because of this, but thankfully a lot less common and lack the armour plating...in 2016 that is, in eternal they have there armor back but are slightly easier to spot. blood punch them to kill them quickly. *'''Summoners''': Only appearing in 2016, Summoners are pared-down versions of the Archvile. They possess lithe bodies that let them easily zip around and set up a summon circle away from your location, allowing them to call in aid. Sustained fire from just about any weapon will take them down. **'''Harvesters''': Unique to 2016's multiplayer, the only demon to be so. Harvesters move around and instead of summoning other demons will shoot balls of plasma and drain life from other players, allowing them to supercharge their regular attacks. *'''Arachnotrons''': Back in Doom Eternal, the Arachnotrons are walking gun platforms that can cling to ceilings to get a better vantage point to shoot at you. Their plasma turrets are mounted on an exposed, scorpion-like tail, which can be destroyed to limited their attacks to the more manageable and telegraphed bomb volley. Their resemblance to the Spider Mastermind from 2016 is intentional: the UAC cloned them using the Spider Mastermind's genetic material. [[Looted|and when the demonic invasion began, the automated facility making them was taken over by the possesed]]...[[Just As Planned|Which was planned]] *'''Carcasses''': Debuting as Heavy demons in Doom Eternal, the Carcass' attacks are not that powerful and they don't have a lot of health. What they do have is the ability to summon energy barriers, blocking your ability to move around freely, home in on them, glory kill other demons and use explosive weapons safely. Your primary target in an encounter because eliminating them makes a fight a lot easier. Thankfully, these barriers share the same explosive vulnerability to plasma fire as the Shield Zombies' Shields. *'''Prowlers''': Originally added in 2016's multiplayer, they were promoted to regular enemies in Eternal. They function the same as Imps but with more health and they can teleport, often right behind you to claw at you. **'''Cursed Prowlers''': A thing that can only be the product of Nurgle's diseased mind, introduced in TAG Part 2. The attacks of these mercifully rare green Prowlers curse players with a necrotic, blood-magic poison that deals damage over time and ''prevents dashing''. The only way to break this curse is to kill the offending Cursed Prowler; easier said than done since, while cursed, the Prowler cannot be locked-on (so no easy Meathook for you) and can only be killed by a blood punch. *'''Whiplashes''': The first all-female demons introduced in Doom Eternal resembling [[lamia]]e, but don't expect any monster girls. They are as nasty as any Heavy demon in Doom, and they use their great speed to slither in and around the battlefield, dodging heavy-hitting weapons before hacking away at your health from a distance with a pair of chained whips. Difficult to hit, but once you start hitting them they'll go down eventually. That, or use a Lock-On Burst from the Rocket Launcher to delete them. **'''Spectre Whiplashes''': Introduced in TAG Part 1. As the Whiplashes, but invisible, meaning that lock-on attacks won't register them as targets. Now you can't cheese them with Lock-On Rockets (unless you Ice Bomb them first) and they don't even have the courtesy of being weaker like the Pinky Spectres. *'''Blood Maykrs''': Definitely not [[Blood Angels]]. The normal Maykr Angel population after getting corrupted by Hell. They shield themselves with a golden aura that negates all damage and attack with energy volleys from their spears. Once they notice that such things would never work, they will lower their shield to perform powerful attacks with Argent energy discs and spears, which drastically slow the player on-hit. A headshot instakills them like their Maykr Drone counterparts, while sustained gunfire on their body works too. ====Super Heavy==== The toughest, most lethal demons this side of [[Eye of Terror|Doom's Gate]], these beasts are the deadliest standard troops and are often summoned in as mini-bosses. They also can't be cheated out with an instant kill from the Chainsaw, meaning you'll need to put some actual effort into taking them down. *'''Barons of Hell''': [[Bloodthirster|Big red bastards]] who are the toughest regular enemies in 2016. They hit like trucks and can blast you with powerful balls of green fire. The best way to deal with them is a heavily upgraded chainsaw or the BFG to not deal with their bullshit. In Eternal, they return as the Fireborne Barons; a Super-Heavy class demon that is immune to the chainsaw and cannot be one-shot by the BFG, so you'll have your work cut out for you. Befitting their name, Fireborne Barons are also [[Salamanders_(Chapter)|coated in flames with obsidian skin]] and have burning blades coming from their lower arms, which fits given how much more dangerous they are. The Fireborne Barons are described as a clan of Barons who have merged with the flaming inferno of Hell itself and their blood is replaced by lava. **'''Armoured Barons''': Introduced in TAG Part 2, these Fireborne Barons are encased in grey/cobalt armour provided from the city of Immora, granting them outright immunity to all weaponry besides the Plasma Rifle (especially its Microwave Beam). Armoured Barons have had their right hand replaced by a studded morning star, which they will launch at the player at terrifying speeds. However, said mace also flashes green when preparing to launch, allowing a player to snipe it and instantly shatter the Baron's armour. The player only has a short window to damage and kill the Armoured Baron before its shell regenerates, which can be lengthed via the application of either the Ice Bomb or Sentinel Hammer. *'''Doom Hunters''': First introduced as a boss in Eternal. A species of earth-native demons driven to extinction by the Doom Slayer and brought back by the Hell Priest Deag Ranak, the Doom Hunters resemble [[Necron Destroyer]]s with a cannon and a dual-chainsaw for arms and missiles that can be fired from its hover sled. They have an energy shield that you need to deplete to be able to damage them directly, though it's possible to attack their Blood-Punch-vulnerable hover sled directly first to disconnect the main body from it. Infamous for being a boss that is lazily reused during the course of the game, as early as [[Rage|THE VERY NEXT COMBAT ARENA AFTER FIGHTING THE FIRST ONE]]. However, the mook versions don't have immunity to Ice Grenades. *'''Marauders''': [[Chaos_Space_Marine|Former Night Sentinels corrupted by Hell]], the Marauders are fast, deadly and a pain to kill. They possess energy shields that block all incoming damage, including the BFG, Crucible, and Unmakyr (though not splash damage from explosives), can pelt energy beams from long-range, blast you with their own ''Super Shotgun'' at close range, and can summon spirit wolves to hunt you down if you shoot their shield too often. If baited into sprinting at you and brought into mid-range, their eyes will flash green as they swing their axe at you: use this as an opening to blast them with your Super Shotgun or Ballista, then quickly switch between the two until their stagger expires. Repeat this, rip and tear, done. Becomes kind of a joke in TAG Part 2, since the Sentinel Hammer can lengthen the period that they remain stunned enough to kill them without resistance. This is balanced out by the fact that they will double, and even Triple team you. *'''Archviles''': '''OH FUCK NO, NOT THESE ASSHOLES AGAIN''' receiving a buff from its previous appearance (yes you read that right) an Archvile can put up barriers of fire to keep you away while they Summon more demons. If you don't interrupt them you'll be facing a more difficult fight, especially if they summon a MOTHERFUCKING MARAUDER. Even when not summoning they are tough and can dish out a lot of damage, setting the ground beneath you aflame or throwing massive fireballs or sweeping fire waves in your direction, while any friends they successfully summon receives a buff that lasts until the Archvile's death. In short, after taking out all Carcasses in an area, they are your next target if you want to win a fight, and no the daemons they summon '''do not''' go away after the Archvile dies, rip and tear it before it rips and tears you a new asshole. The buff is their ridiculous amount of health (for what they are); hit them with your BFG or crucible to save yourself the trouble. *'''Tyrants''': Pretty much downgraded Cyberdemons (Looking more like the classic Cyber rather than 2016's beefy Balgaar monstrosity) and one of the most powerful common enemies in the game. Packing a powerful hybrid rocket launcher/laser cannon, a laser blade, and the ability to fire missile barrages, paired with a MASSIVE pool of health, these Super-Heavies should be eliminated as fast as you can so that you can deal with the rest of the demons. The fastest way to do so is with the Crucible, which will hack a Tyrant up in no time. [[FAIL|Just make sure that you actually hit the Tyrant itself and not the fodder running around it]]. Otherwise, just exploit its slow turning speed to dedicate as much ammunition you have on hand to shoot at it until it dies. ====Ambient==== These demons aren't active participants in a fight, acting more like obstacles that can disrupt and, rarely, help the Slayer in his crusade. *'''Possessed Engineers/Cueballs''': Little more than walking bombs in 2016. Either shoot them to detonate them or melee them to launch them and have them detonate on impact. Returning as Cueballs in Eternal, these demons replace the "walking" part with "standing gormlessly in one spot, ignorant of any fighting going on around them". This allows the Slayer to use them as flying, explosive barrels if shot at the right angle. *'''Tentacles''': Introduced in Eternal, these annoying bastards pop out of fleshy glory holes from Slaanesh's wet dreams to take cheap swipes when the Slayer comes near. Takes advantage of purple goo and other shallow puddles of liquid to conceal themselves. **'''Giant Tentacles''': No. This skyscraper-tall pile of Slaaneshi-fueled bullet sponge can fuck off back to the Blood Swamps where they're introduced. *'''Buff Totems''': Unholy crosses with eyes in their centre, introduced in Eternal. Will spawn in pre-determined spots in a given arena, buffing nearby demons with enhanced speed and attack damage while also constantly summoning in additional demons until the totem itself is destroyed. Its effects can also be temporarily nullified by the ice bomb, not that this would be pertinent information to know. *'''Turrets''': Introduced in TAG Part 1, these fell-steel columns house a demonic eye that will occasionally pop out of the top to take cheap potshots at you, not unlike a long-range tentacle. They'll duck back into their containers if the player's reticle lingers on them for too long, encouraging flick-shots from the Heavy Cannon's Precision Bolt and/or the Ballista to eliminate quickly. *'''Spirits''': The ghostly Remains of 2016's Summoners, introduced TAG Part 1. The Spirit will spawn in possessing another demon, taking away their fear and ability to feel pain. In effect, Possessed demons are immune to the Chainsaw, Ice Bombs and faltering, while also gaining a massive buff to movement/projectile speed, damage resilience and aggression. If a Possessed Demon has any destructible weakpoints, like the Mancubus or Revenant, said weakpoints are also rendered permanently invincible. Even so, Possessed Demons will still give in with enough Dakka, causing the Spirit to escape its fallen host and begin to possess the next toughest demon in the field after a short while. There exist only two methods to destroy a Spirit; Ghostbusting it with the Plasma Rifle's Microwave Beam, OR by killing every other demon remaining on the field and watching the Spirit, unable to manifest itself in Realspace anymore, fade out of existence. *'''Demonic troopers''': The Imperial Guard of the city of Immora, and the greatest of Hell's warrior-caste in TAG PArt 2. On paper, if the Night Sentinels were an Astartes chapter, these troopers would be their Chaos Astartes equivalent. In gameplay, these red-clad chumps aren't even worthy of being called pushovers. Being immune to the Chainsaw and Glory Kills sounds scary... until you discover that they die in one hit from almost ''any'' source of damage, even including the marginally non-lethal Meathook and Flame Belch. A recent Update gave them more health and resistance against weapons but they still get pretty much slaugthered. This could also show just HOW deadly the Slayer has become, as only beings that are nearly completly fueled up with Hell energy are able to stand only seconds longer against him. ====Bosses==== The bigwigs of Hell, ranging in power and influence from greater daemons to Chaos Gods/C'tan-tier entities in their own right. These enormous creatures are characterised by having their own dedicated health bars on the UI, fights that often go into multiple phases, dedicated arenas and resistance or outright immunity to the Slayer's superweapons. *'''The Cyberdemon''': A Baalgar-class Shadow Lord, reclaimed from the UAC's expeditions to Hell and the crown jewel of their Demon weaponisation program. Also hinted to be the original Cyberdemon slain by Doomguy atop the Tower of Babel all the way back in Doom 1, having brought himself back to life out of sheer psychotic hatred at Doom Guy. He does it again in the middle of the boss fight after the Slayer teleports to hell, though the kill after this sticks as the Slayer impales its head with its own horn. *'''The Hell Guards''': Three armoured suits powered by wormlike creatures, tasked with defending the Demonic Crucible from those who seek to claim it from its resting place in the Necropolis. The Slayer destroys the suits and tears the worms. *'''The Spider Mastermind''': The Aranea Imperatrix, resurrected via the unholy union of the Dark Lord of the Fourth Age and a female "keyholder", Olivia Pierce. Gets her head blown apart by being forced to deepthroat the BFG-9000, killing the Dark Lord of the Fourth Age and putting Pierce out of her misery. *'''The Gladiator''': The Last Living Hell Knight of DOOM II and, unlike the Doom Hunter, has survived the extinction event that is the Slayer. In fear of the rampage suffered by the old Hell Knights, the Gladiator killed his master and imprisoned his soul in his shield, making it almost invincible without an exorcism. Its fight is split into two distinct phases. ** Phase 1: The Gladiator is armed with a flail attached to a retractable chain for close and distant attacks, and bears a gargantuan soul-vessel shield. The shield itself blocks all incoming damage, can fire a ghostly afterimage of itself when forcibly coaxed, and can be slammed on the ground as either a close range AOE attack or to summon demons to the arena. Like the Marauder, if the Gladiator's eyes blink green you have an opening to shoot him with any weapon, though the Ballista or Super Shotgun is still preferable. A headshot will stagger him for a glory kill, but the Slayer will simply beat the shit out of him. One thing to note is that his shield will also blink way before the Gladiator actually performs an attack; once for a quick attack, and twice for a heavy attack. Phase 1 ends with the Slayer knocking the Gladiator down for long enough to stab its shield in its eye, destroy it outright and freeing the dead masters soul stuck in it. ** Phase 2: Now vulnerable, the Gladiator goes ballistic with TWO flails, spinning one as an attack-deflecting shield before chaining all-out flail whips and leaping slams. The best approach now is to shoot at it when it isn't spinning its flail, especially when its trying to force you into a game of energy jump-rope by boxing you in with both its flails. After weathering down the beast to its bones, the Slayer finishes off the last Classic Hell Knight by crushing its skull beneath its own flail. *'''The Khan Maykr''': The supreme ruler of Urdak following the Father's disappearance, whose speech, mannerisms and goals make her come across as a haughty, insufferable fusion of an Eldar and a C'Tan. Once her energy barrier is down due to sustained firepower, Slayer needs to get close to her to Blood Punch her in her Energy Sphere five times. During the encounter she has a tendency to deny Slayer the ground (quite literally) by temporary making it damage him with power surges, that get bigger after every punch. Also, the only ammo source during that encounter (not counting few ammo boxes) are Makyr Drones. *'''The Icon of Sin''': A legendary titan, resurrected into the body of the Son of the Betrayer, [[Chaos_Spawn|deformed and warped beyond recognition]], his very existence in Realspace causing destruction and madness. It's described that, if left unchecked, it will drag the entire dimension to Hell through a supermassive black hole - so basically if one of the Chaos Gods themselves manifested in Realspace. The Khan Maykr thought It could be controlled using the Soul of the Betrayer's Son, putting it into [[Power_Armour|Power Armour]] for insurance. But then, the Doom Slayer stabbed the heart containing the son's soul with a dagger provided by the Betrayer ([[Matt_Ward|though without carving the Name of the Betrayer into it]]), setting the soul free and, with it, releasing the beast from Maykr's control. The battle itself is, on paper, pretty easy: eight pieces of the Icon's armour must be destroyed (head, both upper arms, both forearms, both pectorals and abdomen) using your whole arsenal. While doing so, lesser demons will try to harass you and distract you from the Icon. Just don't forget, you're fighting a ''Titan'', and fists that big tend to ''hurt''. With the armour's destruction, the whole process starts again in the second phase, but this time, you chip away at the flesh and bone of those same regions until the Icon collapses, giving you time to ram your Crucible into Its Brain. *'''The Trial of Maligog''': An endurance test involving giant eyeballs housed in giant cubes, and the final challenge before one may be allowed passage to the Hall of Souls. *'''Samur Maykr''': The Seraphim, the right-hand man of the Father who imbued the Slayer with the power of a Primeval, now having undergone total Transfiguration into a purple, winged monstrosity with an exposed brain. *'''The Dark Lord, Davoth''': The original Dark Lord created by the Father as a Primeval, one of the first gods. Doomguy's equal. Designed to truly care about his People, he spiralled out of control in the search of eternal life, to save his people from death. Formerly a caring guardian, he tortured everyone who slightly deviated from this goal. After Davoth got imprisoned in his soul sphere by the Father, demons apparently fought one another to claim his title while he still whispered his influence to them. The Dark Lord of the First Age after Davoth made the deal with the Khan Maykr and the most recent one, the Dark Lord of the Fourth Age is implied to have been the Spider Mastermind that possessed Olivia Pierce before getting her head blown off by BFG-9000. Davoth himself apparently prevented anyone from becoming Dark Lord of the Fifth Age as he was released from his soul sphere several months later. Currently only seen in one cutscene after his soul sphere was unlocked and everyone hoped the final fight was the same as an Unreal Tournament/ Quake Deathmatch. **Turns out the backstory from the previous paragraph was propaganda from the Maykrs. He's actually the original Father, God of all creation. The Maykrs betrayed him, stole his power to create a new Father (the one who would become VEGA), but that turned out to be a ''really'' bad idea. He's been scheming various ways to get revenge for over a decillion years, up to and including engineering the decay and downfall of the Maykrs from within, ascending one lucky individual into becoming the Slayer for revenge-by-proxy (unluckily for him, that person happened to be the incorruptible Doomguy), all the while trying to turn Hell and its capital city of Immora into the immortal paradise he always envisioned. But unfortunately, his plan still involves lots and lots of demons roaming free across the universe, and the Doom Slayer can't have that. Gracefully accepts his death in battle, and is actually so serene in his final words it is kind of implied that he knew that the Slayer would kill both him and the traitors but he had spent so much time in prison it is worth dying to see the bastards get killed first.
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