Difference between revisions of "Arachnotron"

From DoomWiki.org

[unchecked revision][checked revision]
(Appearance statistics: update top-5)
 
(14 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
{{Monster versions|disambig={{thisisabout|monster|doom1}}|doom5=Arachnotron (Doom Eternal)}}
 
{{Monster versions|disambig={{thisisabout|monster|doom1}}|doom5=Arachnotron (Doom Eternal)}}
 
[[File:Map11_arachnotron.png|thumb|In the upper courtyard of [[MAP11: Circle of Death (Doom II)|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 port]]s.]]
 
[[File:Map11_arachnotron.png|thumb|In the upper courtyard of [[MAP11: Circle of Death (Doom II)|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 port]]s.]]
The '''arachnotron''' is a cybernetic spider-like [[monster]] introduced in [[Doom II]]. It is structurally the same as the [[spiderdemon]], but weaker, and much smaller in size. Its biological body consists primarily of a large brain with two small dicks, and eyes that change color depending on the monster's actions. This body is seated into a metal chassis with four articulated hydraulic legs. Instead of the "super chaingun" of the spiderdemon, it wields a plasma cannon which fires sustained bursts of white and liquidy energy [[projectile]]s.
+
The '''arachnotron''' is a cybernetic spider-like [[monster]] introduced in [[Doom II]]. It is structurally the same as the [[spiderdemon]], but weaker, and much smaller in size. Its biological body consists primarily of a large brain with two small arms, and eyes that change color depending on the monster's actions. This body is seated into a metal chassis with four articulated hydraulic legs. Instead of the "super chaingun" of the spiderdemon, it wields a plasma cannon which fires sustained bursts of yellow and green energy [[projectile]]s.
 
In [[Doom II]], they make their first appearance in [[MAP07: Dead Simple (Doom II)|Dead Simple]], where the player must fight them when they emerge to avenge the fallen [[mancubus|mancubi]].
 
In [[Doom II]], they make their first appearance in [[MAP07: Dead Simple (Doom II)|Dead Simple]], where the player must fight them when they emerge to avenge the fallen [[mancubus|mancubi]].
 
{{Quote|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]].|Doom II instruction manual|Doom II instruction manual}}
 
{{Quote|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]].|Doom II instruction manual|Doom II instruction manual}}
Line 9: Line 9:
  
 
== Tactical analysis ==
 
== Tactical analysis ==
 
+
Although they may seem slow due to the speed of their [[state|animation frames]], arachnotrons are actually faster than most other monsters and can reach the [[player]]'s position at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the [[chaingun]] will work well. Using the [[chainsaw]] on them is inadvisable due to their size, which prevents the attack from reliably connecting. Their attacks are easier to avoid than the rapid-fire [[hitscan]] attacks of [[heavy weapon dude]]s and [[spiderdemon]]s, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. 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. Use of the [[Partial invisibility|blur sphere]] only makes their attack erratic and difficult to avoid, and is thus not recommended.
Although they may seem slow due to the speed of their [[state|animation frames]], arachnotrons are actually faster than most other monsters and can reach the [[player]]'s position at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the [[chaingun]] will work well. Using the [[chainsaw]] on them is inadvisable due to their size, which prevents the attack from reliably connecting. Their attacks are easier to avoid than the rapid-fire [[hitscan]] attacks of [[heavy weapon dude]]s and [[spiderdemon]]s, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. 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. Use of the [[blur sphere]] only makes their attack erratic and difficult to avoid, and is thus not recommended.
 
  
 
Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via [[monster infighting]], especially when multiple arachnotrons attack; however, stronger enemies such as a [[baron of Hell]] will usually prevail in smaller battles because of their higher health.
 
Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via [[monster infighting]], especially when multiple arachnotrons attack; however, stronger enemies such as a [[baron of Hell]] will usually prevail in smaller battles because of their higher health.
  
 
== Notes ==
 
== Notes ==
 
 
* The arachnotron's rate of fire is three times lower than that of the player's plasma gun.
 
* The arachnotron's rate of fire is three times lower than that of the player's plasma gun.
 
 
* 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.
 
* 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 {{c|MT_BABY}}, and the root of its [[sprite]] name in the [[IWAD]] is {{c|BSPI}}, so the monster was arguably called ''baby spider'' during the development of [[Doom II]]. In a similar fashion to this name, the earlier developmental versions of the monster were more straightforward miniaturizations of the spiderdemon, with a similar palette and a chaingun attack, as shown in numerous pre-release screenshots.[http://cd.textfiles.com/goldmedal/volume4/GAMES/DOOM/DOOM16.GIF][http://cd.textfiles.com/goldmedal/volume4/GAMES/DOOM/DOOM18.GIF]
 
* In the [[Doom source code]] the internal name for the arachnotron is {{c|MT_BABY}}, and the root of its [[sprite]] name in the [[IWAD]] is {{c|BSPI}}, so the monster was arguably called ''baby spider'' during the development of [[Doom II]]. In a similar fashion to this name, the earlier developmental versions of the monster were more straightforward miniaturizations of the spiderdemon, with a similar palette and a chaingun attack, as shown in numerous pre-release screenshots.[http://cd.textfiles.com/goldmedal/volume4/GAMES/DOOM/DOOM16.GIF][http://cd.textfiles.com/goldmedal/volume4/GAMES/DOOM/DOOM18.GIF]
 
== Other games ==
 
[[File:Sshot_arachnotron64.png|thumb|[[Doom 64]]'s arachnotron in action.]]
 
=== Doom 64 ===
 
In [[Doom 64]] their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it and the legs being longer and bent at upwards-pointing acute angles.  Instead of a single plasma gun, the Doom 64 arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player.  They first appear in [[MAP14: Eye Of The Storm (Doom 64)|MAP14: Eye of the Storm]] unless the player goes through [[MAP30: The Lair (Doom 64)|MAP30: The Lair]] and [[MAP32: Hectic (Doom 64)|MAP32: Hectic]], which contain arachnotrons but chronologically come first.
 
 
Additionally with their new twin plasma cannons, when provoked into infighting, they will often win. Even against barons of Hell, arachnotrons will most likely come out victorious, but with little health remaining.
 
  
 
== Data ==
 
== Data ==
{|
+
{{col-begin|width=auto}}
|cellpadding=0 cellspacing=0|
+
{{col-break}}
|valign=top|
+
{| {{prettytable}}
{|
+
!colspan=2|Arachnotron data (original)
|
+
|-
  {| {{prettytable}} width=100%
+
| [[Thing types|Thing type]]||68 (decimal), 44 (hex)
  !colspan=2|Attributes
+
|-
  |-
+
| [[Mobj|Enum]]||MT_BABY (20)
  |ID #||68 (decimal), 44 (hex)
+
|-
  |-
+
| Appears in||[[Doom II]]/[[Final Doom]]
  |[[Hit point]]s||500
+
|-
  |-
+
| [[Hit point]]s||500
  |Speed||12 [[map unit]]s per frame<br>(140.0 map units per second)
+
|-
  |-
+
| Speed||12 [[map unit]]s per frame<br>(140.0 map units per second)
  |Width||128
+
|-
  |-
+
| Radius||64
  |Height||64
+
|-
  |-
+
| Height||64
  |Reaction time||8
+
|-
  |-
+
| [[Mass]]||600
  |[[Pain chance]]||128 (50%)
+
|-
  |-
+
| Reaction time||8 [[tic]]s
  |Pain time||6 tics
+
|-
  |-
+
| [[Pain chance]]||128 (50.00%)
  |[[Mass]]||600
+
|-
  |-
+
| Pain time||6 tics
  |Bits||4194310
+
|-
  |}
+
| Flags||{{c|4194310}} (decimal)<br>{{c|00400006}} (hex)
|-
+
|-
|
+
| Flags list|| 1: Obstacle<br> 2: Shootable<br>22: Affects kill %
  {| {{prettytable}} width=100%|
+
|-
  !|Bits list
+
| Spawns||MT_ARACHPLAZ (plasma ball)
  |-
+
|}
  |
+
{{col-break|gap=0.5em}}
1: Obstacle
+
{| {{prettytable}}
 +
!colspan=2|[[Sprite]]s & [[sound]]s
 +
|-
 +
| Sprite name||BSPI
 +
|-
 +
| Alert sound||DSBSPSIT
 +
|-
 +
| Chase sound||DSBSPWLK
 +
|-
 +
| [[A_Chase|Active sound]]||DSBSPACT
 +
|-
 +
| Pain sound||DSDMPAIN
 +
|-
 +
| [[Types of death|Death]] sound||DSBSPDTH
 +
|}
 +
{| {{prettytable}}
 +
! [[State]]!!Frames
 +
|-
 +
| Idling||2 [AB]
 +
|-
 +
| Chasing||12 [AABBCCDDEEFF]
 +
|-
 +
| Attacking||3 [GHH]
 +
|-
 +
| [[Pain state|Hurting]]||2 [II]
 +
|-
 +
| [[Types of death|Dying]]||7 [JKLMNOP]
 +
|-
 +
| Resurrecting||7 [PONMLKJ]
 +
|}
 +
{{col-break|gap=1em}}
 +
{| {{prettytable}}
 +
!colspan=2|Ranged attack
 +
|-
 +
| Type||[[Projectile]]
 +
|-
 +
| Enum||MT_ARACHPLAZ (36)
 +
|-
 +
| Velocity||25 map units per tic<br>(875 map units per second)
 +
|-
 +
| [[Damage]]||5-40
 +
|-
 +
| Shots per minute||233.3
 +
|-
 +
| Radius||13
 +
|-
 +
| Height||8
 +
|-
 +
| Sprite||APLS (in flight)<br>APBX (impact)
 +
|-
 +
| Frames||2 [AB] (in flight)<br>5 [ABCDE] (impact)
 +
|-
 +
| Sound||DSPLASMA (firing)<br>DSFIRXPL (impact)
 +
|-
 +
| Flags||{{c|67088}} (decimal)<br>{{c|00010610}} (hex)
 +
|-
 +
| Flags list|| 4: No blocklinks (Inert)<br> 9: No gravity<br>10: Drops off ledges<br>16: Projectile
 +
|}
 +
{{col-end}}
  
2: Shootable
+
{{col-begin|width=auto}}
 
+
{{col-break}}
22: Affects Kill %
+
{| {{prettytable}}
  |}
+
!colspan=2|Arachnotron data (Doom 64)
|}
+
|-
|valign=top|
+
| Enum||MT_BABY (15)
{|
+
|-
|
+
| Appears in||[[Doom 64]]/[[The Lost Levels|Lost Levels]]
  {| {{prettytable}}
+
|-
  !colspan=2|[[Sprite]]s & [[sound]]s
+
| Speed||12 map units per frame<br>(120 map units per second)
  |-
+
|-
  |Sprite name||BSPI
+
| Radius||64
  |-
+
|-
  |Alert sound||DSBSPSIT
+
| Height||80
  |-
+
|-
  |Chase sound||DSBSPWLK
+
| Flags||{{c|4194822}} (decimal)<br>{{c|00400206}} (hex)
  |-
+
|-
  |Action sound||DSBSPACT
+
| Flags list|| 1: Obstacle<br> 2: Shootable<br> 9: Apply gravity<br>22: Affects kill %
  |-
+
|-
  |Pain sound||DSDMPAIN
+
| Spawns||MT_PROJ_BABY (plasma ball)
  |-
+
|}
  |[[Types of death|Death]] sound||DSBSPDTH
+
Data not listed is the same<br>as for the original version.
  |}
+
{{col-break|gap=0.5em}}
|}
+
{| {{prettytable}}
|valign=top|
+
!colspan=2|Sprites & sounds
{|
+
|-
|
+
| Alert sound||SFX_096
  {| {{prettytable}} width=100%
+
|-
  !colspan=2|Ranged attack
+
| Chase sound||SFX_099
  |-
+
|-
  |Type||[[Projectile]]
+
| Active sound||SFX_098
  |-
+
|-
  |Speed||25 [[map unit]]s per tic<br>(875 map units per second)
+
| Pain sound||SFX_053
  |-
+
|-
  |Damage||5-40
+
| Death sound||SFX_097
  |-
+
|}
  |Shots per minute||233.3
+
{| {{prettytable}}
  |-
+
! State!!Frames
  |Width||13
+
|-
  |-
+
| Chasing||8 [AABBCCDD]
  |Height||8
+
|-
  |-
+
| Attacking||3 [AEE]
  |Sprite name||APLS (in flight)<br>APBX (impact)
+
|-
  |-
+
| Hurting||2 [FF]
  |Sound||DSPLASMA (firing)<br>DSFIRXPL (impact)
+
|-
  |}
+
| Dying||6 [GHIJKL]
|}
+
|}
 +
{{col-break|gap=1em}}
 +
{| {{prettytable}}
 +
!colspan=2|Ranged attack
 +
|-
 +
| Enum||MT_PROJ_BABY (34)
 +
|-
 +
| Velocity||25 map units per tic<br>(750 map units per second)
 +
|-
 +
| Damage||3-24
 +
|-
 +
| Shots per minute||257.1
 +
|-
 +
| Sprite||APLS
 +
|-
 +
| Frames||2 [AB] (in flight)<br>6 [CDEFGH] (impact)
 +
|-
 +
| Sound||SFX_035 (firing)<br>SFX_044 (impact)
 +
|-
 +
| Flags||{{c|66576}} (decimal)<br>{{c|00010410}} (hex)
 +
|-
 +
| Flags list|| 4: No blocklinks (Inert)<br>10: Drops off ledges<br>16: Projectile
 
|}
 
|}
 +
{{col-end}}
  
 
[[File:PlasmaHistogram.png|none|300px|thumb|''Damage done by each plasma burst'']]
 
[[File:PlasmaHistogram.png|none|300px|thumb|''Damage done by each plasma burst'']]
Line 180: Line 249:
  
 
== Appearance statistics ==
 
== Appearance statistics ==
 
 
In the [[IWAD]]s the arachnotron is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
 
In the [[IWAD]]s the arachnotron is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
  
Line 251: Line 319:
 
! Map !! Count
 
! Map !! Count
 
|-
 
|-
| [[World Orifice]] || 373
+
| [[MAP05: Cosmogenesis (Cosmogenesis)]] || 977
 
|-
 
|-
| [[Okuplok Slaughter Map]] || 325
+
| [[MAP16: Systematic Fragmentation (NoReason's Speedmaps 3)]] || 700
 
|-
 
|-
| [[Holy Hell Revealed]] || 268
+
| [[Nuts 3]] || 621
 
|-
 
|-
| [[MAP28: dholes (Slaughterfest 3)]] || 263
+
| [[MAP28: Blood of the Void (Doomworld Maximum Project 2022)]] || 441
 
|-
 
|-
| [[MAP27: Supernib (Slaughterfest 2011)]] || 233
+
| [[MAP33: DIP (Hardfest 2)]] || 417
 
|}
 
|}
''This data was last verified on October 6, 2021.''
+
''This data was last verified on March 13, 2024.''
 +
 
 +
== Other games ==
 +
[[File:Sshot_arachnotron64.png|thumb|[[Doom 64]]'s arachnotron in action.]]
 +
=== Doom 64 ===
 +
In [[Doom 64]] their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it and the legs being longer and bent at upwards-pointing acute angles. Instead of a single plasma gun, the Doom 64 arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player. They first appear in [[MAP14: Eye Of The Storm (Doom 64)|MAP14: Eye of the Storm]] unless the player goes through [[MAP30: The Lair (Doom 64)|MAP30: The Lair]] and [[MAP32: Hectic (Doom 64)|MAP32: Hectic]], which contain arachnotrons but chronologically come first.
 +
 
 +
Additionally with their new twin plasma cannons, when provoked into infighting, they will often win. Even against barons of Hell, arachnotrons will most likely come out victorious, but with little health remaining.
  
 
==See also==
 
==See also==
 
 
* [[Monsters open locked doors]]
 
* [[Monsters open locked doors]]
  

Latest revision as of 08:57, 13 March 2024

This article is about the monster in the classic Doom series. For other games, see:
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 cybernetic spider-like monster introduced in Doom II. It is structurally the same as the spiderdemon, but weaker, and much smaller in size. Its biological body consists primarily of a large brain with two small arms, and eyes that change color depending on the monster's actions. This body is seated into a metal chassis with four articulated hydraulic legs. Instead of the "super chaingun" of the spiderdemon, it wields a plasma cannon which fires sustained bursts of yellow and green energy projectiles. In Doom II, they make their first appearance in Dead Simple, where the player must fight them when they emerge to avenge the fallen mancubi.

"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."
― Doom II instruction manual [source]

Combat characteristics[edit]

An arachnotron makes a revving, mechanical shriek when alerted. Once the arachnotron locks on to an enemy, it will continue to fire plasma bursts until the target moves out of its field of view, the monster flinches in pain, or it is destroyed. Similar behavior can be observed with the spiderdemon, Wolfenstein SS, and the heavy weapon dude. When it dies, its head explodes into a morass of gore as the mechanical chassis collapses, unleashing a dying sound similar to malfunctioning machinery.

Tactical analysis[edit]

Although they may seem slow due to the speed of their animation frames, arachnotrons are actually faster than most other monsters and can reach the player's position at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the chaingun will work well. Using the chainsaw on them is inadvisable due to their size, which prevents the attack from reliably connecting. Their attacks are easier to avoid than the rapid-fire hitscan attacks of heavy weapon dudes and spiderdemons, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. 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. Use of the blur sphere only makes their attack erratic and difficult to avoid, and is thus not recommended.

Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via monster infighting, especially when multiple arachnotrons attack; however, stronger enemies such as a baron of Hell will usually prevail in smaller battles because of their higher health.

Notes[edit]

  • The arachnotron's rate of fire is three times lower than that of the player's plasma gun.
  • 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. In a similar fashion to this name, the earlier developmental versions of the monster were more straightforward miniaturizations of the spiderdemon, with a similar palette and a chaingun attack, as shown in numerous pre-release screenshots.[1][2]

Data[edit]

Damage done by each plasma burst
Shots needed to kill Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.02 1.09 3 8
Player (100%
health, security armor)
7.16 1.23 5 10
Player (200%
health, combat armor)
17.99 1.97 13 22
Barrel 1.44 0.60 1 4
Trooper 1.44 0.60 1 4
Sergeant 1.80 0.75 1 4
Wolfenstein SS 2.75 0.78 2 5
Imp 3.16 0.86 2 6
Chaingunner 3.61 0.91 2 6
Lost soul 5.02 1.09 3 8
Commander Keen 5.02 1.09 3 8
Demon 7.22 1.29 5 10
Spectre 7.22 1.29 5 10
Boss brain2 11.68 1.70 8 16
Revenant 13.90 1.83 9 18
Cacodemon 18.27 2.04 13 22
Pain elemental 18.27 2.04 13 22
Hell knight 22.80 2.24 17 28
Arachnotron3
Mancubus 27.28 2.45 21 33
Arch-vile 31.76 2.58 25 37
Baron of Hell 45.16 3.09 36 52
Spiderdemon 134.41 2.61 128 140
Cyberdemon 179.12 2.55 173 184

  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).

Appearance statistics[edit]

In the IWADs the arachnotron is first encountered on these maps per skill level:

The IWADs contain the following numbers of arachnotrons per skill level:

Of the maps covered on the Doom Wiki, the following have the highest numbers of arachnotrons in single-player:

Map Count
MAP05: Cosmogenesis (Cosmogenesis) 977
MAP16: Systematic Fragmentation (NoReason's Speedmaps 3) 700
Nuts 3 621
MAP28: Blood of the Void (Doomworld Maximum Project 2022) 441
MAP33: DIP (Hardfest 2) 417

This data was last verified on March 13, 2024.

Other games[edit]

Doom 64's arachnotron in action.

Doom 64[edit]

In Doom 64 their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it and the legs being longer and bent at upwards-pointing acute angles. Instead of a single plasma gun, the Doom 64 arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player. They first appear in MAP14: Eye of the Storm unless the player goes through MAP30: The Lair and MAP32: Hectic, which contain arachnotrons but chronologically come first.

Additionally with their new twin plasma cannons, when provoked into infighting, they will often win. Even against barons of Hell, arachnotrons will most likely come out victorious, but with little health remaining.

See also[edit]