Difference between revisions of "Berserk Hunter"

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The Berserk Hunter is the second boss in [[Doom 3: Resurrection of Evil]]. It guards the monorail leading from Erebus Labs to Phobos labs. The Berserk Hunter has a sloth-like head, and has normal humanoid legs compared to the Hell Knight's backwards-jointed goat-like legs. It is also noticeably larger than a [[Hell Knight (Doom 3)|Hell Knight]], and stands a full head taller.
 
The Berserk Hunter is the second boss in [[Doom 3: Resurrection of Evil]]. It guards the monorail leading from Erebus Labs to Phobos labs. The Berserk Hunter has a sloth-like head, and has normal humanoid legs compared to the Hell Knight's backwards-jointed goat-like legs. It is also noticeably larger than a [[Hell Knight (Doom 3)|Hell Knight]], and stands a full head taller.
  
The second [[Hell Hunter]], Berserk is extremely fast with powerful melee attacks. Its attack method encompasses two phases. First, it invokes its Berserk ability (denoted by a rise of flames around it) before making a ''very fast ''leaping attack at the player. It is while it is Berserk that it exposes its heart and becomes vulnerable. You must use the [[Helltime power]] of [[the Artifact]] to slow it down once it becomes Berserk and attack its heart (one Helltime session should be sufficient to unload a full magazine of Chaingun shots at it). If you attack it enough just as it finishes its Berserk invocation, you can preempt the leaping attack, but even if the leaping attack isn't stopped, Helltime is probably the only way to actually dodge the attack, and you'll still have time to attack once it finishes its leap.
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The second [[Hell Hunter]], Berserk is extremely fast with powerful melee attacks. Its attack method encompasses two phases. First, it invokes its Berserk ability (denoted by a rise of flames around it) before making a series of ''very fast ''leaping attacks at the player. It is while it is Berserk that it exposes its heart and becomes vulnerable. You must use the [[Helltime power]] of [[the Artifact]] to slow it down once it becomes Berserk and attack its heart (Note: It is strongly advised to have the Artifact already equipped before triggering the Hunter's entrance. He will leap at you as soon as you regain control, and you'll need to invoke Helltime ''immediately'' to be able to avoid it). It is only necessary to attack its heart enough to make it react and break it out of its Berserk phase; you can stop atttacking once this happens to conserve ammunition. The [[Super shotgun (Doom 3)|Double-barreled shotgun]], [[Machine Gun]], and [[Chaingun (Doom 3)|Chaingun]] will all provide the needed firepower to wound the Hunter, so choose whichever works best for your given situation. If you attack it enough just as it finishes its Berserk invocation and first opens its heart, you can preempt the leaping attack, but even if the leaping attack isn't stopped, Helltime is the only way to actually dodge the attack, and you'll still have time to attack once it finishes its leap.
  
Once its Berserk attack finishes, the creature will become invulnerable again and go into its second phase. It will leap back, keeping its distance from you, and charge up and throw a large fireball at the Marine. It will do this 3 times in a row before returning to its Berserk attack phase. The fleshy growth pillars in the room are best used to defend against the fireballs. The fireballs can also be dodged by straferunning.
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Once its Berserk attack finishes or is broken, the creature will become invulnerable again and go into its second phase. It will leap back, keeping its distance from you, and charge up and throw a large fireball at the Marine. It will do this 3 times in a row before returning to its Berserk attack phase. The fleshy growth pillars in the room can be used to defend against the fireballs. The fireballs can also be dodged by strafe-running.
  
Kill the Hunter and the Artifact will absorb the Hunter's Berserk power. A much more powerful version of the original Doom's [[berserk pack]] item pickup or Doom 3's [[Berserk artifact]], the Marine can punch hard enough to kill all non-boss monsters with one punch, the force sending them flying off their feet.
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You must successfully break the Hunter out of Berserk three times to kill it, at which point the Artifact will absorb the Hunter's Berserk power. A much more powerful version of the original Doom's [[berserk pack]] item pickup or Doom 3's [[Berserk artifact]], the Marine can punch hard enough to kill all non-boss monsters with one punch, the force sending them flying off their feet.
  
 
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Revision as of 08:35, 1 April 2010

The Berserk Hunter

The Berserk Hunter is the second boss in Doom 3: Resurrection of Evil. It guards the monorail leading from Erebus Labs to Phobos labs. The Berserk Hunter has a sloth-like head, and has normal humanoid legs compared to the Hell Knight's backwards-jointed goat-like legs. It is also noticeably larger than a Hell Knight, and stands a full head taller.

The second Hell Hunter, Berserk is extremely fast with powerful melee attacks. Its attack method encompasses two phases. First, it invokes its Berserk ability (denoted by a rise of flames around it) before making a series of very fast leaping attacks at the player. It is while it is Berserk that it exposes its heart and becomes vulnerable. You must use the Helltime power of the Artifact to slow it down once it becomes Berserk and attack its heart (Note: It is strongly advised to have the Artifact already equipped before triggering the Hunter's entrance. He will leap at you as soon as you regain control, and you'll need to invoke Helltime immediately to be able to avoid it). It is only necessary to attack its heart enough to make it react and break it out of its Berserk phase; you can stop atttacking once this happens to conserve ammunition. The Double-barreled shotgun, Machine Gun, and Chaingun will all provide the needed firepower to wound the Hunter, so choose whichever works best for your given situation. If you attack it enough just as it finishes its Berserk invocation and first opens its heart, you can preempt the leaping attack, but even if the leaping attack isn't stopped, Helltime is the only way to actually dodge the attack, and you'll still have time to attack once it finishes its leap.

Once its Berserk attack finishes or is broken, the creature will become invulnerable again and go into its second phase. It will leap back, keeping its distance from you, and charge up and throw a large fireball at the Marine. It will do this 3 times in a row before returning to its Berserk attack phase. The fleshy growth pillars in the room can be used to defend against the fireballs. The fireballs can also be dodged by strafe-running.

You must successfully break the Hunter out of Berserk three times to kill it, at which point the Artifact will absorb the Hunter's Berserk power. A much more powerful version of the original Doom's berserk pack item pickup or Doom 3's Berserk artifact, the Marine can punch hard enough to kill all non-boss monsters with one punch, the force sending them flying off their feet.

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Monsters from Resurrection of Evil