The player's first battle in
Strife: two Acolytes
Acolytes are enemies from the game Strife. They are soldiers of The Order. They are dressed in full body armor, varying in color, which covers a mostly cybernetic body. Acolytes are armed with assault rifles, and most of them drop a bullet clip when killed. They usually attack only if the alarm is active, and the player can even talk to them while they are on stand-by, although most acolytes are temperamental and will rudely brush the player off.
Some acolytes are dressed in shadow armor and are called shadow acolytes. They are translucent, but other than this are no different from ordinary acolytes. Most acolytes have 70 hit points (the same as a heavy weapon dude), except for the light green and blue acolytes, which have 60.
According to Macil the main platoon of acolytes are controlled by a single program, created by the Programmer. This is why the player must eventually face him in the first part of the game. Acolytes are created by a machine known as the "Convertor". It is found inside the Factory near the commons.
In the Loremaster's lab, you can find a hall full of Becoming Acolytes. These are subjects of the order partially converted into acolytes, propped up by their restrains and hooked up to wires. They wear tan uniforms without the helmet. They can be killed, though shooting at them will alert a large contingent of fully-fledged acolytes.
Acolytes are somewhat unique in that they will react to seeing nearby comrades killed by the punch dagger by attacking the player, even if the alarm is not active. The acolytes must be in the same sector for this to happen. Templars also react in this fashion.
- There is a discrepancy between the acolyte's world sprites and their conversation sprites. In the world sprites, the acolyte is depicted with one red eye. In the conversation sprites, however, they are shown with two red eyes.
- Three varieties of acolyte have different colored emblems on their shield. They are gold (with tan), the unused light green (with dark gray), and blue (with red).
Acolyte actors[edit]
There are nine different acolyte actors with mostly identical properties. These exist so that multiple conversation IDs can be used in dialogue scripts, allowing for a variety of characters with the same appearance to co-exist on the same levels.
Type |
DoomEd number |
Enum |
Conversation ID |
Special properties |
Notable uses
|
Tan |
3002 (decimal), BBA (hex) |
MT_GUARD1 (53) |
53 |
|
Sewer duty
|
Red |
142 (decimal), 8E (hex) |
MT_GUARD2 (54) |
54 |
|
Door guards, Temple Guards, Foreman (MAP04), Bailey Guard, Order Sergeant (MAP32)
|
Rust |
143 (decimal), 8F (hex) |
MT_GUARD3 (55) |
55 |
|
Body guards, Foreman (MAP15), Prison Guard, Watchman
|
Gray |
146 (decimal), 92 (hex) |
MT_GUARD4 (56) |
56 |
|
Reactor Guard, Sergeant
|
Dark green |
147 (decimal), 93 (hex) |
MT_GUARD5 (57) |
57 |
|
Sewer Guard, Overseer, Warehouse Guard (MAP17)
|
Gold |
148 (decimal), 94 (hex) |
MT_GUARD6 (58) |
58 |
|
Body guards, Core Guard, Warehouse Guard (MAP18)
|
Light green |
232 (decimal), E8 (hex) |
MT_GUARD7 (59) |
59 |
60 hit points, does not drop bullet clip |
unused
|
Blue |
231 (decimal), E7 (hex) |
MT_GUARD8 (60) |
60 |
60 hit points, does not drop bullet clip |
Scanning Crew
|
Shadow |
58 (decimal), 3A (hex) |
MT_SHADOWGUARD (61) |
61 |
Translucent |
none
|
These statistics reflect the base characteristics of the majority of acolyte actor types. Deviations for specific types were noted above. Note that bit flags 28 through 30 are added to change the color translation appropriately (the base color of the peasant without any color swap bit flags applied is tan).
Acolyte data
|
Appears in (except MT_GUARD7) |
Strife demo Strife full version Strife Veteran Ed.
|
Hit points |
70
|
Speed |
7 map units per frame (40.8 map units per second)
|
Radius |
24
|
Height |
64
|
Mass |
400
|
Reaction time |
8 tics
|
Pain chance |
150 (60.16%)
|
Pain time |
8 tics
|
Flags |
4194310 (decimal) 00400006 (hex)
|
Flags list |
1: Obstacle 2: Shootable 22: Affects kill %
|
Flags2 - VE |
2 (decimal) 00000002 (hex)
|
Flags2 list |
1: Render as billboard
|
|
Sprites & sounds
|
Sprite name |
AGRD (main) GIBS (gibbing) DISR (disintegration) BURN (burning)
|
Alert sound |
DSAGRSEE
|
Active sound |
DSAGRAC1, DSAGRAC2, DSAGRAC3, or DSAGRAC4
|
Pain sound |
DSAGRDPN
|
Death sound |
DSAGRDTH (normal) DSSLOP (gibs) DSDSRPTR (disintegration) DSBURNME (burning)
|
State |
Frames
|
Idling |
1 [A]
|
Chasing |
4 [ABCD]
|
Attacking |
4 [EFEF]
|
Hurting |
1 [O]
|
Dying |
10 [GHIJKLMNKL]
|
Gibbing |
12 [ABCDEFGHIJKL]
|
Disintegration1 |
11 [ABCDEFGHIJ]
|
Burning2 |
24 (ABCDEFGHIJKLMNOPQPQRSTUV)
|
|
Ranged attack
|
Type |
Hitscan
|
Shot count |
3
|
Shot interval |
4 tics (≈0.114 seconds)
|
Damage |
3-15
|
Sprite |
PUFY (impact, miss) POW3 (impact, robot) SPRY (impact, human) if damage > 13 BLOD (impact, human) if damage <= 13
|
Frames |
4 [ABCD] (impact, miss) 8 [ABCDEFGH] (impact, robot) 7 [ABCDEFG] (impact, human) if damage > 13 3 [CBA] (impact, human) if damage <= 13 2 [BA] (impact, human) if damage <= 9 1 [A] (impact, human) if damage <= 6
|
Sound |
DSRIFLE
|
|
- A disintegration death is caused by the mauler's primary and secondary attacks, the templar's mauler hitscan attack, and the sentinel's laser attack.
- A burning death is invoked by the flamethrower, the flames of phosphorous grenades, and the crusader's flamethrower attack.
Becoming Acolyte data
|
Thing type |
201 (decimal), C9 (hex)
|
Enum |
MT_BECOMING (29)
|
Appears in |
Strife full version Strife Veteran Ed.
|
Hit points |
61
|
Speed |
0
|
Radius |
16
|
Height |
56
|
Mass |
100
|
Reaction time |
8 tics
|
Pain chance |
255 (99.61%)
|
Pain time |
0 tics
|
Flags |
4227078 (decimal) 00408006 (hex)
|
Flags list |
1: Obstacle 2: Shootable 15: Can NPC talk 22: Affects kill %
|
Flags2 - VE |
66 (decimal) 00000042 (hex)
|
Flags2 list |
1: Render as billboard 6: Always spawn at -nomonsters
|
|
Sprites & sounds
|
Sprite name |
ARMR
|
Alert sound |
none
|
Active sound |
none
|
Pain sound |
none
|
Death sound |
DSPSDTHA (unused)
|
State |
Frames
|
Idling |
1 [A]
|
Hurting |
disappears
|
|
Appearance statistics[edit]
In the IWAD acolytes exist in eight colors, but in many maps they have roles as minor characters with specific names, which are used in the things tables on the pertaining map pages. Below are the raw statistics of the unnamed enemies.
Acolytes are first encountered on these maps per skill level:
Single-player
|
Color |
1-2 |
3 |
4-5
|
Blue |
MAP02: Town |
MAP02: Town |
MAP02: Town
|
Dark green |
MAP02: Town |
MAP02: Town |
MAP02: Town
|
Gold |
MAP02: Town |
MAP02: Town |
MAP02: Town
|
Gray |
MAP02: Town |
MAP02: Town |
MAP02: Town
|
Light green |
- |
- |
-
|
Red |
MAP01: Sanctuary |
MAP01: Sanctuary |
MAP01: Sanctuary
|
Rust |
MAP02: Town |
MAP02: Town |
MAP02: Town
|
Tan |
MAP01: Sanctuary |
MAP01: Sanctuary |
MAP01: Sanctuary
|
The IWAD contains the following numbers of acolytes per skill level:
Single-player
|
Color |
1-2 |
3 |
4-5
|
Blue |
5 |
7 |
9
|
Dark green |
13 |
19 |
18
|
Gold |
108 |
114 |
114
|
Gray |
15 |
17 |
21
|
Light green |
0 |
0 |
0
|
Red |
15 |
16 |
16
|
Rust |
22 |
23 |
23
|
Tan |
340 |
440 |
514
|
The shadow and becoming acolytes are first encountered on these maps per skill level:
The IWAD contains the following numbers of shadow and becoming acolytes:
Single-player
|
Game |
1-2 |
3 |
4-5
|
Shadow |
151 |
172 |
178
|
Becoming |
56 |
56 |
56
|
- The acolyte's sprites are based on those used for the zombieman in Doom and Doom II (note the posing on the walk cycle and firing frames). Notably, the acolyte's right-facing sprites are based on the expanded rotation frames from the 2015 Doom source data release.