Marauder

From DoomWiki.org

A marauder appears against the backdrop of Argent Breach.
"You were never one of us. You were nothing but a usurper—a false idol. My eyes have been opened. Let me help you to see, Slayer."
― The marauder of the ARC Complex, to the Doom Slayer

The marauders are a group of monsters which occur in Doom Eternal. They are a group of Night Sentinels who joined the Khan Maykr in the civil war that followed the exposure of the Maykrs' betrayal, died in the war, and were later resurrected through combined Hell magic and Maykr technology with the purpose of destroying the Doom Slayer. Referred to by game director Hugo Martin as a "black belt" demon, simple run-and-gun tactics that work against other demons will not suffice. As one of the most difficult enemies in the game, the marauder has attack patterns that need to be studied and dealt with carefully.

Appearance[edit]

Each marauder is a humanoid demon with a skull-like head bearing large, prominent horns. They have bluish-gray skin and wear green suits of armor which closely resemble the Praetor suit, presumably corrupted versions of the armor they once wore as Night Sentinels. They keep a garland of skulls around their left thighs, indicating that they may act as headhunters. Every marauder wields a super shotgun and an Argent-powered double-bladed battle axe.

Tactical analysis[edit]

The marauder has three ranges of attack. When the player is at close range, the marauder uses its super shotgun; the weapon is drawn and fired almost instantly, making it unlikely that the player will be able to dash out of the way. It is possible, but unlikely, to hit them during this, but only if the player is sure they can. A successful attack during this will not stun the marauder. At mid-range, the marauder performs a lunging swing (which can be either vertical or horizontal) with its axe, telegraphed by its eyes flashing green. At long range, the marauder throws its axe, sending out a wave of Argent energy.

The marauder is extremely agile. Its running speed is close to the Slayer's, and it makes frequent use of a similar dash ability as the run-up to an attack, both to evade the player's attacks and to flank behind the player. It leaves a brief trail of Argent energy when it dashes, making its new location immediately obvious.

The marauder is protected from all damage by a shield of Argent energy, which glows red-orange and bears their Sentinel logo, the same one emblazoned on their belts. It acts similarly to the shield wielded by some soldiers; however, it is unaffected by the plasma rifle and thus cannot be overloaded. The marauder will automatically raise the shield to counter incoming fire, but will not respond to indirect attacks; grenades or rockets detonated near them can cause a falter that lowers their shield and leaves them briefly open to another shot. The marauder is resistant, though not invulnerable, to the BFG-9000 and the Unmaykr, is immune to the chainsaw due to being a Super Heavy demon, and cannot be instantly killed with the Crucible unless stunned.

To supplement its offensive power, the marauder will frequently summon a spirit wolf if its shield is hit by either the player or stray shots from a fellow demon, or seemingly at random. The wolf glows red-orange, like the marauder's shield, and pursues the player in order to bite them; apart from being a distraction, the wolf leaves a translucent bite mark on the screen when its attack connects, which will hinder the player's vision. Spirit wolves should be dealt with as soon as they appear; they can only take a small amount of damage before disappearing.

The Codex advises the player to stay at mid-range as this is where the marauder is most vulnerable; the super shotgun will punish the player at close range, and the marauder will throw energy waves at long range. To properly damage the marauder, it is necessary to wait for them to use their mid-range melee attack with the axe; when they winds up for a melee attack, their eyes flash green and they will be momentarily vulnerable. A successful attack at this point will falter the marauder for a couple of seconds, which is best followed with high damage-per-shot weapons such as the super shotgun, the rocket launcher, or the ballista. The same three weapons are also good choices for interrupting the marauder, but the super shotgun is best because of its wide spread. By utilizing the hot-swapping feature, it is possible to hit the marauder twice or even three times every time they are stunned in this manner.

The marauder will direct their shield toward any BFG shot that is active and will leave their back open for damage in the meantime. Another shot of the BFG or a sustained barrage from the Unmaykr can finish them off during this time.

Strategy[edit]

The marauder can be a complex enemy to fight, as it is hard to determine the proper distance at which to remain and the enemy is capable of blocking nearly all attacks. There is, however, a relatively easy way to simplify the marauder's attack patterns: simply stay away from the marauder while evading their axe shockwaves, and be attentive to their movement—especially their dashing—and try to maintain distance. When the marauder starts running rather than dashing, this signals that it will approach the player for a melee attack. Exploit this to land shots to stun and damage the marauder.

If the marauder is accompanied by other demons, prioritize the other demons first, as the marauder warrants full attention. Space is of the utmost importance to employ this strategy, as some marauder encounters occur in enclosed rooms, in which case players will need to be quick on their feet. Although overall the principle applies, keep your distance from the marauder while paying attention to them; once they run, wait for their eyes to glow and hit them. Run away and kill any fodder for whatever supplies might be needed.

This strategy also works against the double marauder encounter in the UAC Atlantica Facility and the possessed marauder in the Slayer Gate in The Holt. In both instances, there is ample space to maneuver. Simply run in circles, and wait for the marauders to come to a specific part of the map where the player is comfortable with facing them. Hit them, then run again and refill supplies by killing fodder.

It is possible to cheap-shot them with the BFG-9000 by shooting while they are spawning, as the tendrils will hit them before they get the chance to raise their shields. A lucky shot as such is capable of killing a marauder, although generally speaking this is difficult to pull off as it needs both a precise angle and timing to perform.

Sentinel Hammer[edit]

In The Ancient Gods, Part Two, the marauder is especially vulnerable to the Sentinel Hammer. Stunning the marauder and immediately following with a hammer slam will keep them stunned for several seconds, allowing enough time to kill the marauder—either with fast-firing weapons or by quick-switching between the super shotgun and ballista.

Glory kills[edit]

The following glory kills against the marauder exist:[1]

  • From the front, the Slayer stabs the marauder twice in the chest with the Doomblade, before landing a fatal stab in their right eye.
  • From behind, the Slayer stabs the marauder in the back, through the chest, and punches them in the face after they turn around.
  • From their left side, the Slayer punches the marauder to the left and goes for a second punch, only for them to block it. The Slayer then extends the Doomblade, piercing them through their right eye.
  • From their right side, the Slayer kicks the marauder's leg to the side, snatches the axe out of their grasp and swings it down, decapitating them.
  • The Slayer lands on the marauder's chest or back, before crushing its head with one stomp.
  • The berserk Slayer lands two blows, separating the marauder's arms from its body, before the third separates its head from its torso and legs, and sends the torso flying upwards and the legs backwards.
  • The berserk Slayer lands on the marauder's chest and crushes its head with his foot.
  • The Slayer (from either in front or behind) cuts off the marauder's head and torso with the Crucible.

Battlemode[edit]

The marauder is one of six playable demons in Battlemode. Intended to pressure the Slayer at close range, the marauder is highly mobile thanks to his double-jump and dash abilities. He can use his super shotgun up-close and throw his axe to deal explosive damage wherever it lands; the marauder can also summon a spirit wolf which will chase down the Slayer before exploding.

Lore[edit]

In a page from the Ligra Sultagenta, still-human marauders can be seen forming ranks (at left) against the Sentinel loyalists during the Argenta civil war. A demonic marauder can be seen fighting the Slayer in the center.

Following the revelation of the Maykrs' betrayal of the Argenta, some of the Night Sentinels abandoned their oaths to King Novik and declared their loyalty to the Khan Maykr. The traitors who were slain in the Argenta civil war were later resurrected by the Divinity Machine that had been used to empower the Doom Slayer and transformed by Hell's power, becoming demonic themselves. They now serve as an infernal knightly order, acting as a twisted mockery of the noble warriors they used to be.

Appearance statistics[edit]

In Doom Eternal, the marauder first appears at the end of the ARC Complex level as a mini-boss. It then appears in the Slayer Gate encounter in Mars Core, and is then encountered as a regular enemy in every subsequent level.

Doom Eternal
Level Count
ARC Complex 1
Taras Nabad 2
Nekravol 1
Nekravol - Part II 1
Urdak 1
Final Sin 2
Total 8
Slayer Gates
Level Amount
Mars Core 1
Total 1
Secret Encounters
Level Amount
Taras Nabad 1
Total 1
The Ancient Gods, Part One
Level Count
UAC Atlantica Facility 4
The Blood Swamps 3
The Holt 1
Total 8
The Ancient Gods, Part One Slayer Gates
Level Amount
The Holt 1
Total 1
The Ancient Gods, Part One Secret Encounters
Level Amount
The Holt 1
Total 1
The Ancient Gods, Part Two
Level Count
The World Spear 5*
Immora 2
Total 7

*In this level the marauders can only be encountered in one of the secrets. While in the mountain forest location, the player should pull out the sword embedded in the ground to trigger the encounter.

Escalation encounters
Level Count
Reclaimed Earth 2
Immora 2
Total 4
Master Levels
Level Count
Cultist Base 1
Super Gore Nest 7
ARC Complex 2
Mars Core 2
Taras Nabad 7
The World Spear 4
Total 23

Development[edit]

Emerson Tung, a senior concept artist for Doom Eternal, shared information about the development of the marauder in "The Art of Doom Eternal Panel"[2] on the Gallery Nucleus YouTube channel:

The marauder was conceived early on in development, during preproduction of the game, with Tung originally envisioning the marauder as a demonic counterpart to the Doom Slayer, a type of gunslinger enemy based on the design of the Doom Slayer from Doom (2016). Game director Hugo Martin then pitched the idea that the marauders are Night Sentinels, Doom Slayer's fallen comrades, that were corrupted by Hell, and design moved on in this direction. According to Tung, the wolf companion was also Martin's idea, which he requested after seeing an illustration by Tung that placed the final design of the marauder into an environment from the game.

According to Tung, the final design of the marauder's armor later also influenced the look of the armor worn by Argenta.[3]

Cut content[edit]

Unused voicelines[edit]

The marauder has four unused voice lines:[4]

  • "Your end shall not be quick."
  • "To the end."
  • "Your honor and duty are nothing. Only pain matters."
  • "A slave to their beliefs. You suffer in silence. You will die for their sins."

Pre-release[edit]

Hugo Martin promised at the 2018 QuakeCon convention that there is a story reason behind the appearance of the marauder and its resemblance to the Slayer which would be revealed in the game.

E3 2019[edit]

The marauder appears at the end of the story trailer of Doom Eternal, as the Slayer pulls out a chainsaw in response while it is swinging its battle-axe. Note that in the final game, it would be impossible to perform such an attack, as the Marauder is an invalid target for the chainsaw (as it is a Super Heavy demon).

At E3 2019 the marauder was revealed to be one of the five established playable demons in the new multiplayer Battlemode.

2020 trailer[edit]

The marauder appears in the second official trailer for Doom Eternal, walking out of a red portal facing the Slayer. This would be included in the final version of the game, in the ARC Complex level where the marauder is first introduced.

Gallery[edit]

Concept art[edit]

All concept art by Emerson Tung.

Trivia[edit]

  • The marauder is voiced by Edward Bosco, who also voices the Icon of Sin.
  • In early versions of the game, if the marauder was faltered with a grenade, he could be attacked with the Crucible and killed, causing a glitched animation to play, with his removed head stretching, leaving a tail of deformed textures. This glitched animation has been fixed in recent patches.
  • When the Marauder steps out of a slipgate, it spawns behind the slipgate, and then walks through it. This can be abused by dashing into it, especially with the marauder near the buff totem in The Blood Swamps, which can be forced into a wall for an easy kill.

References[edit]

  1. GameCompareCentral (2 August 2023). "Doom Eternal All Glory Kills & Finishers Finishers." YouTube. Retrieved 24 September 2024.
  2. gallerynucleus (16 June 2021). "The Art of Doom Eternal Panel." YouTube. Retrieved 8 November 2024.
  3. Tung, Emerson. "DOOM Eternal - Marauder." ArtStation. Retrieved 24 September 2024.
  4. proteh (6 May 2020). "DOOM Eternal - Interesting Unused Voice Lines (Doomguy, Samuel, Khan Maykr, Marauder, and unknown)." YouTube. Retrieved 24 September 2024.