doom

Hell Guards are three powerful denizens of Hell encountered in DOOM only at the end of the Necropolis, who must be defeated in order to acquire the Crucible. They are a sort of biological mech, only given life when controlled by a diminutive parasite.

In-Game Description

UAC REPORT FILE: SHTO36U3

The borderlands between Titan's Realm and the Great Steppe is home to one of the most ferocious demons yet found - the (biomech) Hell Guard. While there has been no direct human contact with the beast it was discovered by Scout-Bots during the second Project Lazarus Tethering Operation (MTC 2147/016). Confronting this demon signaled the end of the expedition, but the Scout-Bots did manage to send data to the relay beacons before they were destroyed.

A detailed study of the few video frames that were captured before the equipment was destroyed revealed that the Hell Guard is actually a parasite housed within a bone and keratin exoskeleton. The parasite, imbued with enourmous quantities of Hell energy, provides power to the Hell Guards and controls its actions entirely. Before entering the exoskeleton, the Hell Guard exoskeleton is a lifeless husk. Attempts to retrieve the parasite alone has proved fruitless as the uncoupled demon is too weak to survive passage between dimensions. Once coupled however, the demon presents a daunting and relentless enemy.

Appearance

The parasite that controls the exoskeleton itself has a fleshy dark red color and is covered with eye-like light green blisters. It has a round mouth with four mandibles around it.

The exoskeleton is a tall, menacing figure which resembles a humanoid creature with no head or neck. It has hooves as feet, like the Baron of Hell and its legs are light brown and flesh red like the rest of the exoskeleton. The chest area has a green radiant rune embedded on it and can open up to give the parasite access to the biomech. Its shoulders possess one shield-like extension covered with spikes on each side to protect the joint that connects the body to its bulky arms which end in claw-like, red hands. Slate-colored bumps cover the dome on top of the Hell Guard where its head would otherwise be, resembling eyes (though it's unknown if these bumps merely serve as decoration, or work as some kind of biological optics for the parasite inside).

Hell Guards are capable of wielding different weapons, which determine what they can do; a staff, a mace, or even both.

Combat Characteristics

The player will meet three Hell Guards, and will fight with them in two stages:

Tactical Analysis

Defeating the first Hell Guard takes a bit more strategy than Doom's other boss fights; the boss itself is protected by an impenetrable shield at all times that will only temporarily lower when it attacks. Thus, the player's best options are are weapons in their arsenal that can perform a large burst of damage in a single trigger pull, something the Super Shotgun and Gauss Cannon are superb at. This leaves the player with a simple pattern; wait for an attack, dodge said attack, shoot the Hell Guard, and repeat. This should be easy to master, as, at first, the first Guard only performs simple attacks, such as its fireball and melee ones, with the more intricate ones only being utilized when most of its health is gone.

As the fight itself contains no health or armor pickups, the only way the player can restore health (without using Siphon Grenades) is by stunning the Hell Guard, either by shooting it with the BFG, or damaging it when it's preparing its fireball attack, causing the fireball its charging to explode in its face. During this time, the Hell Guard will be immobile, lower its shield, and drop a fair amount of small health pickups every time it's damaged (the Armored Offensive rune does not appear to also make it drop armor shards).

In the second phase, when the player has to fight two at once, the fight is less like a duel and more of a chaotic game of cat-and-mouse; the player will be perpetually backpedaling from the Hell Guards, as at least one of them (if not both) will be constantly chasing them almost the whole fight. The player can rely on constant-damage weapons like the Chaingun and Plasma Rifle at this point, as neither Guard has a shield and thus are always vulnerable to damage. Both Guards can still also be stunned, either one at a time to allow focusing on the other for a moment, or both at once to give breathing room.

However, an alternate strategy is using any gun upgraded with piercing shots and firing through the Wand Guard towards the Mace Guard, as it will damage both targets at the same time. The fully-upgraded Super Shotgun will end the fight in less than a minute.

Gallery

Trivia