Arachnotron
A cybernetic spider-like monster from Doom II, wielding a plasma cannon from a four-legged mechanical chassis.
The arachnotron is a cybernetic monster introduced in Doom II: Hell on Earth. Structurally a smaller cousin of the spiderdemon, it consists of a large exposed brain seated in a four-legged metal chassis and armed with a plasma cannon that fires sustained bursts of fast-moving energy projectiles. With 500 hit points, a 50% pain chance, and a movement speed that exceeds most monsters, the arachnotron presents a sustained ranged threat that demands active positioning from the player. It first appears in MAP07: Dead Simple and recurs throughout Doom II, Final Doom, Doom 64, and community WADs across the full history of the Doom engine.
Stats
// Engine constants from the Doom source, verified against doomwiki.org — the same dataset as the enemies database. Pain chance = painchance ÷ 256 (nominal odds).
- Health
- 500
- Attack
- Plasma: 5–40
- Speed
- 140 u/s
- Pain chance
- 50%
- First appears
- MAP07: Dead Simple
Tactics: Its rapid plasma fire makes open ground dangerous. Use cover and sustained fire; its relatively high pain chance makes the Plasma Gun especially useful.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 25 | 47 | 250 | — | 22.3 s | |
| Fist (Berserk) | 3 | 5 | 25 | — | 1.9 s | |
| Chainsaw | 25 | 47 | 250 | — | 5.3 s | |
| Pistol | 34 | 49 | 100 | 49 bullets | 19.2 s | |
| Shotgun | 5 | 7 | 15 | 7 shells | 6.3 s | |
| Super Shotgun | 2 | 3 | 5 | 6 shells | 2.9 s | |
| Chaingun | 34 | 49 | 100 | 49 bullets | 5.5 s | |
| Rocket Launcher | 2 | 3 | 5 | 3 rockets | 1.1 s | |
| Plasma Rifle | 13 | 23 | 100 | 23 cells | 1.9 s | |
| BFG 9000 | 1 | 2 | 5 | 80 cells | 1.1 s |
Scroll sideways for more columns →
Every pellet and every hit lands; no infighting. Min = every damage roll at its maximum, Max = every roll at its minimum, Typical = at the average damage of Doom’s fixed random table (the true expected count can differ by a shot). Time = first hit to last at full fire rate, typical shots, projectile travel not included. For the two shotguns Min and Max are formula bounds the fixed table cannot fully reach: a super shotgun blast with every pellet on one monster lands about 170–245, never 100 or 300.
Rocket = direct hit + 103–117 blast (a rocket detonates one step short of its target; the Cyberdemon and Spider Mastermind take no blast). BFG 9000 = ball impact only (100–800); each of its 40 tracers adds 49–87 to whatever it hits, so against a big monster at close range the real count is lower. Fist (Berserk) = ×10. Chaingun and Chainsaw count single bullets and teeth; the chaingun always fires in pairs, so an odd count spends one bullet more.
Where it appears
Placed in 51 of the 132 classic maps (Doom II 13, TNT: Evilution 17, The Plutonia Experiment 21). First: MAP07 Dead Simple (Doom II). Most on Ultra-Violence: MAP32 Go 2 It (Plutonia) with 26. Across all maps: 112 / 180 / 215 on skill I–II / III / IV–V.
Doom II — 13 maps, 64 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP07 | Dead Simple | 4 | 8 | 12 |
| MAP10 | Refueling Base | 1 | 3 | 7 |
| MAP11 | Circle of Death | 0 | 2 | 3 |
| MAP12 | The Factory | 1 | 4 | 6 |
| MAP13 | Downtown | 1 | 4 | 6 |
| MAP14 | The Inmost Dens | 0 | 1 | 1 |
| MAP15 | Industrial Zone | 1 | 1 | 1 |
| MAP17 | Tenements | 0 | 2 | 2 |
| MAP19 | The Citadel | 1 | 1 | 2 |
| MAP23 | Barrels o' Fun | 2 | 4 | 7 |
| MAP25 | Bloodfalls | 0 | 0 | 1 |
| MAP27 | Monster Condo | 1 | 3 | 4 |
| MAP28 | The Spirit World | 3 | 8 | 12 |
TNT: Evilution — 17 maps, 57 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP04 | Wormhole | 0 | 0 | 1 |
| MAP06 | Open Season | 1 | 0 | 0 |
| MAP08 | Metal | 0 | 1 | 2 |
| MAP10 | Redemption | 2 | 2 | 2 |
| MAP12 | Crater | 6 | 6 | 6 |
| MAP14 | Steel Works | 3 | 5 | 0 |
| MAP17 | Processing Area | 0 | 1 | 1 |
| MAP18 | Mill | 1 | 5 | 7 |
| MAP20 | Central Processing | 1 | 4 | 6 |
| MAP21 | Administration Center | 2 | 3 | 3 |
| MAP25 | Baron's Den | 0 | 5 | 6 |
| MAP27 | Mount Pain | 0 | 4 | 4 |
| MAP28 | Heck | 1 | 1 | 1 |
| MAP29 | River Styx | 0 | 0 | 1 |
| MAP30 | Last Call | 3 | 4 | 5 |
| MAP31 | Pharaoh | 9 | 10 | 11 |
| MAP32 | Caribbean | 0 | 1 | 1 |
The Plutonia Experiment — 21 maps, 94 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP03 | Aztec | 4 | 4 | 4 |
| MAP05 | Ghost Town | 2 | 2 | 2 |
| MAP06 | Baron's Lair | 0 | 3 | 5 |
| MAP07 | Caughtyard | 4 | 4 | 5 |
| MAP09 | Abattoire | 0 | 5 | 1 |
| MAP10 | Onslaught | 1 | 1 | 2 |
| MAP13 | The Crypt | 0 | 1 | 1 |
| MAP14 | Genesis | 1 | 1 | 1 |
| MAP16 | The Omen | 2 | 2 | 4 |
| MAP17 | Compound | 1 | 1 | 1 |
| MAP18 | Neurosphere | 0 | 0 | 1 |
| MAP20 | The Death Domain | 3 | 5 | 7 |
| MAP21 | Slayer | 1 | 1 | 1 |
| MAP22 | Impossible Mission | 3 | 3 | 3 |
| MAP25 | The Temple of Darkness | 0 | 2 | 2 |
| MAP26 | Bunker | 5 | 5 | 6 |
| MAP27 | Anti-Christ | 2 | 5 | 6 |
| MAP28 | The Sewers | 5 | 6 | 6 |
| MAP29 | Odyssey of Noises | 6 | 8 | 8 |
| MAP30 | The Gateway of Hell | 2 | 2 | 2 |
| MAP32 | Go 2 It | 26 | 26 | 26 |
Single-player thing counts per skill column as the Doom Wiki lists them for each map (I–II = I’m Too Young to Die / Hey, Not Too Rough; III = Hurt Me Plenty; IV–V = Ultra-Violence / Nightmare!). Multiplayer-only placements are not counted; MAP30’s spawner is not a placement. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.
The arachnotron is a smaller counterpart to the spiderdemon, retaining its brain-and-machine construction while using a plasma weapon instead of the spiderdemon’s super chaingun.
Origin and first appearance
Players first encounter the arachnotron in MAP07: Dead Simple of Doom II, a map whose entire structure is built around monster encounters. The level’s second phase reveals arachnotrons from behind walls after the mancubi have been eliminated. The arachnotrons are pre-placed in the map rather than spawned during the encounter; depending on skill level, two, four, or seven mancubi must be killed before the walls lower and reveal them. This framing is reinforced by the Doom II instruction manual’s official description:
“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.”
That description doubles as design intent: the arachnotron exists to mirror and threaten the player’s own plasma capability.
Anatomy and design
The arachnotron’s body is a large exposed brain with two small arms and color-reactive eyes seated inside a four-legged metal chassis with articulated hydraulic limbs. Despite the “arachnid” etymology — roughly translatable as “spider instrument” — the creature possesses only six limbs total (two arms, four mechanical legs), falling short of the eight required to be a true arachnid. The Doom source code labels it MT_BABY, and its sprite root is BSPI, suggesting the working title during Doom II’s development was simply “baby spider.” Early pre-release screenshots confirm that prototype versions were more direct miniaturizations of the spiderdemon, sharing its palette and chaingun attack. A slightly earlier face iteration was subsequently used as the foundation for the mindweaver enemy featured in the Legacy of Rust expansion.
Sandy Petersen proposed the arachnotron as a smaller version of the spiderdemon because he wanted a monster that could be scattered around levels more frequently.
Combat behavior
Once alerted — announced by a revving mechanical shriek — the arachnotron locks onto its target and sustains plasma fire until the target breaks line of sight, it is staggered into a pain state, or it is destroyed. This sustained-fire behavior mirrors the spiderdemon, the Wolfenstein SS, and the heavy weapon dude. It fires at a pace exactly one-third as fast as the player’s own plasma gun: each shot cycles every nine tics, whereas the player weapon recycles in just three. Each plasma burst travels at 25 map units per tic (875 map units per second), making these among the fastest projectiles in the game. Per-shot damage ranges from 5 to 40, with a rate of approximately 233.3 shots per minute. Aside from the color, the projectiles fired by an arachnotron are identical to those of the plasma gun, and a successful hit can obscure the player’s vision.
Despite the slow look of its animation frames, the arachnotron moves at 12 map units per frame (140.0 map units per second). Its pain chance is exactly 50%, and it can be interrupted when it enters its pain state. In infighting scenarios, the arachnotron’s sustained plasma output makes it dangerous to many monsters, while tougher opponents can survive its fire and continue attacking.
Its death animation culminates in its head exploding into gore as the mechanical chassis collapses, accompanied by a sound reminiscent of malfunctioning machinery.
Tactics: how to defeat an arachnotron
- Use cover and break line of sight whenever possible. This stops its plasma attack and gives you a safer opportunity to reposition or attack.
- Keep moving when you are exposed. Its fast plasma projectiles are difficult to dodge if you remain predictable.
- Use rapid-fire weapons to exploit its 50% pain chance. Repeated hits can interrupt its attacks by forcing it into a pain state.
- Use high-damage weapons when you have a safe firing window. Ending the fight quickly reduces the time you remain exposed to its plasma fire.
- Avoid the chainsaw unless you have a safe opening. Its large size makes sustained melee attacks difficult without leaving yourself exposed.
- Do not rely on partial invisibility for protection. The arachnotron’s plasma becomes harder to predict against a partially invisible target.
- Use infighting to your advantage when appropriate. Letting other monsters engage it can drain its health and create an opportunity to finish it afterward.
- Prioritize arachnotrons controlling important firing lanes. Removing the one covering your route can make repositioning and movement much safer.
Data at a glance
The canonical data for the Doom II / Final Doom version: 500 hit points, thing type 68 (decimal) / 44 (hex), mass 600, radius and height both 64 units, and a reaction time of 8 tics. It spawns plasma balls (MT_ARACHPLAZ) and uses the sprite name BSPI across its full animation sequence.
Doom 64 variant
The Doom 64 arachnotron is substantially redesigned, both visually and mechanically. The mechanical body is enlarged, with the brain head lowered inside the chassis rather than perched on top, and the legs stretch out at upward-pointing acute angles, giving the creature a more insectoid silhouette. Instead of a single plasma gun, the Doom 64 version carries twin cannons that fire paired blue plasma bolts in bursts of five — a different cadence than the original’s continuous stream. Its height increases to 80 units (versus 64 in the original), and per-shot damage drops to 3–24 per bolt, though the dual-fire nature alters the practical damage output significantly. Shots per minute rise to 257.1. In infighting, the Doom 64 variant is aggressive enough to defeat barons of Hell, though typically at the cost of substantial health. Arachnotrons appear in MAP32: Hectic, MAP30: The Lair, and later in the normal campaign in MAP14: Eye of the Storm. MAP32 is the first map containing arachnotrons on all skill levels, while MAP30 and MAP32 occupy positions that chronologically precede their normal-campaign appearance.
IWAD distribution
The arachnotron appears across Doom II, TNT: Evilution, the Plutonia Experiment, Doom 64, and The Lost Levels. Plutonia uses the most arachnotrons of the classic Doom II-family IWADs, with up to 94 in its single-player maps on the highest skill levels, compared with 57 in TNT: Evilution and 64 in Doom II. Doom 64 tops out at 101 in single-player at maximum difficulty.
TNT: Evilution’s first arachnotron encounter also varies by skill: MAP06: Open Season contains the first arachnotrons on skills 1–2, MAP08: Metal on skill 3, and MAP04: Wormhole on skills 4–5.
The arachnotron in community WADs
The monster’s threatening silhouette and distinctive plasma sound have made it a staple of community level design. A notable example is MAP03: Arachnotron Arrival from the Ancient Aliens megawad, designed by Paul DeBruyne (skillsaw), where the arachnotron is thematically central enough to name the map. The level sequences its encounters so that arachnotrons serve as persistent environmental threats before a scripted resolution removes them at the finale.
Legacy and appearances beyond Doom II
The arachnotron has persisted as a recognizable Doom icon across multiple franchise entries, with redesigned versions appearing in Doom Eternal and Doom: The Dark Ages. Its combination of mechanical menace, sustained plasma fire, and spider-derived aesthetics made it one of the most visually distinctive additions introduced in Doom II.
Frequently asked questions
Where does the arachnotron first appear in Doom II?
The arachnotron makes its debut in MAP07: Dead Simple. After the player eliminates the mancubi, walls lower to reveal the pre-placed arachnotrons; they do not spawn or rise from the surrounding platforms. The number of mancubi that must be killed is two, four, or seven depending on skill level.
How does the arachnotron relate to the spiderdemon?
The arachnotron shares the spiderdemon’s basic biological-and-mechanical construction — a brain mounted on a mechanical chassis — but is considerably smaller, weaker (500 HP versus the spiderdemon’s 3000), and armed with a plasma cannon rather than a super chaingun. Its internal development name, MT_BABY, reflects this relationship directly.
What is the arachnotron's rate of fire compared to the player's plasma gun?
The arachnotron fires at one-third the rate of the player’s plasma gun. Its shots repeat every 9 tics, compared to the player weapon’s 3 tics per shot. This translates to approximately 233.3 shots per minute.
Is the blur sphere useful against arachnotrons?
No — the Doom Wiki specifically cautions against using the blur sphere against arachnotrons. Because their plasma bursts travel so fast, the partial invisibility makes the projectiles erratic and harder to predict rather than easier to dodge, working against the player.
How does the Doom 64 arachnotron differ from the Doom II original?
The Doom 64 variant has a redesigned physical form with a larger chassis, the brain lowered inside the body rather than sitting on top, and elongated legs. It wields twin plasma cannons firing paired blue bolts in bursts of five instead of a continuous single stream. Its per-shot damage range is 3–24 (versus 5–40), but its rate of fire rises to 257.1 shots per minute, and in infighting it can overcome even barons of Hell.
Why does the arachnotron have only six limbs if it is named after arachnids?
The Doom Wiki notes the naming is not anatomically precise. True arachnids have eight limbs; the arachnotron has six — two arms and four mechanical legs. The term is broadly translated as “spider instrument” rather than being zoologically literal. Interestingly, the Doom 64 version adds two more mechanical legs (making six legs total) but removes the arms entirely.
What weapons are most effective against the arachnotron?
Rapid-fire weapons such as the chaingun exploit the arachnotron’s 50% pain chance effectively, interrupting its attacks frequently. The chainsaw is explicitly inadvisable due to the monster’s large radius making reliable melee contact inconsistent. Broad lateral movement to break line of sight periodically is the recommended general tactic.
Does the arachnotron have any notable mapping interactions?
Yes. A Doom engine bug lets monsters bump open doors that require a key on one side when their collision box reaches the unlocked side. All monsters can do this with thin doors, but according to Doom Wiki, the arachnotron is one of six monsters fast enough to trigger the bug on doors thicker than 7 units, along with the arch-vile, cyberdemon, demon, spectre, and revenant. The bug appears in four places in the stock IWADs: two yellow-key doors in E2M2, the yellow-key door in E2M6, and the red-key door in Doom II’s MAP27.