DOOM Ultra-Nightmare Guide
Intro
I can't give you a blow-by-blow walkthrough for every level complete with complex instructions for which areas of the map to run in and at precisely what time and how many bullets need to have been fired at 0100 hours and ♥♥♥♥ like that. Why? Because every fight plays out differently and most of the time, it is for the worse. The best I can do is tell when to clench your ♥♥♥♥♥♥♥ to prevent unwanted violation of your inner bits by demons.
However, you should have completed this game on Nightmare to get a sense as to how to conduct yourself through levels and what parts are the most dangerous. Ultra-Nightmare is precisely like Nightmare except with that one death rule. And the fact that your luck seems to plunge profoundly into the ♥♥♥♥♥♥♥♥♥ realms of failed jumps and missed BFG shots.
If you did complete this on Nightmare, but found yourself recieving several free colonoscopies every level, I DON'T recommened doing UN. If you die more than 5 or so times per level at the hands of demons, UN will be more torturous than it usually is.
And yes, I have done DOOM on UN
The weapons to use (AKA the good weapons)
Let's launch right into it.
I'm writing this assuming you know the basics of how these weapons work. This isn't some basic beginner brouhaha. This ♥♥♥♥ is hardcore, man. Make sure you buy the upgrades as fast as possible.
You can first get this on Level 5, Argent Tower, as a secret.
Charged Shot
An inferior Mod, this ♥♥♥♥ tries to stray your faith from the Path of Instant ♥♥♥♥♥♥♥ Vaporization of every demon you come across. With a moderate charge up time and zoom, your peripherals are likely being forgotten as you line up a perfect, non-lethal shot. That little Weapon Mastery is again, forcing you to target specific enemies' specific zones, and the Mastery thing is something no one gives a ♥♥♥♥ about, especially me.
Siege Mode
This is where the ♥♥♥♥ is at baby. Also known as
♥♥♥♥♥♥♥♥
I nto
E very
G odamn
E ♥♥♥♥ you, I'll spell how I want
An unreasonably powerful weapon, this absolutely rapes everything. The only enemies that can take more than 1 hit are the Mancubi losers which take 2-3 hits and the Squires of Hell, which take 2 hits. They aren't Barons anymore. They aren't much of anything anymore.
The Cyberdemon dies in like 10 or some shots from this. Everything dies from this. Siege Mode shows no mercy. Siege Mode takes no prisoners.
You initially can't move while charging a shot with this before getting the easy Weapon Mastery which is easy to get, which is why I recommend saving enough Weapon Upgrade Points to upgrade this and start working on the Mastery. I achieved mine at the start of Advanced Research Complex, which is like Level 7 or some ♥♥♥♥. Just don't care about ammo for now, kill those groups of Possessed. It uses up 30 Cells for a Siege Shot. Wait. Siege Shot. SS. Schutzstaffel. Nazis. This is German Engineering. Wolfenstein the New Order tie-in confirmed.
Taf79 also pointed out that you can use the momentum from a jump before you deploy the basic Siege Mode to move a bit, which is an excellent strafe tactic to avoid all manner of ♥♥♥♥-uppery damage from demons.
TL;DR: Siege Mode= ez win ez life
You can first get this on Kadingir Sanctum (Level 6 or something) as a secret. Also there's that Hell Knight that spawns when you approach the secret.
Gatling Rotator
Eeeeh. Doesn't really help with DPS that much and you're much better off Siege Mode-ing everything than running around with RMB held down everywhere. The Weapon Mastery gives your Chaingun more damage at max rotation, but again, Mobile Turret does way better.
TL;DR: this wasn't long at all. Just like the Gatling Rotator's di
Mobile Turret
I also recommend trying to get the Ultimate Cooling Weapon Mastery for this before the Hell Guard fight in the Necropolis, which is like level 10 or something (The Necropolis). With 3 ♥♥♥♥♥♥♥ barrels of spinning shooty things, this absolutely rekts all the m90s that every existed. I used this to fight the Hell Guards since Siege Mode would slow me too much.
This does slow you down a bit while in use and it practically halts all movement during that split second animation of deploying the Turret, but who cares, this ♥♥♥♥ is gr8 m90. gr9, even.
It also overheats quickly which makes the Weapon Mastery a must have. I recommend killing any weak ♥♥♥♥♥♥♥ that come your way. Or just running around with it deployed everywhere you go.
TL;DR: this is like a laser but with bullets instead of lasers
I don't like it.
Probably because it shares ammo with the Gauss Cannon, I never really liked the Plasma Rifle. From what I've seen, it can out-DPS the Heavy Assault RIfle. Or it breaks even with it. I never really used this other than for Stun Bomb.
This can be acquired as early as that secret in level 2, Resource Operations
Heat Blast
I only used this for the achievement to get all the Weapon Masteries. I won't deny this is somewhat usable, but it only shines when you actually use the Plasma Rifle and are in a ♥♥♥♥♥♥♥♥♥-get-out-of-my-way situation. It instantly kills the weak demons at full charge and maybe staggers the bigger demons? I don't know for sure, but really, who will use this over Stun Bomb.
TL;DR: Use it if you want, I didn't and I think it's inferior to Stun Bomb. Which it is.
Stun Bomb
Probably the 2nd most useful weapon mod in this game, the Stun Bomb is great for when there are two ♥♥♥♥♥ coming at you and you can't focus on both ♥♥♥♥♥ at the same time, so you use this to delay the more massive ♥♥♥♥ while you focus on the smaller-but-still-big ♥♥♥♥. Or you use it to delay the smaller-but-still-big ♥♥♥♥ to focus on the more-massive ♥♥♥♥.
We are talking about demons of course. Probably
Look it stuns ♥♥♥♥ with a bomb that uses 10 Cell Ammo.
The stun lasts for several seconds and has a small AoE. The Weapon Mastery, while I personally never got around to finish it during my UN run, is extremely powerful. Killing a stunned demon will stun nearby demons and the cycle continues until everything is permanently stunned by real bombs.
TL;DR: you should really read my guide you know. Definitely use this to buy yourself some time. Try to get the Weapon Mastery as well
It's also devastating against bosses, not only because of damage, but because it stuns them and allows a neat 2 Siege Mode shots in.
Those other weapons (AKA not the good ones)
This part is mainly just me thrashing these weapons for being ♥♥♥♥ compared to the Gauss Cannon and Chaingun. Some of these weapons are useful for niche situations or a quick ♥♥♥♥♥ vaporizer, but aren't that helpful against the other 90% of the demons that aren't ♥♥♥♥♥♥♥.
The Pistol in DOOM is absolute deep-fried ass and anyone who denies it is dead on the inside. It does laughably weak damage and that is enough in this game to make it near- useless.
It does have merits against the early demons such as Imps, P. Soldiers and ♥♥♥♥ like that. But against Hell Knights and above, don't even bother with this gun. Thankfully you are spared the tortue of using this...thing... early on in the game.
Charged Shot deals moderate damage and is, again, quite capable of dealing with lone, weak enemies.
TL;DR: how the hell was this too long, you baboon. Don't use this gun and start using your brain
Sporting a tight spread of shooty things, the Combat Shotgun does enough damage to stagger an Imp at reasonable distances to allow for a closer, much more gore-filled shot on said Imp ♥♥♥♥. Against big bads though, it just won't be enough.
Useful for killing Glory-Killable enemies without using a Glory-Kill to kill said Glory-Killable demon
Charged Burst
An often overlooked Weapon Mod (and for good reason), the Charged Burst isn't necessarily bad; it's just inferior in performance to the Explosive Shot. Charged Burst is better at dealing quick damage to a big demon, but there are much better, much more genocidally-inclined weapons to use against big bads. It also doesn't help that the Weapon Mastery is pretty, uh, godamn ♥♥♥♥ for such restrictive criteria.
TL;DR: Charged Burst is decent at its job, which is maiming big demons. Explosive Shot is much better at its own job however.
Explosive Shot
Anyone who was sane and in a stable mental state upon encountering the first Field Drone will immediately pick the added boom-boom for the boomstick that goes boom to boom the demons.
Explosive Shot is EXTREMELY good at exploding the little brown ♥♥♥♥♥ known as Imps. Any of these shots within a moderately large radius around the Imp will instantly kill its ♥♥♥♥♥-ass and a direct hit on a P. Soldier will bring it perfectly into Glory-Kill mode. The Weapon Mastery is somewhat easy to achieve and it is helpful against killing P. Soldiers and bigger demons, though in my experience, Charged Burst was still better at maiming bigger demons.
TL;DR: Use this ♥♥♥♥ to ♥♥♥♥ all over the brown ♥♥♥♥♥ that throw ♥♥♥♥ at your ♥♥♥♥.
Zoom Mod
If you asked me to estimate how useful this weapon mod is, I would give you a floccinaucinihilipilification. Look it up.
If you think this is a viable Weapon Mod that can compete with the Micro Missiles, immediately stop reading, write a last will and testament and throw yourself off the highest building you can find. Unless you are legitimately suicidal, in which case, relax, it was a joke.
The Weapon Mastery is pretty easy to rack up on weak demons such as regular Possessed (which seem to exist solely for easy Weapon Masteries) and headshots with Devastator Rounds do respectable damage. If only the zoom wasn't uncomfortably high in a game that has zer0 emphasis on sniping and long-range combat. And if only there weren't way more powerful weapons that out-kill Devastator Rounds and that don't need a Weapon Mastery.
TL;DR: floccinaucinihilipilification
Micro Missiles
The combined power of all 6 of these Micro Missiles is roughly equal to 1 Rocket from a Rocket Launcher. I think. These little buddies are good for quick damage against any demon and are reliable, accurate and godamn good. By default, they use 3 Bullets, but upgraded uses 2.
The Weapon Mastery is generally not required, since other, heavier weapons easily out DPS these beauties.
They aren't game breaking, but they come close and are damn fun to use.
TL;DR: If you don't think Micro Missiles> Zoom Mod, stop playing this game
Oh this is acquired as early as that secret in level 3, The Foundry
Lock-on Burst
Lock-on Burst is basically like the Combat Shotgun's Charged Burst, except with much more powerful blows. You can now blow those ♥♥♥♥♥ away!
Summoners are quite rare in the Campaign so don't expect a Weapon Mastery. Hell I forgot what the Weapon Mastery is but I can assure you, if it was that good, I would remember.
Becareful of self-damage; several times I'd forgotten I locked on and hit an obstacle with the last rocket while I was running behind it while firing the stupid thing.
Remote Detonation
It's getting really late here and my humor is drying up. Remote Det. doesn't do much of anything useful as it doesn't really improve how good the Rocket Launcher is other than you know, letting you be a little ♥♥♥♥♥ and shoot around corners. The Weapon Mastery does things when you do things. I don't know. You won't use Remot Det. anyway.
I really don't care about Rocket Launcher too much so that's why this is pretty bare on content.
You can first get this in the first Argent Facility level, level 4 I believe, as a secret.
Equipment and Player Upgrades
I'm cramming Equipment into the same category as the Player Upgrades because the 3 Equipments in this game doesn't justify a whole section.
The Frag can't be thrown too far though, so aim really high, lest the pathetic trajectory of your poorly thrown Frag cause self damage.
The Hologram is useful enough for delaying pursuing demons, but if you are actually listening to my guide, then there shouldn't be pursuing demons. There shouldn't even be demons.
In case you didn't bother reading my guide, the Siphon Grenade regenerates Armor when the Equipment Power Rune is equipped. So use this you dirty skank.
The obvious first choice is to upgrade Envrionmental Resistance all the way. Immunity to barrels is about the best thing you can ask for in this game since barrels do unreasonable amounts of damage to you. Self-damage reduction is also helpful, even if you are listening to my guide and not using the Rocket Launcher.
Next, I would recommend upgrading Powerup Effectiveness next. Having a Berserk last however long it lasts with that extra time is really good. Like really good. Having health restored when you pick up a Powerup is also really good. Like really good. That damage shockwave is just filler.
After drugging up your drugs, you should upgrade Equipment Effectiveness or whatever it's called. Having 2 Siphon Grenades that recharge in like 30 seconds or some ♥♥♥♥ is really, really good. Like really, really good, especially if you're using my Rune build. Granted, it won't make you invincible, but at least you should have infinite ammo every fight you enter.
The only two categories left are Dexterity and Area-Scanning Technology. If you are using a guide to find the secrets (like I did), then the obvious choice is Dexterity. I never found the Dexterity upgrades all that game changing (since I practically only used one weapon and never moved from my camp spot).
Why the hell am I wasting a section on this? Beats me. I just wrote this to give you a tip: use Argent Cells to restore as much health/armor as you can.
What the hell does that mean, you ask? It means that for example, you have full health and no armor. While usually that means you're getting your ass kicked and you need that extra health, I recommend going the Armor upgrade. Why?
Because when you upgrade the Armor system, it fully restores your godamn Armor to full (same for Health and Ammo). So, instead of gaining 25 Effective HP, you now get whatever the ♥♥♥♥ Armor you just upgraded to (be it 75, 100, 125 or 150). Obviously, the decision works in reverse, upgrade Health if it will restore more Health than an Armor upgrade.
I recommend upgrading Ammo at least once, especially if your vitals parameters are looking good because you are an ultimateswagmaster6969420 at this game and don't need ♥♥♥♥♥ ass upgrades.
Rune Builds and how to play them
So weapons make up like 50% of DOOM, demons make up like 40% of DOOM, and Runes are part of that 10% that is the rest of DOOM. In this section, I will give you 3 Rune builds that you should use at varying points in the game.
The whole point of this build is to keep your ass alive until Lazarus Labs, level 9 I believe. Lazarus Labs has most of Build 2 in it so try not to die before you get there. You should have the Gauss by now and it is central to this build (and that other build too). Instead of running into the fray and being royally molested because of the speed of Siege Mode, play defensively. Pick a spot, any spot. And just sit there and out-molest everything that tries to get too intimate with you. You will run out of ammo if your aim is terrible, but by then, all the challenging molesters should be gone.
You likely won't have the Siphon Grenade and this build for long, so use whatever the hell equipment floats your goat.
Ammo Boost
--------------------
The first useful Rune to get, this Rune is apparently in Level 5, Argent Tower. I didn't get this on my UN run and almost died because I ran out of ammo at a Baron fight.
Double ammo from everything is pretty godamn powerful and the upgraded version has BFG ammo drop uncommonly, not rare or commonly, more like once or twice a fight commonly. Unfortunately, Rich Get Richer is more reliable than this.
Savagery
--------------------
This makes more sense when combined with Armored Offensive. Making Glory Kills faster reduces the risk that some piece of ♥♥♥♥ is running to jam his fingers up your ♥♥♥♥♥♥♥ when you exit the animation. Acquireable in Level 6, Kadingir Sanctum
Armored Offensive
----------------------------
Combined with Savagery, this Rune is very useful for keeping your Armor up, which in turns keeps you alive. Other than the Chainsaw, this is the only excuse for Glory Killing in the game. Acquirable in Level 7 Destroyed Argent Facility.
Now that you have Rich Get Richer and Saving Throw, you are ready to be an m90 rekter. Play defensive with the Gauss and only run away when your booty is in imminent danger.
Make sure to use Siphon Grenades, as they are the most powerul Armor regen method in this game.
Saving Throw
----------------------------
Absolutely essential, this gives you a second chance at not being dead. When you take fatal damage, everything goes slow motion for like 5 seconds and in that time, you MUST murder everything around you, which, due to your low health, will drop ♥♥♥♥♥♥♥♥ of health pickups for you. You shouldn't have to use this ever, but it is nice having a back up for Plan B. Upgraded version gives you 2 Saving Throws
Acquirable in Lazarus Labs Level 9
Rich Get Richer
----------------------------
This is a stupidly overpowered Rune that lets you have unlimited Siege Mode (and everything else) while your Armor is at 100 (75 from Upgraded Version). First acquirable in Lazarus Labs Level 9, this is your key to success. If you think this Rune is useless because your Armor never stays above, you're playing this build wrong.
Equipment Power
----------------------------
This may sound dumb, but hear me out. Siphon Grenades leech health right? Well with Equipment Power, they leech fokkin' Armor as well!!!!!11!!eleventy!!11
Now you see why this game is ez win ez life, especially with the Praetor Suit Equipment Upgrades.
If you ever see two or more demon idiots bunched together, your 2 Siphon Grenades will regenerate your Armor to full provided the demon idiots group hug the entire duration.
MAKE SURE YOU DON'T MISS THIS ON LEVEL 6, KADINGIR SACNTUM
Thanks to the fact that you can TAB into your Runes for on-the-fly changes, this build is best changed to while during a Berserk powerup.
Saving Throw
----------------------------
Seriously, if you die during a Berserk, you suck. This is just there in case you get too cocky and something hits you. Or you can replace this with Seek and Destroy, but it's never bad to be prepared for a sudden change in luck.
Savagery
----------------------------
This will keep you Berksering for longer (not really since the timer pauses during a Glory Kill), but is just meant to minimize damage taken while Berserking.
Armored Offensive
----------------------------
Every Berserk kill counts as a Glory Kill, and that scratch damage you take in the run-up to that little Imp ♥♥♥♥ will be negated with this beauty. This, combined with that Powerup Effectiveness Upgrade from the Praetor Suit that restores full health when you pick up a Powerup lets you walk away with full parameters after a Berserk.
Demons and when to kill them
Everything in this section is an ♥♥♥♥♥♥♥. I will give you the list of when to kill the Demons at the end of this.
The Unwilling have slightly more HP than Possessed, but whatever. They still die easy.
Doing an astonishing 45 ♥♥♥♥♥♥♥ damage per basic fireball (and I heard they have better tracking now), Imps are the biggest pieces of ♥♥♥♥ in this game. It doesn't help that they are plentiful, fast and small.
While focusing on the big bads, the Imps have a habit of charging up a 80-something damage super fireball. You don't want to get hit by that.
Sometimes, the Imp will just decide to claw your ass, dealing moderate damage. It's really more lethal that they body block you, since normally, an Imp shouldn't be anywhere near you.
However, do watch out for their stupid charge-up-their-massive-balls-and-launch-them-at-you attack. I have been the victim of them so many times after doing a Glory Kill, and they hurt a ♥♥♥♥ ton, especially since they come in two's and three's.
The best way to murder them is with explosives, any explosives will do. The Gauss Cannon goes right through them as well. Thankfully, they stop appearing at like, Lazarus Labs.
Just so sad
He becomes a bit of a joke after you get the Gauss.
He has a surprisingly powerful melee attack so watch out for that.
The Cyber Mancubus appears later on in Level 8 Advanced Research Complex, and he takes a bit more damage to kill (like a definite 3 Siege Mode shots now or something)
However, one thing to watch out for from Cyber Mancubi is their assaholic attack that makes the ground toxic so you can't walk on it.
Spectres are easier to kill somehow, than regular Pinkies. I'm not sure if it's true, but I usually get Spectres on the first Siege Shot.
THIS PART IS IMPORTANT
So to kill Pinkies, I highly recommend Siege Mode. Why? Well, not only does the shot on them stun them (even if it doesn't kill them), if you shoot the Pinky right, it will be killed from the AoE. So how to kill them? Aim between their legs, on the ground they are standing on. This tactic is extremely important, as it will let you survive much easier. Practice this until you are sure you have it down. For reference, try using the Chaingun Mobile Turret and see where the bullets draw blood
They only take 1 Siege Shot to die.
Thankfully, they are easy to kill and there aren't many of them in the game.
This list assumes that all of the demons are lined up and trying to kill you at the same time.
This is not necessarily based on threat level, but more of, what causes the most damage and is killed the easiest.
- Cacodemon
- Pinky/Spectre
- Baron of Hell
- Hell Knight
- Mancubus
- Cyber-Mancubus
- The rest of the demons, depending on how close they are to you.
Notice how some of the demons have the same priority. In the event that there are demons that share the same priority, use the Plasma Rifle Stun Bomb to stun one of them to deal with the other. Always decide which demon to stun based on how easy they are killed. The easier they are killed, the less likely you should stun them.
For example, if there is a Pinky and a Baron of Hell coming at you, stun the Pinky and finish the Baron (because you may not be able to kill the Pinky before the Baron recovers).
Cacodemon goes first because of how much pressure their projectiles and damage put, and the fact that they die in one Siege Shot.
Barons and Pinkies deal great damage and are somewhat easily killed, so you should focus on them.
Hell Knights, while kind of weak in the later game, are still powerful if they get too close to you, so you should vaporize them before they get the chance.
Now, everything below the Mancubi are easy to kill and just aren't threatening really. You are free to choose whichever you think most likely to ♥♥♥♥ you to pieces and kill them.
Levels
This will just be a quick section, basically describing the most important parts of the levels. My descriptions of important things is hideously unhelpful, so I'll try to include landmarks and ♥♥♥♥.
I highly recommend this guide to be up so you can know some extremely helpful secrets such as Mega-Healths and ♥♥♥♥.
http://steamcommunity.com/sharedfiles/filedetails/?id=714603902
In the same blue-ish room where you encounter the Summoner for the first(?) time, there will be a Shield guy prior to breaking the Argent Filter.
On the final part of the level, where you have to wait until you get sucked into Hell, stay on the very outmost ring; enemies almost never go on there so you should be able to live a relaxed life.
There's a Mega Health in the same general area as that Munitions Crate when you are climbing up these shafts.
It is possible to Gauss Cannon yourself over the first chasm at the beginning of the level (the one with green goop and some Unwilling) to the other side and trigger those rock things, so if you want to skip some of the level, go ahead.
The first Baron will be murdering Unwilling, but watch out, in that same area, Lost Souls will spawn at some point, and two more Barons will spawn
Still talking about the same area, go to the secret classic level, and trigger the button THE ARROW IS NOT POINTING AT. Then, triggering the arrow button will open a wall to a Mega-Health.
The final fight has two more Barons and a pretty restricted arena in my opinion.
The first Gore Nest has a Berserk on the same level. I recommend staying on the ground level and when the Hell Knights and/or the Shield guys drop down to your level, you should pick up the Berserk. With the increased time for Berserk, you should be able to finish the fight.
If you want to keep your gun out during the in-game cutscene thing, just mantle up any ledge and you will have your previous gun out (you can't switch weapons though).
Now to the chasm, the first time you enter it, I believe 3 Lost Souls will spawn. Upon getting the Argent Cell, two more will spawn back where you started. Getting the Mega-Health spawns a Cacodemon right in front of you and 2 more Lost Souls on the other side of the chasm I think. I don't recommend getting the classic lever since that jump is straining the very limits of your double-jump.
The final area (after you open a door and there are some Possessed and 2 Pinkies) has 3 Lost Souls scattered on the ground floor. Make sure to kill them.
At the final fight with this circular room sort of, I don't recommond setting up shop near the red portal. Set up near the staircase that goes through the middle of the floor and BE SURE TO CHECK FOR SHIELDS.
Just BFG the pair of Barons at the end.
At the Helix Stone, stay on the outer ring and try to murder as fast as possible.
At the final fight with all these ramps and demon containers that are open and ♥♥♥♥, try to stay up top and BFG when it gets too hairy, as this fight often escalates.
At the part where you have to activate this Skull Switch in this room full of acid and ♥♥♥♥, don't get the Invulnerabiltiy until after the 2 Mancubi are dead. Get the Invul and head into the previous room where Pinkies will spawn, but with Invul, it should be ez pz. Unless you really are terrible.
After putting both Skulls in and turning the things, Pinkies and Spectres and 2 Barons will spawn.
Quickly destroy the four power core things instead of fighting, a Baron will spawn as well. A Cyber-Mancubus will spawn at some of the destroyed power core things.
Going near the big doors will trigger the enemy spawns.
And no, you can't bring the Quad Damage into the Spiderdemon fight, I have tried.
The Cyberdemon
Hey look you made it to the Cyberdemon fight. In my opinion, this is the hardest boss fight since I never use the BFG in this fight because I'm a stingy idiot saving my BFG for "later"
If you want to use a BFG, go right ahead, a BFG ammo spawns in the second phase of the battle.
Now, the Cyberdemon has 6 attacks, 2 of which are pants-♥♥♥♥♥♥♥♥♥♥ accurate and damaging/distracting.
Just Siege Mode his ass until he's dead while avoiding his attacks. Nothing special.
Because it deals a ♥♥♥♥♥♥♥ of damage and it tracks you. I would say I have a 50/50 success rate in avoiding this attack because I'm dumb and my reflexes get twitchy.
I recommend holding Q to bring up the weapon wheel to slow time down and to get prepared to dodge in the opposite direction (or jump).
It is possible to avoid this, but you need to know when the laser stops tracking you and constantly be strafing back and forth.
Again, I recommend holding Q to bring up the weapon wheel and slowing time down to give you time to find time to get time to get inside the hole before time runs out. I never fell victim to this attack, but I would assume it ♥♥♥♥♥ you hard.
Note that the Cyberdemon will continue his attacks as normal right before all the missiles explode on the ground. He may do that melee charge attack and catch you off guard, so be on your guard. Or something. Keep him in sight.
I have heard rumors it was possible to get over the stalagmites, but you know, I think it's easier to just avoid what he throws at you.
There is another attack during the stalagmites thing and that is when he just stands there and rockets you. It shouldn't be difficult to avoid if you move like, a micrometer everytime he fires a rocket and advance on him slowly. Just don't get too close.
The Hell Guards
The Hell Guards are like if they made Hell Razers bosses. These guys are easy to fight (though 11 people disagree with me) and I killed them without taking damage.
I recommend Chaingun during this fight since it's easier to take advantage of their yellow ball spell cast stun attack thing.
The arena is deceptively small, so be aware of when your DOOM guy starts sliding around the edge instead of doing a real backpedal.
There's this attack where he removes his shield to make this big yellow thing in front of him before he casts it at you. If you shoot his shield during this animation, it will stun him and you can light him up. If you want to use Siege Mode go ahead with the risk that you will mis-time your shot and his attack will go through and you missed your chance to deal 1/3 of his health. With the Chaingun Mobile Turret, it should only take 3 stuns from this attack to finish him off.
He also has an attack where he jumps into the air and hangs there for like a second before bringing his staff down, creating a little outward spiral of flames or something. I have been hit by those little flames, but it's nothing too serious.
Really, his attacks are generic and easy to avoid.
At the start of the second phase, Staff Potter will try to do that stupid charge-up-my-yellow-thing-to-try-to-kill-you-but-if-I-get-hit-during-this-lengthy-animation-I'm-boned attack. The best part is, the first stun often stuns his unfortunate companion as well. With Mobile Turret deployed, line up the shots with both Hell Guards and deal massive damage this first phase. You know what makes sense, the Mobile Turret can penetrate through the entire Hell Guard biomech into another Hell Guard biomech and through the back, but can't kill the weak little ♥♥♥♥♥ parasite operating the whole thing.
I recommend focusing on the Wizard Harry Potter first. While you are Glory-Killing the Wizard Harry Potter, the Not-so-Wizard Harry Potter will probably be right behind you, doing his little spin thing. I believe that spin thing does high damage, but you should be safe from it, as he usually stops it right before the animation concludes, or you can just jump away from it.
The Mace Harry Potter really doesn't do much except fail to follow you properly while you murder his friend.
The Spiderdemon
YOU NEED ALL 3 BFG SHOTS TO HAVE A RISK FREE FIGHT
What I mean by that is, when you enter the fight, you need all 3 of your BFG shots + the 2 BFG shots on the ground. You cannot afford to blow your load now at all times and the Spiderdemon definitely does not enjoy having a load being blown on it.
Now to actually kill it (I'll get to its attacks later), immediately BFG its ass and Siege Mode it as many times as you dare (in the face, not the brain). When it recovers, BFG it again and then Siege Mode it again, but now, be aware of where the 2 BFG ammo spawns are in the arena. BFG it with your last shot and Siege Mode it and pick up 1 of the 2 BFG ammos in the arena. Split the precious stun time between Siege Mode-ing the Spiderdemon and moving towards the last BFG ammo. After the last BFG stun is over, the Spiderdemon should have sustained enough damage to weaken it to the stage of the fight where is crawls like a ♥♥♥♥♥ on the floor. Now at this point, keep moving in one direction of a strafe (i.e. don't stop moving left or right, but try not to switch directions). Aim for the part of the Spiderdemon's brain that is pulsing (near the top of the side of the face), the part that is just where the brain pulsates out a bit and is blue a little. If you shot it right, it should be rekt quickly and you should have finished your little UN Run. I'm sorry I couldn't be more descriptive as to where to shoot it, so I recommend trying this fight first.
I'm an idiot and forgot to include Spiderdemon attacks
This attack hits maybe 80% of the time. If the Spiderdemon was just self-aware, it would realize it could just repeat this attack over and over and rape you. But it doesn't. So far the only strategy I have is to just scurry to the right and spam double jump when you gets really close.
It hits decently hard, maybe 60-80.
This is pretty easy to avoid, since even in the middle of a Double Jump, you will land fast enough to initiate another and avoid the first and crouch under the second
Really not too threatening, since the tracking is not much better, but it is harder to hit her stupid face in this mode.
Be careful aiming the BFG at her in this state, as her sudden shift back to the regular stance can make your shot miss.
I ♥♥♥♥♥♥♥ hate this and most of the trouble I had when I first fought the Spiderdemon came from this attack. Use the BFG to override this ♥♥♥♥♥♥♥♥ attack if you can, because if you don't and you aren't on a pillar, you are basically dead
When she gets low on health, this attack becomes even more ♥♥♥♥♥♥♥♥. Those pillars? Turns out they are into super kinky stuff and suddenly become erect, implaing your ass on high damage spikes. Basically no one is safe from this attack and I have yet to find a counter to this attack other than shoot the ever loving ♥♥♥♥ out of the ♥♥♥♥♥ before it happens
You can barely avoid this by just strafing, though you shouldn't be using Siege Mode or the Chaingun while this is happening. I don't think I've ever been hit by this, but I would assume it would be enough to make your panties fly off
Conclusion thing
If my guide helped you complete UN (or even helped you at all), leave a comment praising me and I'll be sure to be arrogant and thank you for it.
If my guide did absolute ♥♥♥♥ all for you, leave a comment and tell me why the hell I'm wrong at the way I play this game and still beat UN. Go on. Do it. Sarcasm, I'm not this arrogant
If you want to suggest a change to areas of my guide, or add more detail tell me and I'll add it in if I find it to be worthy and I'll credit the change to you. Nothing major like a whole new strategy involving efficient use of the Pistol or stuff like that, because you should go write your own, infinitely much better guide in that case.
Looking back, this guide is pretty unhelpful, but I had fun writing it so yeah.
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