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Doom II (Video Game)

 Doom II (Video Game)
type
TVTItem
 Doom II (Video Game)
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Doom II (Video Game)
 Doom II (Video Game)
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DoomII
 Doom II (Video Game)
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Doom II: Hell on Earth is the 1994 sequel to id Software's hit First-Person Shooter, Doom.Following the events of the first game, the Doom Marine returns from Hell after killing the Spider Mastermind. When he arrives on Earth however, he finds that the demonic hordes have launched a full-scale invasion and are currently in the process of slaughtering the remnants of humanity. The only hope for civilization is to escape the Earth in a fleet of spaceships, but a force-field set up by the demons is preventing them from leaving the planet. It's up to the Doom Marine to tear through the demonic forces, deactivate the force-field, and journey back into Hell to stop the apocalyptic invasion permanently.Relying on the same game engine as its predecessor - to the point that the first Doom received some of the second's under-the-hood changes a month prior to its full release with v1.666 - Doom II doesn't stray far from the original's gameplay. It was released at retail from the get-go and has levels which are played in sequence from beginning to end, unlike the shareware release of the first game and its distinct episodes. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content while keeping themselves in top form. In 2010, the game was ported to the Xbox 360 through Xbox LIVE Arcade while featuring a brand new expansion pack called No Rest for the Living, which has been subsequently re-released for PlayStation 3 through the Doom: Classic Complete compilation, as part of Doom 3: BFG Edition, and as one of the curated add-ons for the 2019 Enhanced re-releases of the first two classic Doom games.This game was succeeded by Final Doom, consisting of mission packs made within the Doom II engine. See also Doom 64, which is set after Doom II's events.
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 Doom II (Video Game) / int_11d206ef
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Subliminal Seduction
 Doom II (Video Game) / int_11d206ef
comment
Subliminal Seduction: Play the demonic gurgles made by the Final Boss backwards and you'll hear "To win the game, you must kill me, John Romero." The part of the boss that must be hit to kill it is John's head on a stake as can be seen with the no clipping cheat.
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 Doom II (Video Game) / int_127fc252
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Creator Cameo
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Creator Cameo: To win Doom II, you must defeat the Icon of Sin, whose inner core takes the form of oremoR nhoJ.
 Doom II (Video Game) / int_127fc252
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Heroic Mime
 Doom II (Video Game) / int_143e6c8d
comment
Heroic Mime: The Doom Marine once again. He does however talk to several people through comlinks, albeit offscreen.
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 Doom II (Video Game) / int_1495d0e6
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Non Sequitur
 Doom II (Video Game) / int_1495d0e6
comment
Finding the first secret level exit in "Level 15: Industrial Zone" can be counter-intuitive. You need to unlock a secret area inside the lavapit at the top region of the city, and enter this secret, then backtrack to an earlier area and find that a secret room has opened in a Non Sequitur manner. Additionally, due to how one secret sector is positioned, it is also normally impossible to trigger it for the purpose of 100% Completion due to a teleporter line toggling before you can touch the secret sector, unless you use an obscure bug where a Pain Elemental spawns a lost soul that pushes you onto the sector.
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Darker and Edgier
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comment
Darker and Edgier: Doom II ups the stakes from the first game, where the demonic invasion was at least limited to a couple remote UAC bases on Phobos and Deimos. By the second game, the demons have finally invaded Earth itself. The PlayStation and Saturn ports (which actually consist of selected levels from the first and second games with a few new levels thrown in) go even further, using haunting dark ambient soundtracks, colorized sectors to give the levels a gloomy feel, and more intimidating sound effects for the monsters.
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 Doom II (Video Game) / int_16b658ca
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Elevator Action Sequence
 Doom II (Video Game) / int_16b658ca
comment
Elevator Action Sequence: In the final map of the Master Levels expansion, the aptly-named Express Elevator to Hell, Doomguy starts in a large octagonal elevator from which he can access to eight different paths (each one identified with a floor number). Problem is, several enemies will be in the paths' entrances ready to gun him down, so the character has to deal with them as the elevator goes up and down before going through the paths proper (starting with Floor 1). As the level progresses, some of the enemies from the then-opened higher paths will make their way to the elevator, thus prolonging the shootout sequence.
 Doom II (Video Game) / int_16b658ca
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 Doom II (Video Game) / int_1823d912
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Noisy Robots
 Doom II (Video Game) / int_1823d912
comment
The Arachnotrons are degraded versions of the Spider Mastermind from the first game, except they use rapid-firing Plasma Cannons: they are less resistant than the Mancubi, but more mobile (when they're not firing) and as destructive as them.
 Doom II (Video Game) / int_1823d912
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 Doom II (Video Game) / int_1a2dc1fd
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Mission-Pack Sequel
 Doom II (Video Game) / int_1a2dc1fd
comment
Mission-Pack Sequel: Aside from a handful of new enemy types and one new weapon (the Super Shotgun, which is just an upgraded version of the existing shotgun), Doom II is graphically and mechanically identical to its predecessor. Many console ports, most distinctly the PlayStation version, actually combine levels from both Doom and Doom II into one massive 50+-level game, even placing some of the new II elements into levels from the original (e.g. adding in the Super Shotgun and replacing some enemies with Hell Knights and Mancubi on higher difficulties), essentially treating the second game as a literal mission pack. The two games are so similar, and so immediately distinct from all future games in the series, that many fans often lump them together, referring to them (along with Master Levels for Doom II, Final Doom, and more rarely Doom 64 and No Rest for the Living) as simply "Classic Doom".
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 Doom II (Video Game) / int_1b2b1d2c
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Violation of Common Sense
 Doom II (Video Game) / int_1b2b1d2c
comment
Violation of Common Sense: You'd have to be crazy in order to take on and kill a Cyberdemon with nothing but your fists. Yet that's exactly what you have to do to get the "You Have Huge Guts" achievement in the XBLA release and the "Knuckle Sammich" achievement in the PS3 collection. At the very least, you can soften him up with guns first.
 Doom II (Video Game) / int_1b2b1d2c
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 Doom II (Video Game) / int_1bc0ca82
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Abandoned Mine
 Doom II (Video Game) / int_1bc0ca82
comment
Abandoned Mine: "The Abandoned Mines". Granted, it doesn't look much like actual mines (then again, none of the levels in the classic Doom games look like the locations they're supposed to be) and it's supposed to be located in Hell, but it does have areas that look like giant underground excavated caverns which probably inspired the level design of Doom³. As you may have guessed, the abandoned mines, aren't.
 Doom II (Video Game) / int_1bc0ca82
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 Doom II (Video Game) / int_1cc9f5e5
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Playing with Fire
 Doom II (Video Game) / int_1cc9f5e5
comment
Playing with Fire: The Arch-vile is a powerful demon shaped like a humanoid being wearing a flaming robe. It can not only revive enemies, but also induce a corporeal ignition into the Marine's body, resulting in a severe loss of health after a few seconds unless the Marine escapes the enemy's line of sight.
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 Doom II (Video Game) / int_1f963842
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Bloodier and Gorier
 Doom II (Video Game) / int_1f963842
comment
Bloodier and Gorier: Even by playing just the censored T-rated green-blooded GBA version of the sequel, you can tell that the sequel is a tad gorier than the first game, as some of the new enemies, such as the chaingunner/heavy weapons dude and the mancubus, softly break apart with blood oozing out once you vanquish them.
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 Doom II (Video Game) / int_20152e12
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Real Place Background
 Doom II (Video Game) / int_20152e12
comment
Real-Place Background: "Suburbs" is based on two real houses, one owned by Sandy Peterson and the other by his father, although due to the limitations of the engine he could only recreate the first floor of his own house. He gives a tour of his house and compares it to the video game interpretation on his Youtube channel.
 Doom II (Video Game) / int_20152e12
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 Doom II (Video Game) / int_21d70919
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Crapsack World
 Doom II (Video Game) / int_21d70919
comment
Crapsack World: Per the game's narration: "Now you are the only Human left on the face of the planet. Cannibal mutations, carnivorous aliens, and evil spirits are your only neighbors..."
 Doom II (Video Game) / int_21d70919
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 Doom II (Video Game) / int_221a4bf4
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Iconic Sequel Character
 Doom II (Video Game) / int_221a4bf4
comment
Iconic Sequel Character: The skeletal rocket-launching Revenants make their debut here, and would go on to become one of the most famous enemies in the series, especially featuring heavily in the marketing for Doom (2016) and Doom Eternal.
 Doom II (Video Game) / int_221a4bf4
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 Doom II (Video Game) / int_23168b93
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Last Lousy Point
 Doom II (Video Game) / int_23168b93
comment
Last Lousy Point: "Industrial Zone" has a secret teleporter that is in itself not too hard to find - though the problem arises from that it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor before the teleport took effect). John Romero seemingly confirmed on Twitter that this obscure method which appears to be a bug was in fact the intended solution, though he then backtracked when asked again, saying that the secret being unobtainable normally was a mistake they didn't catch because id had no QA team at the time. The GBA port from a decade later fixes the secret, but breaks the teleporter - an acceptable loss, considering it's just another shortcut back to the other side of the lava-river.
 Doom II (Video Game) / int_23168b93
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 Doom II (Video Game) / int_2557e3a9
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Palette Swap
 Doom II (Video Game) / int_2557e3a9
comment
Palette Swap: A palette swap was used to create the Hell Knight from the Baron of Hell; however, both sets of sprites are present in the game's data and the two are treated by the game as totally separate enemy types, other than being hard-coded against the usual rules for taking and responding to friendly fire.
 Doom II (Video Game) / int_2557e3a9
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 Doom II (Video Game) / int_26ba32a3
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Ascended Glitch
 Doom II (Video Game) / int_26ba32a3
comment
Ascended Glitch: A quirk of the first two Doom games' engine is that a rocket's splash damage isn't a sphere as might be expected; it's a cube (or square prism) of infinite height. This questionable behavior is what allows you to damage Doom II's final boss.
 Doom II (Video Game) / int_26ba32a3
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 Doom II (Video Game) / int_28104b90
type
Bag of Spilling
 Doom II (Video Game) / int_28104b90
comment
Bag of Spilling: The game's complementary expansion, released as the Master Levels for Doom II, has each level be played with full independence from the others; so even after you've amassed a large arsenal after completing a level, you'll begin the next with just a pistol and your fists. This is because each of these levels was developed by a different person under contract. The only exception is the secret level accessed from the standard final level, which retains the arsenal amassed in the latter.
 Doom II (Video Game) / int_28104b90
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 Doom II (Video Game) / int_295087bf
type
Non-Indicative Name
 Doom II (Video Game) / int_295087bf
comment
Non-Indicative Name: The first level set in Hell is called "Nirvana", even though Nirvana is basically the Buddhist Heaven, making it a rather odd choice of name.
 Doom II (Video Game) / int_295087bf
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 Doom II (Video Game) / int_299dae0
type
Background Boss
 Doom II (Video Game) / int_299dae0
comment
Background Boss: Rather than being a sprite like other monsters in the game, the final boss makes up one of the walls of the last chamber. Its attack method is to fire cubes at pre-determined locations, spawning monsters (which can telefrag you if you're not paying attention). The only way to win was to fire rockets through the small opening in his forehead.
 Doom II (Video Game) / int_299dae0
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 Doom II (Video Game) / int_29a39f6
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Easter Egg
 Doom II (Video Game) / int_29a39f6
comment
Easter Egg: A well-hidden one within the Final Boss. You're forced to shoot rockets into the exposed brain of a demon's head which takes up most of the wall. If you cheat through, you can see that the demon's brain is designer John Romero's head on a pike. And the demonic-sounding sound file at the beginning is just the phrase "To win the game, you must kill me, John Romero" played backwards.
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 Doom II (Video Game) / int_2dbc1855
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Ghost City
 Doom II (Video Game) / int_2dbc1855
comment
Ghost City: By the end of the first third of the game, this applies to the entire planet, with every surviving human except for the Doomguy escaping Hell on Earth once he's able to clear a way out. The second third of the game focuses on the Doomguy exploring his now-deserted home city searching for the demons' entry point, his only encounters with other humans being ones that have been turned into zombies (save for the secret levels, which let him square up against Nazis).
 Doom II (Video Game) / int_2dbc1855
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 Doom II (Video Game) / int_2f253c94
type
Glass Cannon
 Doom II (Video Game) / int_2f253c94
comment
Glass Cannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be reliably dodged except by putting a solid object between you and them, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and pummel you quickly to pulp up close.
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 Doom II (Video Game) / int_33351187
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Asteroids Monster
 Doom II (Video Game) / int_33351187
comment
Asteroids Monster: The Pain Elemental will spawn up to three Lost Souls in a triangular formation when it's destroyed. However, if you let it live, it'll continually spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. The manual referenced this, saying that "killing him is almost as bad as letting him live".
 Doom II (Video Game) / int_33351187
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 Doom II (Video Game) / int_37c93e5e
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Enemy Roll Call
 Doom II (Video Game) / int_37c93e5e
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Enemy Roll Call: Hell on Earth shows each enemy along with the name in the ending, but some of the names differ from those in the manual.
 Doom II (Video Game) / int_37c93e5e
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Boss-Arena Idiocy
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comment
Boss-Arena Idiocy: The final boss is a giant invulnerable face in the wall of an arena which spawns endless monsters from the hole in its forehead, its only weak spot. You can shoot rockets into the hole to kill it, but such a task would be impossible if not for the arena providing a convenient elevator that reaches right about the height of the brain hole.
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 Doom II (Video Game) / int_39b8d3d6
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Boring, but Practical
 Doom II (Video Game) / int_39b8d3d6
comment
Boring, but Practical: This trend is averted with the Super Shotgun. The single-barrel shotgun remains for dealing with medium to long-range monsters, while the double-barrel shotgun fills the role of short-range-stopping-power awesomely. Ammo remains available enough for the weapon, and for a lot of cases, it can be used as the standard gun. A very handy feature of this weapon is that few monsters can withstand all of the buckshot from the weapon without being stunned in pain.
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 Doom II (Video Game) / int_39e95a97
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Shareware
 Doom II (Video Game) / int_39e95a97
comment
Shareware: Subverted. Unlike the original, Doom II did not receive a shareware release. This was because, according to John Carmack, many people who downloaded the shareware episode of Doom and beat it mistakenly considered themselves to have "beaten Doom" when they beat the demo. Also because shareware was essentially a distribution method: download the (longer than average) demo, and if you like it, mail order the full version. Doom II was conceived as a retail product from the start, so all of that was unnecessary. And then id decided to rerelease Doom at retail, as well, with the addition of a new episode.
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 Doom II (Video Game) / int_3ac5110b
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Unintentionally Unwinnable
 Doom II (Video Game) / int_3ac5110b
comment
Unintentionally Unwinnable: In "Dead Simple", the central staircase raises once you kill all Arachnotrons to allow you to leave the map. If played on Nightmare, Arachnotrons can respawn and be killed off again, allowing you to raise the central stairs out of reach.
 Doom II (Video Game) / int_3ac5110b
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 Doom II (Video Game) / int_3babae20
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Degraded Boss
 Doom II (Video Game) / int_3babae20
comment
Degraded Boss: The Cyberdemon and Spider Mastermind return as strong enemies, retaining their strength and HP but no longer being bosses. And in some cases, the current level may play in your favor to defeat either or both more easily. The Barons of Hell also return, but they had already been degraded after the first game's first episode (the game even adds the Hell Knights, which are weaker variants). After serving as the Final Boss of the base game, the Icon of Sin reappears at the end of Map 15 in Master Levels (titled Mephisto's Mausoleum); however, it's smaller due to the wall's size and much easier (as you're now positioned from a more convenient spot to hit its weak point directly). Also, it's no longer the Final Boss, as that level isn't the last in the collection.
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 Doom II (Video Game) / int_3bdf690b
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Curtain Call
 Doom II (Video Game) / int_3bdf690b
comment
Curtain Call: The game's ending features a version of this after the final text sequence when you defeat the Final Boss, individually displaying and naming each enemy in the game. They normally show off their walking animation in this sequence, occasionally firing in the direction of the camera as well, until you press a button, at which point that enemy dies and the sequence moves on to the next enemy. It also includes the player character himself in this sequence, after which it goes back to the starting Zombieman and continues looping like this until you quit the game or start over.
 Doom II (Video Game) / int_3bdf690b
featureApplicability
1.0
 Doom II (Video Game) / int_3bdf690b
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_3bdf690b
 Doom II (Video Game) / int_3ccaf3ac
type
No Swastikas
 Doom II (Video Game) / int_3ccaf3ac
comment
No Swastikas: The two secret levels are absent in the German version, as they are literally updated ports of two Wolfenstein 3-D levels, swastika-banners and all. Doom Classic Complete (as can be downloaded on the PS3) and the BFG Edition (available multiplatform) include the two secret levels, but with some major changes: Everything reminiscent of Wolfenstein 3D has been completely purged, all enemies have been replaced with standard Doom II opponents, and the levels themselves have been renamed ("Wolfenstein" to "IDKFA" and "Grosse" to "Keen"). The only thing that remains is the layout of both levels. No Swastikas nor Hitler portraits, the SS guards are replaced by zombiemen squads, and the unique map music themes have been replaced by the theme of MAP05 for both maps. The GBA version censors the two secret levels but in a much tamer way, replacing Swastikas and images of Hitler with imagery from Return to Castle Wolfenstein (such as the Hitler portrait now being series Big Bad Deathshead). The SS Guards were untouched, German dialogue and all. The Unity engine port restores the original textures and level names, but replaces swastikas with the alternate triangular-shaped symbol seen in the newer Wolfenstein games, changes Hitler's face to not have a moustache (essentially turning him into the Staatmeister from the SNES Wolfenstein) and redubs the SS enemies to say "Schutzkämpfer!" instead of "Schutzstaffel!".
 Doom II (Video Game) / int_3ccaf3ac
featureApplicability
1.0
 Doom II (Video Game) / int_3ccaf3ac
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_3ccaf3ac
 Doom II (Video Game) / int_3ff34221
type
To Hell and Back
 Doom II (Video Game) / int_3ff34221
comment
To Hell and Back: The Marine ends up intentionally storming Hell in order to halt the demonic invasion of Earth, and manages to escape back to Earth after killing the Icon of Sin.
 Doom II (Video Game) / int_3ff34221
featureApplicability
1.0
 Doom II (Video Game) / int_3ff34221
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_3ff34221
 Doom II (Video Game) / int_405f6f52
type
Recycled Soundtrack
 Doom II (Video Game) / int_405f6f52
comment
Recycled Soundtrack: The secret maps reuse music from Wolfenstein 3-D and Spear of Destiny.
 Doom II (Video Game) / int_405f6f52
featureApplicability
1.0
 Doom II (Video Game) / int_405f6f52
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_405f6f52
 Doom II (Video Game) / int_40e2ac3f
type
Flunky Boss
 Doom II (Video Game) / int_40e2ac3f
comment
Flunky Boss: There's a Spider Mastermind (though at this point it's a Degraded Boss) surrounded by several Arachnotrons, and in a later level two Spider Masterminds with a swarm of Arachnotrons in sight. Since it's Doom, you can get the two monster types to kill each other. Additionally, the Icon of Sin summons demons as its only defense.
 Doom II (Video Game) / int_40e2ac3f
featureApplicability
1.0
 Doom II (Video Game) / int_40e2ac3f
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_40e2ac3f
 Doom II (Video Game) / int_4108bb3e
type
Doomed Hometown
 Doom II (Video Game) / int_4108bb3e
comment
Doomed Hometown: Doomguy is told in an intermission screen that "the alien base is in the heart of your own home city, not far from the starport."
 Doom II (Video Game) / int_4108bb3e
featureApplicability
1.0
 Doom II (Video Game) / int_4108bb3e
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_4108bb3e
 Doom II (Video Game) / int_420081bf
type
Alien Sky
 Doom II (Video Game) / int_420081bf
comment
Alien Sky: One sky, namely Hell's sky, is made out of screaming, grimacing faces.
 Doom II (Video Game) / int_420081bf
featureApplicability
1.0
 Doom II (Video Game) / int_420081bf
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_420081bf
 Doom II (Video Game) / int_4389e368
type
Actionized Sequel
 Doom II (Video Game) / int_4389e368
comment
Actionized Sequel: Doom was hardly a slow burn, but its levels tended to have just as much of a focus on exploration as they did on demon-battling, and even had some understated horror sequences and spooky music tracks. Doom II levels focus far more heavily on combat, with enemy counts that routinely number in the hundreds, designs that are frequently centered around wide-open areas that allow plenty of space for monster hordes, and a selection of music much more heavily skewed towards the MIDI format's equivalent to metal.
 Doom II (Video Game) / int_4389e368
featureApplicability
1.0
 Doom II (Video Game) / int_4389e368
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_4389e368
 Doom II (Video Game) / int_440d55b3
type
Expansion Pack
 Doom II (Video Game) / int_440d55b3
comment
Expansion Pack: Master Levels for Doom II, a collection of standalone levels produced by some popular members of the WAD community of the time (the titular "Masters"). There was also Final Doom, a pair of 32-level campaigns that was promoted as another expansion, but unlike Master Levels, actually didn't require a copy of Doom II to work. Lastly, No Rest For The Living was released as an add-on by Nerve Software for the Xbox Live Arcade release of Doom II as well as its inclusion within the BFG Edition of Doom 3; it has only eight levels (plus a secret one), but they're considerably longer and more challenging than those of the vanilla game. All these expansions have since been available (alongside other fan-made mods) as free DLC add-ons for the Unity ports of Doom and Doom II for Nintendo Switch, Playstation 4, Xbox One and PC.
 Doom II (Video Game) / int_440d55b3
featureApplicability
1.0
 Doom II (Video Game) / int_440d55b3
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_440d55b3
 Doom II (Video Game) / int_45bf382b
type
Game Mod
 Doom II (Video Game) / int_45bf382b
comment
Game Mod: Even more popular for Doom II than for the original, since it runs on the same game engine as Doom but contains new content such as the Super Shotgun, several new enemies, and a couple other features; due to all the new content, and accounting for that there was only a year between the release of the two games, the vast majority of Doom WADs use Doom II, with probably over 95% of WADs and mods being for Doom II rather than Ultimate Doom.
 Doom II (Video Game) / int_45bf382b
featureApplicability
1.0
 Doom II (Video Game) / int_45bf382b
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_45bf382b
 Doom II (Video Game) / int_49dd91c9
type
Over 100% Completion
 Doom II (Video Game) / int_49dd91c9
comment
Over 100% Completion: The Final Boss, the Icon of Sin, will continuously spawn in hordes of enemies, meaning the player will likely have a kill percentage in the thousands. This also happens when that boss is fought again in one of the Master Levels as well as Game Mods featuring the Icon of Sin (including the commercially-released ones for Final Doom).
 Doom II (Video Game) / int_49dd91c9
featureApplicability
1.0
 Doom II (Video Game) / int_49dd91c9
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_49dd91c9
 Doom II (Video Game) / int_4b4ac0ca
type
Homing Projectile
 Doom II (Video Game) / int_4b4ac0ca
comment
Homing Projectile: The Revenants launch missiles that the player has to get real creative to avoid.
 Doom II (Video Game) / int_4b4ac0ca
featureApplicability
1.0
 Doom II (Video Game) / int_4b4ac0ca
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_4b4ac0ca
 Doom II (Video Game) / int_4cefd8a6
type
Long Song, Short Scene
 Doom II (Video Game) / int_4cefd8a6
comment
Long Song, Short Scene: The intermission screen song, which plays once you finish a level. It's nearly 3 minutes long, but since there's no reason to linger at the intermission screen, most players will just hear the first few seconds.
 Doom II (Video Game) / int_4cefd8a6
featureApplicability
1.0
 Doom II (Video Game) / int_4cefd8a6
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_4cefd8a6
 Doom II (Video Game) / int_51300dbf
type
Fat Bastard
 Doom II (Video Game) / int_51300dbf
comment
Fat Bastard: The Mancubi from are ludicrously fat (or at least big-boned), and their idiosyncratic projectile patterns are sure to make more than a few new players find them to be quite the bastards.
 Doom II (Video Game) / int_51300dbf
featureApplicability
1.0
 Doom II (Video Game) / int_51300dbf
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_51300dbf
 Doom II (Video Game) / int_5560dbb5
type
Airborne Mook
 Doom II (Video Game) / int_5560dbb5
comment
Airborne Mook: In addition to bringing back Cacodemons and Lost Souls (which have since gone on to have a perfect attendance record in the Doom franchise), the game also introduces the Pain Elementals; they are brown-colored floating demons that spawn Lost Souls. When defeated, they split into more Lost Souls.
 Doom II (Video Game) / int_5560dbb5
featureApplicability
1.0
 Doom II (Video Game) / int_5560dbb5
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_5560dbb5
 Doom II (Video Game) / int_56b5a6b7
type
Nostalgia Level
 Doom II (Video Game) / int_56b5a6b7
comment
Nostalgia Level: The game's two secret levels are set in Castle Wolfenstein. The first one is E1M1, complete with the same secret exit as in that game, which here takes you to E1M9, the Boss Level - with a Cyberdemon replacing Hans Grosse. That level auto-ended when you ran across a certain spot in the last room in the original; that room is now where you must kill four Commander Keens to finish the game.
 Doom II (Video Game) / int_56b5a6b7
featureApplicability
1.0
 Doom II (Video Game) / int_56b5a6b7
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_56b5a6b7
 Doom II (Video Game) / int_56b8b4f1
type
Lean and Mean
 Doom II (Video Game) / int_56b8b4f1
comment
The Arch-Viles are not only extremely mobile and resistant, but they only need to see you to hurt you with their flames, and their ability to summon or resurrect lesser mooks makes them primary targets, forcing you to expose yourself to their flames.
 Doom II (Video Game) / int_56b8b4f1
featureApplicability
1.0
 Doom II (Video Game) / int_56b8b4f1
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_56b8b4f1
 Doom II (Video Game) / int_5a5dcecd
type
Boss Room
 Doom II (Video Game) / int_5a5dcecd
comment
Boss Room: MAP20: Gotcha!, with an extremely large room with two pillars in the center. Upon entering the room, the pillars lower to reveal both a Cyberdemon and a Spider Mastermind. Played with in that it's actually set up for you to deliberately invoke a battle between the two, after which you can kill the weakened victor.
 Doom II (Video Game) / int_5a5dcecd
featureApplicability
1.0
 Doom II (Video Game) / int_5a5dcecd
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_5a5dcecd
 Doom II (Video Game) / int_5b81ca8d
type
Disc-One Nuke
 Doom II (Video Game) / int_5b81ca8d
comment
Disc-One Nuke: The Super Shotgun. You get this weapon in the second level in the game and will make the regular shotgun mostly redundant. This weapon does about as much damage as the Rocket Launcher at close range. While the Rocket Launcher is better used at farther distances and its faster rate of fire gives it considerably better DPS, the Super Shotgun is a lot more safe (buckshot obviously doesn't have splash damage) and there are plenty of shotgun shells in the game.
 Doom II (Video Game) / int_5b81ca8d
featureApplicability
1.0
 Doom II (Video Game) / int_5b81ca8d
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_5b81ca8d
 Doom II (Video Game) / int_63389669
type
Brain Monster
 Doom II (Video Game) / int_63389669
comment
Brain Monster: Alongside the returning Spider Mastermind are her children the Arachnotrons, which are basically smaller versions with plasma guns. The final boss is the Icon of Sin, a giant skeletal goat face with an exposed brain as a weak point. It is only vulnerable to rockets, however.
 Doom II (Video Game) / int_63389669
featureApplicability
1.0
 Doom II (Video Game) / int_63389669
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_63389669
 Doom II (Video Game) / int_6411dac8
type
BadassNormal
 Doom II (Video Game) / int_6411dac8
comment
Badass Normal: Once again, the Doom Marine. He's so badass that he actually destroys Hell.
 Doom II (Video Game) / int_6411dac8
featureApplicability
1.0
 Doom II (Video Game) / int_6411dac8
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6411dac8
 Doom II (Video Game) / int_6602cad
type
Permanently Missable Content
 Doom II (Video Game) / int_6602cad
comment
Permanently Missable Content: Just like in the first Doom, some maps have areas and secrets that can only be accessed once, and should you fail to get into those areas before access to them is closed off or once you leave them, you'll be unable to access them again without restarting the entire level. The most infamous of these is a secret in the 27th map, "Monster Condo", where there's a secret area that's opened for 30 seconds upon starting the level, and should you fail to get into the area within the first 30 seconds, walls will come down and close it off permanently, with no way to open them back up from the outside, requiring you to restart the map if you want to tag all the secrets.
 Doom II (Video Game) / int_6602cad
featureApplicability
1.0
 Doom II (Video Game) / int_6602cad
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6602cad
 Doom II (Video Game) / int_66f763c0
type
Interface Screw
 Doom II (Video Game) / int_66f763c0
comment
Interface Screw: If flames start rising up your screen, hide right now, because an Arch-vile is about to explode you!
 Doom II (Video Game) / int_66f763c0
featureApplicability
1.0
 Doom II (Video Game) / int_66f763c0
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_66f763c0
 Doom II (Video Game) / int_6700b479
type
Hybrid Monster
 Doom II (Video Game) / int_6700b479
comment
Hybrid Monster: Mancubi are demons with guns for hands. Arachnotrons are giant brains with robotic spider bodies. Cyberdemons (also present in the original game) have a rocket launcher for an arm, one robotic leg each, and wires for a midriff. Those aren't really hybrids, they're more like a demonic Hollywood Cyborg.
 Doom II (Video Game) / int_6700b479
featureApplicability
1.0
 Doom II (Video Game) / int_6700b479
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6700b479
 Doom II (Video Game) / int_68bbaaf
type
Stationary Enemy
 Doom II (Video Game) / int_68bbaaf
comment
Stationary Enemy: On occasion, the game will enclose a mook in a confined space, always overlooking a critical area of the playfield. The Downtown area has 16 imps embedded in the exterior walls of various buildings, sniping the player through their windows. The Tenements has a revenant in a tiny cage that overlooks a narrow walkway; it also has an archvile in a booth-like compartment watching over the approach to a critical switch.
 Doom II (Video Game) / int_68bbaaf
featureApplicability
1.0
 Doom II (Video Game) / int_68bbaaf
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_68bbaaf
 Doom II (Video Game) / int_6926506
type
Revenant Zombie
 Doom II (Video Game) / int_6926506
comment
Revenant Zombie: The game introduces Revenants that the manual states are demons rebuilt and rearmed with a homing missile launcher (the appearance and pain sounds imply that Revenants are specifically derived from dead Imps), and while they may not have the best AI they certainly retain their original "single burning purpose": kill that pesky Space Marine! The Former Humans themselves also fit this trope more than the typical zombie, being reanimated by demonic possession (and smart enough to use their former weapons).
 Doom II (Video Game) / int_6926506
featureApplicability
1.0
 Doom II (Video Game) / int_6926506
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6926506
 Doom II (Video Game) / int_6ac6a56a
type
And Your Reward Is Clothes
 Doom II (Video Game) / int_6ac6a56a
comment
And Your Reward Is Clothes: The Xbox Live Arcade port offers two Avatar Awards. You'll get a Doom t-shirt for finishing the regular game, while completing the XBLA exclusive episode "No Rest For the Living" will net you a full Marine costume.
 Doom II (Video Game) / int_6ac6a56a
featureApplicability
1.0
 Doom II (Video Game) / int_6ac6a56a
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6ac6a56a
 Doom II (Video Game) / int_6bda9a30
type
Meaningful Name
 Doom II (Video Game) / int_6bda9a30
comment
Meaningful Name: For the initial release of the game, its engine was at version 1.666.
 Doom II (Video Game) / int_6bda9a30
featureApplicability
1.0
 Doom II (Video Game) / int_6bda9a30
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6bda9a30
 Doom II (Video Game) / int_6caf4f3f
type
Attract Mode
 Doom II (Video Game) / int_6caf4f3f
comment
Attract Mode: Just like the original, the game will play a demo if left on the title screen for a second or two.
 Doom II (Video Game) / int_6caf4f3f
featureApplicability
1.0
 Doom II (Video Game) / int_6caf4f3f
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6caf4f3f
 Doom II (Video Game) / int_6d7026fa
type
Punny Name
 Doom II (Video Game) / int_6d7026fa
comment
Punny Name: The song "Bye Bye American Pie" was both a play on the song name "American Pie" and one of the level designers, American McGee.
 Doom II (Video Game) / int_6d7026fa
featureApplicability
1.0
 Doom II (Video Game) / int_6d7026fa
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6d7026fa
 Doom II (Video Game) / int_6dc206c9
type
Marathon Level
 Doom II (Video Game) / int_6dc206c9
comment
Marathon Level: Going by the "par time" at the end of the levels, Maps 17, "Tenements", and 28, "The Spirit World", are over seven minutes in a game where the par rarely goes over three.
 Doom II (Video Game) / int_6dc206c9
featureApplicability
1.0
 Doom II (Video Game) / int_6dc206c9
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6dc206c9
 Doom II (Video Game) / int_6e7a3cd
type
Underground Monkey
 Doom II (Video Game) / int_6e7a3cd
comment
Underground Monkey: The game introduces the Hell Knights, weaker variants of the Barons of Hell that have paler skin.
 Doom II (Video Game) / int_6e7a3cd
featureApplicability
1.0
 Doom II (Video Game) / int_6e7a3cd
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6e7a3cd
 Doom II (Video Game) / int_6ec03ba1
type
Mook Maker
 Doom II (Video Game) / int_6ec03ba1
comment
Mook Maker: The Pain Elementals, flying Cacodemon-like gasbag monsters that spit out flying skulls called Lost Souls, and could do so forever until you killed them, at which point they released three more Lost Souls upon death just to spite you. They have a deliberate limitation implemented to stop them from flooding the map with Lost Souls and slowing everything down to a crawl (we are talking about a game from 1994 being played on even older machines, after all). The universal map limit is 21 Lost Souls, a number which is achievable on any stock map that includes Pain Elementals. Some PWADs actually go so far as to take advantage of this feature, booby-trapping special items with crushers that kill out-of-area Lost Souls, allowing the present Pain Elementals to start ruining your day. A second example is the Final Boss, (The Icon of Sin) which spits out cubes that turn into demons upon landing (and can kill you even in god mode if you happen to be where a cube landed). To defeat it, you launch rockets into its exposed brain and hit the head of John Romero behind it with Splash Damage.
 Doom II (Video Game) / int_6ec03ba1
featureApplicability
1.0
 Doom II (Video Game) / int_6ec03ba1
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6ec03ba1
 Doom II (Video Game) / int_6ec989d8
type
Guide Dang It!
 Doom II (Video Game) / int_6ec989d8
comment
Guide Dang It!: Finding the first secret level exit in "Level 15: Industrial Zone" can be counter-intuitive. You need to unlock a secret area inside the lavapit at the top region of the city, and enter this secret, then backtrack to an earlier area and find that a secret room has opened in a Non Sequitur manner. Additionally, due to how one secret sector is positioned, it is also normally impossible to trigger it for the purpose of 100% Completion due to a teleporter line toggling before you can touch the secret sector, unless you use an obscure bug where a Pain Elemental spawns a lost soul that pushes you onto the sector. "Level 19: The Citadel" may be confusing to navigate as many of the paths are accessed by secret passages, including the way to the three keys for the exit (fortunately, you only need two out of the three keys, red and either one of the other two, to open up the exit).
 Doom II (Video Game) / int_6ec989d8
featureApplicability
1.0
 Doom II (Video Game) / int_6ec989d8
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6ec989d8
 Doom II (Video Game) / int_6fa1e7a2
type
Noob Bridge
 Doom II (Video Game) / int_6fa1e7a2
comment
Noob Bridge: Once you reach "Dead Simple" and "Tricks and Traps", you're not going to progress much further if you don't know how to switch weapons or invoke monster in-fighting (especially if you're fresh from Wolfenstein 3-D, where switching weapons was almost never necessary and explicit monster in-fighting didn't exist).
 Doom II (Video Game) / int_6fa1e7a2
featureApplicability
1.0
 Doom II (Video Game) / int_6fa1e7a2
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_6fa1e7a2
 Doom II (Video Game) / int_701a2ae9
type
Baphomet
 Doom II (Video Game) / int_701a2ae9
comment
Baphomet: The Icon of Sin, the final boss, has the appearance of this biblical entity, Its name is confirmed to be Baphomet in Final Doom.
 Doom II (Video Game) / int_701a2ae9
featureApplicability
1.0
 Doom II (Video Game) / int_701a2ae9
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_701a2ae9
 Doom II (Video Game) / int_70d8269d
type
Excuse Plot
 Doom II (Video Game) / int_70d8269d
comment
Excuse Plot: The whole plot is "You return to Earth, only to find that the situation is even worse than it was on Mars." Never mind that the game reuses the exact same textures/graphics from the original and that absolutely nothing about it looks like "Earth."
 Doom II (Video Game) / int_70d8269d
featureApplicability
1.0
 Doom II (Video Game) / int_70d8269d
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_70d8269d
 Doom II (Video Game) / int_72423e7d
type
Teleporting Keycard Squad
 Doom II (Video Game) / int_72423e7d
comment
Teleporting Keycard Squad: MAP16: Suburbs has the biggest squad in either game - grabbing the first key brings in a stream of imps and pinky demons, spawning once every second or two, for nearly a full minute.
 Doom II (Video Game) / int_72423e7d
featureApplicability
1.0
 Doom II (Video Game) / int_72423e7d
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_72423e7d
 Doom II (Video Game) / int_7462b84d
type
Dead-End Room
 Doom II (Video Game) / int_7462b84d
comment
Dead-End Room: Done deliberately in MAP12, "The Factory"; the door to the exit room is a yellow-key door outside and a red-key door inside, but there is no red key in the level, so unless one is playing in deathmatch mode or cheating, once inside the only way out is through the exit.
 Doom II (Video Game) / int_7462b84d
featureApplicability
1.0
 Doom II (Video Game) / int_7462b84d
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_7462b84d
 Doom II (Video Game) / int_754004a9
type
Hell on Earth
 Doom II (Video Game) / int_754004a9
comment
Hell on Earth: True to the game's subtitle, the story involves you dealing with the demonic invasion that was revealed to begin at the end of the first game, and you handle it the only way you know.
 Doom II (Video Game) / int_754004a9
featureApplicability
1.0
 Doom II (Video Game) / int_754004a9
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_754004a9
 Doom II (Video Game) / int_75f38750
type
Kaizo Trap
 Doom II (Video Game) / int_75f38750
comment
Kaizo Trap: There's a nasty section in the aptly named 'Tricks and Traps' map - the final corridor to the exit lowers into an inescapable lava pool unless you know to run full pelt along it. The first time you play it, expect to reload. "The Chasm" teleports the player to within eyesight of the exit portal... on a series of narrow beams suspended over inescapable toxic waste. And the player will be bombarded by flying Lost Souls, likely knocking them off for a slow death.
 Doom II (Video Game) / int_75f38750
featureApplicability
1.0
 Doom II (Video Game) / int_75f38750
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_75f38750
 Doom II (Video Game) / int_7b7965dd
type
Boss in Mook Clothing
 Doom II (Video Game) / int_7b7965dd
comment
Boss in Mook Clothing: Doom II adds Archviles, which can attack you no matter the distance and will always hit as long as it has a clear line of sight, is almost Immune to Flinching, and has the ability to resurrect many varieties of other monsters at full health to add on to the pain.
 Doom II (Video Game) / int_7b7965dd
featureApplicability
1.0
 Doom II (Video Game) / int_7b7965dd
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_7b7965dd
 Doom II (Video Game) / int_7ba493b0
type
Always Accurate Attack
 Doom II (Video Game) / int_7ba493b0
comment
Always Accurate Attack: The arch-vile's attack will always hit the target unless it leaves the archvile's line of sight before it finishes. Partial invisibility won't cause it to miss, but does affect the knockback direction.
 Doom II (Video Game) / int_7ba493b0
featureApplicability
1.0
 Doom II (Video Game) / int_7ba493b0
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_7ba493b0
 Doom II (Video Game) / int_7c4ba0e0
type
Red Sky, Take Warning
 Doom II (Video Game) / int_7c4ba0e0
comment
Red Sky, Take Warning: The game goes further than its predecessor, displaying nightmarish mirages of bones and skulls fused together in the sky.
 Doom II (Video Game) / int_7c4ba0e0
featureApplicability
1.0
 Doom II (Video Game) / int_7c4ba0e0
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_7c4ba0e0
 Doom II (Video Game) / int_7db2e3e0
type
Invincibility Power-Up
 Doom II (Video Game) / int_7db2e3e0
comment
The secret level accessible from the Express Elevator to Hell in the Master Levels consists of a very wide room with at least 20 Cyberdemons (up to 34 in the highest difficulty setting) and a Spider Mastermind. The trick is to crush them with the ceiling while using an Invincibility Power-Up. On the way to the exit, there are a few regular enemies, but they're easy to deal with.
 Doom II (Video Game) / int_7db2e3e0
featureApplicability
1.0
 Doom II (Video Game) / int_7db2e3e0
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_7db2e3e0
 Doom II (Video Game) / int_82108e3d
type
Attack Its Weak Point
 Doom II (Video Game) / int_82108e3d
comment
Attack Its Weak Point: The Final Boss of the game, the Icon of Sin, has you firing rockets into the brain of the Icon. When using the idclip cheat, however, you can go into the brain and see... John Romero's severed head impaled on a stick. Also, if you reverse what the demon chants at the start of the battle, you'll hear the message "To win the game you must kill me, John Romero!"
 Doom II (Video Game) / int_82108e3d
featureApplicability
1.0
 Doom II (Video Game) / int_82108e3d
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_82108e3d
 Doom II (Video Game) / int_8409a385
type
Exactly What It Says on the Tin
 Doom II (Video Game) / int_8409a385
comment
Exactly What It Says on the Tin: Doom II: Hell on Earth features the forces of Hell on Earth.
 Doom II (Video Game) / int_8409a385
featureApplicability
1.0
 Doom II (Video Game) / int_8409a385
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8409a385
 Doom II (Video Game) / int_8504b817
type
Where the Hell Is Springfield?
 Doom II (Video Game) / int_8504b817
comment
Where the Hell Is Springfield?: Doom takes place on Mars' moons. Simple to understand. Doom II takes place on Earth, but it is never specified what part of Earth the game is set in, nor are there any major locations given (other than a spaceport and Doomguy's hometown) to indicate that Doomguy is anywhere other than some random UAC base.
 Doom II (Video Game) / int_8504b817
featureApplicability
1.0
 Doom II (Video Game) / int_8504b817
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8504b817
 Doom II (Video Game) / int_858dc9aa
type
Unwinnable
 Doom II (Video Game) / int_858dc9aa
comment
There's a nasty section in the aptly named 'Tricks and Traps' map - the final corridor to the exit lowers into an inescapable lava pool unless you know to run full pelt along it. The first time you play it, expect to reload.
 Doom II (Video Game) / int_858dc9aa
featureApplicability
1.0
 Doom II (Video Game) / int_858dc9aa
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_858dc9aa
 Doom II (Video Game) / int_8737b599
type
Fireballs
 Doom II (Video Game) / int_8737b599
comment
Fireballs: Mancubi and Revenants shoot fireballs at you that act a lot like rockets — and the Revenant's have the ability to home in on you like a heatseeker.
 Doom II (Video Game) / int_8737b599
featureApplicability
1.0
 Doom II (Video Game) / int_8737b599
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8737b599
 Doom II (Video Game) / int_8a888e34
type
Exploding Barrels
 Doom II (Video Game) / int_8a888e34
comment
Exploding Barrels: There's a level full of them — Barrels O' Fun — a classic example.
 Doom II (Video Game) / int_8a888e34
featureApplicability
1.0
 Doom II (Video Game) / int_8a888e34
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8a888e34
 Doom II (Video Game) / int_8b9c512e
type
Down the Drain
 Doom II (Video Game) / int_8b9c512e
comment
Down the Drain: MAP02, "Underhalls", is probably the first such case in a first-person shooter, even codifying the idea of a sewer level being one of the earliest ones. It's not too noticeable for several reasons, chief among them the fact that the levels of classic Doom, this one included, are abstract and difficult to discern as real-world locations even before Hellish influence starts obviously taking hold, as well as the fact that it's not a particularly annoying level compared to any others.
 Doom II (Video Game) / int_8b9c512e
featureApplicability
1.0
 Doom II (Video Game) / int_8b9c512e
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8b9c512e
 Doom II (Video Game) / int_8c97cf66
type
Stationary Boss
 Doom II (Video Game) / int_8c97cf66
comment
Stationary Boss: The final boss of the game, and by extension, most monster spawner based final bosses from the third-party map packs never move. Though it's kinda hard for them to move around when they're literally just a wall texture.
 Doom II (Video Game) / int_8c97cf66
featureApplicability
1.0
 Doom II (Video Game) / int_8c97cf66
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8c97cf66
 Doom II (Video Game) / int_8d6c8737
type
Insurmountable Waist-Height Fence
 Doom II (Video Game) / int_8d6c8737
comment
Insurmountable Waist-Height Fence: A couple examples brought about by the original game's inability to jump, which means they can be beaten in a handful of seconds if you play on a source port that allows jumping. Level 3, "The Gantlet", has the final area separated from one of the first rooms by a wall at about shoulder height, which if the player could jump would allow them to immediately get over it, but since they can't requires them to explore a second part killing enemies and making their way to a teleport to get over that wall. Playing on a source port that allows jumping means you can complete the level in about ten to fifteen seconds. Level 7, "Dead Simple", has the exit switch on a waist-high platform that the player normally cannot jump over. What unlocks the exit in regular gameplay is a set of stair steps that rise from the ground once all enemies are killed. With a source port, the level can be finished in three seconds.
 Doom II (Video Game) / int_8d6c8737
featureApplicability
1.0
 Doom II (Video Game) / int_8d6c8737
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8d6c8737
 Doom II (Video Game) / int_8dd3f1da
type
Gimmick Level
 Doom II (Video Game) / int_8dd3f1da
comment
Gimmick Level: The game features the level Barrels o' Fun. As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of exploding barrels.
 Doom II (Video Game) / int_8dd3f1da
featureApplicability
1.0
 Doom II (Video Game) / int_8dd3f1da
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8dd3f1da
 Doom II (Video Game) / int_8f1ec2c5
type
Joke Character
 Doom II (Video Game) / int_8f1ec2c5
comment
Joke Character: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's very difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in Doom II in ways that seem intended to make fun of her. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to MAP06: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. After then sitting out over half the game, MAP20: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). MAP23: Barrels o' Fun has one in a monster closet, who is flanked by several Arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. Finally, MAP28: The Spirit World has two in one area, where they can be rigged to fight another crowd of Arachnotrons, rigged to fight each other, or dealt with easily using the BFG, energy ammo, and invulnerability powerups placed near them.
 Doom II (Video Game) / int_8f1ec2c5
featureApplicability
1.0
 Doom II (Video Game) / int_8f1ec2c5
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8f1ec2c5
 Doom II (Video Game) / int_8faee85f
type
Increasingly Lethal Enemy
 Doom II (Video Game) / int_8faee85f
comment
Increasingly Lethal Enemy: The Pain Elementals are Mook Makers which spit out endless amounts of Lost Souls, potentially creating a swarm of them if left unchecked.
 Doom II (Video Game) / int_8faee85f
featureApplicability
1.0
 Doom II (Video Game) / int_8faee85f
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_8faee85f
 Doom II (Video Game) / int_90f48bb1
type
Hard Mode Mooks
 Doom II (Video Game) / int_90f48bb1
comment
Hard Mode Mooks: Just like in the first game, monsters are flagged with which difficulties they can appear on, which is used to increase the concentration of monsters, feature stronger ones earlier, and/or even replace lower-tier ones with stronger ones as you increase the difficulty. MAP01: Entryway has only nine monsters on ITYTD and HNTR and triples those numbers on UV and NM; the Hell Knight first appears on MAP05: The Waste Tunnels on UV above and is otherwise held back until MAP06: The Crusher; and on UV and NM, three of said Hell Knights in MAP06 are replaced with the first appearance of the Spider Mastermind, which otherwise doesn't appear until two-thirds of the way through the game in MAP20.
 Doom II (Video Game) / int_90f48bb1
featureApplicability
1.0
 Doom II (Video Game) / int_90f48bb1
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_90f48bb1
 Doom II (Video Game) / int_911b22d8
type
Suspicious Video-Game Generosity
 Doom II (Video Game) / int_911b22d8
comment
Suspicious Videogame Generosity: The final level starts in a small room with a Mega Sphere, a backpack, several ammo pickups, and every single weapon available in the game.
 Doom II (Video Game) / int_911b22d8
featureApplicability
1.0
 Doom II (Video Game) / int_911b22d8
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_911b22d8
 Doom II (Video Game) / int_92d728e1
type
Resurrection Sickness
 Doom II (Video Game) / int_92d728e1
comment
Resurrection Sickness: When revived by an Arch-Vile or by respawning monsters, enemies' reaction time is set to 16 tics even on Nightmare Difficulty, which makes them considerably more sluggish than monsters on their first "life".
 Doom II (Video Game) / int_92d728e1
featureApplicability
1.0
 Doom II (Video Game) / int_92d728e1
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_92d728e1
 Doom II (Video Game) / int_92dfffae
type
Retraux
 Doom II (Video Game) / int_92dfffae
comment
Retraux: Maps 31 and 32 are a callback to Wolfenstein 3-D. They keep the same fixed height and 90° wall structure as the original maps, with the only real differences being that floors and ceilings have textures now and everything is far larger in scale. They even included the old blue-clad SS enemies, who still cry out "Mein Leben!" when killed.
 Doom II (Video Game) / int_92dfffae
featureApplicability
1.0
 Doom II (Video Game) / int_92dfffae
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_92dfffae
 Doom II (Video Game) / int_940a5958
type
Artificial Stupidity
 Doom II (Video Game) / int_940a5958
comment
Artificial Stupidity: There are some levels where, at least on high difficulties, the only way for the player to survive is to trigger in-fighting to either reduce enemy numbers or get other monsters to take out or weaken one of the big bads like the Cyberdemon; one level, "Gotcha!", is even titled such because its main set-piece is an arena with both a Cyberdemon and a Spider Mastermind in it, wherein it is incredibly easy to set them to fight each other.
 Doom II (Video Game) / int_940a5958
featureApplicability
1.0
 Doom II (Video Game) / int_940a5958
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_940a5958
 Doom II (Video Game) / int_94bc84ad
type
Sdrawkcab Speech
 Doom II (Video Game) / int_94bc84ad
comment
Sdrawkcab Speech: The Final Boss of Level 30, the Icon of Sin, recites the phrase "To win the game, you must kill me, John Romero", reversed and distorted to sound like a demonic chant.
 Doom II (Video Game) / int_94bc84ad
featureApplicability
1.0
 Doom II (Video Game) / int_94bc84ad
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_94bc84ad
 Doom II (Video Game) / int_94ce4e0
type
Black Blood
 Doom II (Video Game) / int_94ce4e0
comment
Black Blood: As with the Game Boy Advance port of the first game, all blood in the GBA port of Doom II is changed to green.
 Doom II (Video Game) / int_94ce4e0
featureApplicability
1.0
 Doom II (Video Game) / int_94ce4e0
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_94ce4e0
 Doom II (Video Game) / int_970c790a
type
Big Bad
 Doom II (Video Game) / int_970c790a
comment
The GBA version censors the two secret levels but in a much tamer way, replacing Swastikas and images of Hitler with imagery from Return to Castle Wolfenstein (such as the Hitler portrait now being series Big Bad Deathshead). The SS Guards were untouched, German dialogue and all.
 Doom II (Video Game) / int_970c790a
featureApplicability
1.0
 Doom II (Video Game) / int_970c790a
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_970c790a
 Doom II (Video Game) / int_98b1dc8f
type
Luck-Based Mission
 Doom II (Video Game) / int_98b1dc8f
comment
Luck-Based Mission: The final boss can summon any demon that isn't a Cyberdemon or Spiderdemon. God help you if it summons a Pain Elemental, or worse, an Arch-Vile.
 Doom II (Video Game) / int_98b1dc8f
featureApplicability
1.0
 Doom II (Video Game) / int_98b1dc8f
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_98b1dc8f
 Doom II (Video Game) / int_9995ec9e
type
Level 1 Music Represents
 Doom II (Video Game) / int_9995ec9e
comment
Level 1 Music Represents: "Running from Evil", the theme for Maps 1 and 15, is probably the most iconic of the Doom II soundtrack. The first Wolfenstein 3D-based secret level averts this, however, using "Evil Incarnate", the theme of the Final Boss level from its expansion Spear of Destiny, rather than its original track.
 Doom II (Video Game) / int_9995ec9e
featureApplicability
1.0
 Doom II (Video Game) / int_9995ec9e
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_9995ec9e
 Doom II (Video Game) / int_999be790
type
Tech-Demo Game
 Doom II (Video Game) / int_999be790
comment
Tech-Demo Game: Although it obviously wasn't the first game to use the Doom engine, its first Wolfenstein 3D level makes a point of showing off all the sorts of things it can do that Wolf3D couldn't - in the middle of a very faithful recreation of Wolfenstein's E1M1, 90-degree surfaces and unchanging floor heights and all, there's a new secret which includes walls at every angle imaginable, floors and ceilings of varying heights to make a staircase, and animated textures.
 Doom II (Video Game) / int_999be790
featureApplicability
1.0
 Doom II (Video Game) / int_999be790
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_999be790
 Doom II (Video Game) / int_9b6e33f3
type
Death by Cameo
 Doom II (Video Game) / int_9b6e33f3
comment
Death by Cameo: John Romero's head is the Big Bad (more accurately, the Big Bad's hit-box, and it can only be found using the "idclip" cheat and walking into the boss' brain).
 Doom II (Video Game) / int_9b6e33f3
featureApplicability
1.0
 Doom II (Video Game) / int_9b6e33f3
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_9b6e33f3
 Doom II (Video Game) / int_9e943076
type
One-Man Army
 Doom II (Video Game) / int_9e943076
comment
One-Man Army: The game takes this further than the first game already did, with the Doomguy out-and-out destroying Hell on his second rampage (Granted, via the death throes of the Final Boss).
 Doom II (Video Game) / int_9e943076
featureApplicability
1.0
 Doom II (Video Game) / int_9e943076
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_9e943076
 Doom II (Video Game) / int_9edbda07
type
Elite Mooks
 Doom II (Video Game) / int_9edbda07
comment
Elite Mooks: A good number of them are introduced in this game: The Revenants are not much resistant compared to the other examples, but their homing head missiles and their impressive mobility make them dangerous enemies. The Mancubi are extremely slow, but are almost as resistant as a Baron of Hell, and their Arm Cannons shoot powerful missiles they don't throw directly at you, but by following a subtle pattern to make sure you will take them. The Arachnotrons are degraded versions of the Spider Mastermind from the first game, except they use rapid-firing Plasma Cannons: they are less resistant than the Mancubi, but more mobile (when they're not firing) and as destructive as them. The Arch-Viles are not only extremely mobile and resistant, but they only need to see you to hurt you with their flames, and their ability to summon or resurrect lesser mooks makes them primary targets, forcing you to expose yourself to their flames.
 Doom II (Video Game) / int_9edbda07
featureApplicability
1.0
 Doom II (Video Game) / int_9edbda07
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_9edbda07
 Doom II (Video Game) / int_a03f04d4
type
Ceiling Corpse
 Doom II (Video Game) / int_a03f04d4
comment
Ceiling Corpse: The second secret level ends with four Keen corpses hanging from the ceiling.
 Doom II (Video Game) / int_a03f04d4
featureApplicability
1.0
 Doom II (Video Game) / int_a03f04d4
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_a03f04d4
 Doom II (Video Game) / int_a1a1491e
type
Homage
 Doom II (Video Game) / int_a1a1491e
comment
Homage: There are two secret levels lifted almost directly from Wolfenstein 3-D, the second of which ended with an appearance by a quartet of (soon-to-be) dead Commander Keens.
 Doom II (Video Game) / int_a1a1491e
featureApplicability
1.0
 Doom II (Video Game) / int_a1a1491e
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_a1a1491e
 Doom II (Video Game) / int_a37e27db
type
Back from the Brink
 Doom II (Video Game) / int_a37e27db
comment
Back from the Brink: The backstory has the combined forces of humanity making one last counter-offensive to retake the Starport and evacuate Earth. Every last one of them is annihilated besides the protagonist, who must then retake the Starport himself and save the day.
 Doom II (Video Game) / int_a37e27db
featureApplicability
1.0
 Doom II (Video Game) / int_a37e27db
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_a37e27db
 Doom II (Video Game) / int_a3a89f82
type
Planet Heck
 Doom II (Video Game) / int_a3a89f82
comment
Planet Heck: Doomguy pays Hell another visit in this game, except this time he fights them on Earth before going to Hell, and this time he actually destroys Hell, and afterwards idly wonders where bad folks will go when they die.
 Doom II (Video Game) / int_a3a89f82
featureApplicability
1.0
 Doom II (Video Game) / int_a3a89f82
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_a3a89f82
 Doom II (Video Game) / int_a414c3f0
type
One-Hit Kill
 Doom II (Video Game) / int_a414c3f0
comment
One-Hit Kill: During the Final Boss fight, the Icon of Sin will send diabolical cubes that summon enemies upon landing on the floor. If you're positioned right where a cube lands, the summoned enemy will Tele-Frag you, killing you instantly.
 Doom II (Video Game) / int_a414c3f0
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1.0
 Doom II (Video Game) / int_a414c3f0
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1.0
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Doom II (Video Game) / int_a414c3f0
 Doom II (Video Game) / int_a5e998f0
type
Hitbox Dissonance
 Doom II (Video Game) / int_a5e998f0
comment
Hitbox Dissonance: Revenants have a very tall sprite, with them appearing even taller than Barons. However the height of their hurtbox and collision box is 56 units, the same as all the other smaller enemies. As a result, you won't be able to shoot a Revenents from an upper platform when only the top of its body is visible, and a Revenant can walk into places too short for its sprite, resulting in it clipping through the ceiling. Mancubi's fireballs have sprites that are much larger than the fireballs of Imps, Cacodemons, and the Hell Nobles, however their hitbox is the same size as them, so the edges of their fireballs will not register as hitting anything. Conversely, the plasma bolts of Arachnotrons have sprites the size of around those smaller fireballs, yet their hitbox is over twice as wide.
 Doom II (Video Game) / int_a5e998f0
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1.0
 Doom II (Video Game) / int_a5e998f0
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_a5e998f0
 Doom II (Video Game) / int_aa5d87af
type
Secret Level
 Doom II (Video Game) / int_aa5d87af
comment
Secret Level: The game contains two secret levels with maps more or less directly ported from Wolfenstein 3-D. The second secret level was only accessible from within the first, using the same exit from the Wolf3D version of the level that lead to that game's first secret level.
 Doom II (Video Game) / int_aa5d87af
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1.0
 Doom II (Video Game) / int_aa5d87af
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_aa5d87af
 Doom II (Video Game) / int_ac2094ca
type
Red Shirt
 Doom II (Video Game) / int_ac2094ca
comment
Red Shirt: Just like in the original, the backstory detailed in the instruction manual describes Doomguy entering the base with a team of soldiers, but all of them die before the game begins.
 Doom II (Video Game) / int_ac2094ca
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1.0
 Doom II (Video Game) / int_ac2094ca
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_ac2094ca
 Doom II (Video Game) / int_ad4a45be
type
Final Boss
 Doom II (Video Game) / int_ad4a45be
comment
Icon of Sin, named after the Final Boss. A giant lake of blood, a demon hundreds of feet tall, and a reverse shooting gallery with rows of monsters blasting away at you.
 Doom II (Video Game) / int_ad4a45be
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1.0
 Doom II (Video Game) / int_ad4a45be
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_ad4a45be
 Doom II (Video Game) / int_b0e18b32
type
Unique Enemy
 Doom II (Video Game) / int_b0e18b32
comment
Unique Enemy: The secret levels based on Wolf3D have that game's blue-clad SS enemies to populate them. They're a lot less dangerous here than in their home game, in part because of your arsenal and your armor, so the developers throw more of them at you to help make up for your superior firepower.
 Doom II (Video Game) / int_b0e18b32
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1.0
 Doom II (Video Game) / int_b0e18b32
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1.0
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Doom II (Video Game) / int_b0e18b32
 Doom II (Video Game) / int_b23e7ba9
type
Real Is Brown
 Doom II (Video Game) / int_b23e7ba9
comment
Real Is Brown: One of the earliest codifiers of this trope, where while the original Doom had a bit of variety in its environments' coloring, Doom 2 is fairly infamous for most of its textures being some shade of brown and other dull colors, making the maps appear quite drab in comparison. Even in this game's hell levels, where you would have more leeway to get creative with the environment, the maps are still predominantly brown.
 Doom II (Video Game) / int_b23e7ba9
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1.0
 Doom II (Video Game) / int_b23e7ba9
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1.0
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Doom II (Video Game) / int_b23e7ba9
 Doom II (Video Game) / int_b42b7e7b
type
Moral Myopia
 Doom II (Video Game) / int_b42b7e7b
comment
Moral Myopia: The Arch-Vile is Hell's healer. It screams "why?" as it dies, because it has no idea why you wanted to kill it. After all, it surely can't be those deadly fire spells it was attacking you with. The creature is also puzzled as to why you don't want it to revive the fallen demons, ignoring that said demons have tried to kill you.
 Doom II (Video Game) / int_b42b7e7b
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1.0
 Doom II (Video Game) / int_b42b7e7b
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1.0
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Doom II (Video Game) / int_b42b7e7b
 Doom II (Video Game) / int_b47d95be
type
No OSHA Compliance
 Doom II (Video Game) / int_b47d95be
comment
No OSHA Compliance: Rivers of toxic ooze run though the middle of a high-tech military base, for no particular reason. The strategy guide practically calls this trope out by name, in its description for the Radiation Suit: "OSHA may not like it, but to get the job done, you're going to have to handle some toxic waste every now and then."
 Doom II (Video Game) / int_b47d95be
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1.0
 Doom II (Video Game) / int_b47d95be
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_b47d95be
 Doom II (Video Game) / int_b53077b3
type
Take That!
 Doom II (Video Game) / int_b53077b3
comment
Take That!: In "Grosse", four copies of the titular hero of Commander Keen are hung by a noose, with the player required to shoot them to get to the end of the level. John Romero stated that Adrian Carmack, who had worked on Commander Keen, hated the games and the character, and this was his way of getting even.
 Doom II (Video Game) / int_b53077b3
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1.0
 Doom II (Video Game) / int_b53077b3
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_b53077b3
 Doom II (Video Game) / int_b55698cd
type
Normal Fish in a Tiny Pond
 Doom II (Video Game) / int_b55698cd
comment
Normal Fish in a Tiny Pond: The Wolfenstein SS are this. They were fearsome in Wolfenstein 3D, where you had just bullets, but when you get shotgun shells and rocket launchers they become pushovers.
 Doom II (Video Game) / int_b55698cd
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1.0
 Doom II (Video Game) / int_b55698cd
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1.0
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Doom II (Video Game) / int_b55698cd
 Doom II (Video Game) / int_baaf641a
type
King Mook
 Doom II (Video Game) / int_baaf641a
comment
King Mook: Inverted with Arachnotrons, which are the minion version of the Spider Mastermind who first appeared in Doom. Also inverted with Hell Knights, which are weaker versions of Barons of Hell.
 Doom II (Video Game) / int_baaf641a
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1.0
 Doom II (Video Game) / int_baaf641a
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_baaf641a
 Doom II (Video Game) / int_bc2c77d5
type
Living Structure Monster
 Doom II (Video Game) / int_bc2c77d5
comment
Living Structure Monster: The Icon of Sin, a wall with a picture of a demon on it and the Final Boss, attacks you by summoning his various demonic flunkies to fight you. Its weak-point is a point on his "head" which lets you pump rockets directly into its brain.
 Doom II (Video Game) / int_bc2c77d5
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1.0
 Doom II (Video Game) / int_bc2c77d5
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1.0
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Doom II (Video Game) / int_bc2c77d5
 Doom II (Video Game) / int_bcf69f60
type
Short-Range Shotgun
 Doom II (Video Game) / int_bcf69f60
comment
Short-Range Shotgun: The double-barreled shotgun was probably the Trope Maker; it shoots 20 pellets for a combined damage equivalent to a direct hit from a rocket, but its spread is so huge, including vertical spread the basic shotgun doesn't have, that you need to be close enough to hug the demon first for all the pellets to connect. The sheer power and great ammo efficiency of it, combined with the player's agility that allows them to safely weave in for close-ranged shots, makes the Super Shotgun extremely useful to the point that it's generally the default weapon to use among higher-level players.
 Doom II (Video Game) / int_bcf69f60
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1.0
 Doom II (Video Game) / int_bcf69f60
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_bcf69f60
 Doom II (Video Game) / int_be3e7584
type
Brutal Bonus Level
 Doom II (Video Game) / int_be3e7584
comment
In the Master Levels, the level codenamed Teeth.wad ("The Express Elevator of Hell") serves this purpose (and it's also listed last in the map list in the expansion as included within the Unity ports of Doom II). The level is a complex, challenging facility with an elevator that branches into eight paths (one per floor) which are also identified by number; it is filled with powerful enemies, and requires cleverness for a successful navigation due to parts in some paths that can only open from others; it also features a secret exit leading to a Brutal Bonus Level. Its music is "Evil Incarnate", which was originally the theme for the final level of Spear of Destiny.
 Doom II (Video Game) / int_be3e7584
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1.0
 Doom II (Video Game) / int_be3e7584
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1.0
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Doom II (Video Game) / int_be3e7584
 Doom II (Video Game) / int_bee47cc0
type
No Sympathy Between Mooks
 Doom II (Video Game) / int_bee47cc0
comment
No Sympathy Between Mooks: A notable subversion occurs with the Arch-Vile enemy whose main task is to resurrect fallen comrades. Although he can attack the player with a fairly devastating psychic explosion attack, he will normally spend most of his time searching for corpses to bring back to life. Though Arch-Viles will never revive slain Arch-Viles, Cyberdemons or Spider Masterminds.
 Doom II (Video Game) / int_bee47cc0
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1.0
 Doom II (Video Game) / int_bee47cc0
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_bee47cc0
 Doom II (Video Game) / int_bfae65a4
type
Guilt-Based Gaming
 Doom II (Video Game) / int_bfae65a4
comment
One of the messages that can show up when the player attempts to quit:
 Doom II (Video Game) / int_bfae65a4
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1.0
 Doom II (Video Game) / int_bfae65a4
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_bfae65a4
 Doom II (Video Game) / int_c12f0c4
type
Outrun the Fireball
 Doom II (Video Game) / int_c12f0c4
comment
Outrun the Fireball: Level 23, "Barrels O' Fun", has this with groups of exploding barrels and enemies that can set them off.
 Doom II (Video Game) / int_c12f0c4
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1.0
 Doom II (Video Game) / int_c12f0c4
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_c12f0c4
 Doom II (Video Game) / int_c3f6e68
type
Dem Bones
 Doom II (Video Game) / int_c3f6e68
comment
The Revenants are not much resistant compared to the other examples, but their homing head missiles and their impressive mobility make them dangerous enemies.
 Doom II (Video Game) / int_c3f6e68
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1.0
 Doom II (Video Game) / int_c3f6e68
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_c3f6e68
 Doom II (Video Game) / int_c58b8d92
type
Instakill Mook
 Doom II (Video Game) / int_c58b8d92
comment
Instakill Mook: If the Icon of Sin spawns an enemy on top of the player, it will instantly kill them via Tele-Frag, even if God Mode is enabled.
 Doom II (Video Game) / int_c58b8d92
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1.0
 Doom II (Video Game) / int_c58b8d92
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_c58b8d92
 Doom II (Video Game) / int_c75c63a3
type
Blackout Basement
 Doom II (Video Game) / int_c75c63a3
comment
Blackout Basement: Maps 05, 10 and 25, which are respectively "The Waste Tunnels", "Refueling Base" and "Bloodfalls". Once again, there's a Light Amplification Visor power up that gives you perfect fullbright vision for a limited time, but it's rarely put in the levels; with the limited engine, varying light levels and effects are crucial to level atmosphere. The invulnerability powerup also effectively makes everything perfectly lit as part of its inverted B&W vision effect, but being what it is, it's even rarer than the LAV.
 Doom II (Video Game) / int_c75c63a3
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1.0
 Doom II (Video Game) / int_c75c63a3
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_c75c63a3
 Doom II (Video Game) / int_c75df49a
type
Shout-Out
 Doom II (Video Game) / int_c75df49a
comment
Shout-Out: The Wolfenstein 3-D levels. One of them even has several Commander Keens hanging from the ceiling that you have to kill to open the exit. One of the messages that can show up when the player attempts to quit: The finale says "You wonder where bad folks will go when they die, now."
 Doom II (Video Game) / int_c75df49a
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1.0
 Doom II (Video Game) / int_c75df49a
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_c75df49a
 Doom II (Video Game) / int_c7dcdf6a
type
Last Ditch Move
 Doom II (Video Game) / int_c7dcdf6a
comment
Last Ditch Move: The Pain Elementals release a handful of Lost Souls when they die.
 Doom II (Video Game) / int_c7dcdf6a
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1.0
 Doom II (Video Game) / int_c7dcdf6a
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_c7dcdf6a
 Doom II (Video Game) / int_ca95473c
type
Series Continuity Error
 Doom II (Video Game) / int_ca95473c
comment
Series Continuity Error: The instruction manual's backstory refers to the protagonist as having stopped the invasion on "Mars base" and having had time to retire from the military and arrive home on Earth in a drop pod before realizing anything is up, even though the first Doom was set on the two moons of Mars, Phobos and Deimos, not the red planet itself, and the game concluded with Doomguy returning to earth from Hell via a portal to immediately discover the demons are already there. Some players have tried to resolve this error by suggesting that the player character of Doom II is actually a completely different person, who defeated the demons on Mars while Doomguy was battling them on the moons, and who also just happens to look exactly like him somehow.
 Doom II (Video Game) / int_ca95473c
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1.0
 Doom II (Video Game) / int_ca95473c
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_ca95473c
 Doom II (Video Game) / int_caf89e54
type
Taking You with Me
 Doom II (Video Game) / int_caf89e54
comment
Taking You with Me: A guide book for the game noted that a rocket launcher should only be used in close quarters if it is "your last great act of defiance."
 Doom II (Video Game) / int_caf89e54
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1.0
 Doom II (Video Game) / int_caf89e54
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_caf89e54
 Doom II (Video Game) / int_cd30716e
type
Boring Return Journey
 Doom II (Video Game) / int_cd30716e
comment
Boring Return Journey: The end has your character taking the long trek back home after practically destroying Hell.
 Doom II (Video Game) / int_cd30716e
featureApplicability
1.0
 Doom II (Video Game) / int_cd30716e
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_cd30716e
 Doom II (Video Game) / int_d03c7b28
type
Kill Enemies to Open
 Doom II (Video Game) / int_d03c7b28
comment
Kill Enemies to Open: "Dead Simple" (MAP07) starts the player inside a cloister with several mancubi. Once all the mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing them raises the central platform so that you can exit. The 15th stage of the Master Levels requires defeating groups of enemies to activate contraptions that allow the player to progress, such as the Revenants outside the building to access a teleporter, Arachnotrons to open the inner corners of the buildings, and the last wave of Hell Knights to lower the column holding the blue key.
 Doom II (Video Game) / int_d03c7b28
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1.0
 Doom II (Video Game) / int_d03c7b28
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_d03c7b28
 Doom II (Video Game) / int_d0ea147f
type
A.I. Breaker
 Doom II (Video Game) / int_d0ea147f
comment
A.I. Breaker: One technical concession of the GBA port is how it sacrifices enemies' tendency to aggressively pursue the player far from their spawn points. This is a weakness you can leverage on harder difficulties to retreat to safer areas to find items.
 Doom II (Video Game) / int_d0ea147f
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1.0
 Doom II (Video Game) / int_d0ea147f
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_d0ea147f
 Doom II (Video Game) / int_d15c1086
type
Boss-Only Level
 Doom II (Video Game) / int_d15c1086
comment
Boss-Only Level: Icon of Sin (the final level) is technically this, though the eponymous Icon is also a Mook Maker and will fill the level with enemies once you start the fight. The second secret level, being a Call-Back to Wolfenstein 3-D, has this trait on lower difficulties (Hurt Me Plenty and above add SS Nazis to the level; there's also the four hanging Commander Keens you have to kill to exit the level, but they're totally harmless). The secret level accessible from the Express Elevator to Hell in the Master Levels consists of a very wide room with at least 20 Cyberdemons (up to 34 in the highest difficulty setting) and a Spider Mastermind. The trick is to crush them with the ceiling while using an Invincibility Power-Up. On the way to the exit, there are a few regular enemies, but they're easy to deal with.
 Doom II (Video Game) / int_d15c1086
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1.0
 Doom II (Video Game) / int_d15c1086
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_d15c1086
 Doom II (Video Game) / int_d1b98800
type
Heart Container
 Doom II (Video Game) / int_d1b98800
comment
Heart Container: On top of all the health and armor power-ups from the first game, Doom II features the introduction of the Megaspheres, which instantly fill you to 200 health and megaarmor.
 Doom II (Video Game) / int_d1b98800
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1.0
 Doom II (Video Game) / int_d1b98800
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_d1b98800
 Doom II (Video Game) / int_d525f857
type
Sci-Fi Writers Have No Sense of Scale
 Doom II (Video Game) / int_d525f857
comment
Sci-Fi Writers Have No Sense of Scale: The demons apparently hold the population of Earth hostage, but Doomguy is able to save them and evacuate the entire planet just by liberating one spaceport in some unspecified location. Even if the population of Earth was slimmed down considerably by the demonic invasion, Doomguy would still have to search the entire planet for survivors, since it is doubtful that the demons would bring them all to one spot, and there are countless places where they could be holed up.
 Doom II (Video Game) / int_d525f857
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1.0
 Doom II (Video Game) / int_d525f857
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 Doom II (Video Game)
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Doom II (Video Game) / int_d525f857
 Doom II (Video Game) / int_d6f284a3
type
Anti-Frustration Features
 Doom II (Video Game) / int_d6f284a3
comment
Anti-Frustration Features: The Archviles can't resurrect certain enemies: most importantly, they can't resurrect other Archviles, for obvious reasons, but Spiderdemons and Cyberdemons are also unable to be revived, since that would be just plain unfair given the amount of punishment they need to put down the first time. They also can't resurrect anything that doesn't leave behind a corpse, so no resurrecting a Lost Soul or Pain Elemental, though this is due to game limitations as much as it is a deliberate design choice.note There's a rare bug which allows monsters to be resurrected as "ghosts" which clip through walls and can only be harmed by splash damage from rockets, if their corpse is crushed into a pile of gore by a door or other crusher. Lost souls that manage this still can't be resurrected because they lack the necessary resurrection frames, but a Pain Elemental that leaves a corpse behind in this manner can. Lost Souls do not count towards your kill percentage score at the end of a map, due to them being infinitely spawnable by Pain Elementals. So besides saving a player the hassle of having to hunt down every Lost Soul spat out by a Pain Elemental, it also safeguards against 100% kills becoming unachievable in instances where a common glitch occurs that leaves Lost Souls permanently stuck in walls after being expelled from a slain Pain Elemental. This behavior was also backported to the original game with v1.666, which was released near-concurrently with the launch of Doom II. Console ports of the day are exempt from this, however, since they're built off of code compiled from v1.2 for the Atari Jaguar port; Doom II ports simply added what new assets and maps their consoles could fit over the existing code rather than recompiling v1.666. Also, in the original version of Doom II, Pain Elementals cannot spawn more Lost Souls if there are too many Lost Souls already existing in the level, to help reduce how hard of an FPS drop the game might have if Pain Elementals weren't capped. A symptom of this change is that if there are too many Lost Souls placed in the level already, the Pain Elemental can't attack, such as with one that can be found early into Map 09 on Ultra-Violence.
 Doom II (Video Game) / int_d6f284a3
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1.0
 Doom II (Video Game) / int_d6f284a3
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_d6f284a3
 Doom II (Video Game) / int_d9384864
type
Post-Defeat Explosion Chain
 Doom II (Video Game) / int_d9384864
comment
Post-Defeat Explosion Chain: The Final Boss on level 30 is the Icon of Sin, a huge portrait of Baphomet that's a Mook Maker, spawning random monsters from an aperture in its forehead. When defeated by launching rockets into that aperture, the Doom engine generates a series of rocket explosions all over the face of Baphomet before segueing to a text screen declaring the player victorious.
 Doom II (Video Game) / int_d9384864
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1.0
 Doom II (Video Game) / int_d9384864
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_d9384864
 Doom II (Video Game) / int_db6230b7
type
Lightning Bruiser
 Doom II (Video Game) / int_db6230b7
comment
Lightning Bruiser: Archviles are the fastest moving enemies in the game outside a charging Lost Soul and Demons/Spectres on nightmare difficulty, while having the fourth highest HP in the game with 700 alongside the lowest pain chance of any monster, and an attack that will always do a very high 80 damage.
 Doom II (Video Game) / int_db6230b7
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1.0
 Doom II (Video Game) / int_db6230b7
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_db6230b7
 Doom II (Video Game) / int_dba1f5b5
type
Ultimate Showdown of Ultimate Destiny
 Doom II (Video Game) / int_dba1f5b5
comment
Map 20 contains a large antechamber with a Cyberdemon and a Spider Mastermind on two opposite platforms. No prizes for guessing the easiest way to waste them both. The level is appropriately named 'Gotcha!' This sequence exists mostly to try and answer the Ultimate Showdown of Ultimate Destiny-style question of who would win. It's usually the Cyberdemon, but the Spider Mastermind's odds improve in inverse proportion to the distance between them. Gotcha! is just on the Cyberdemon's side, although Spidey does sometimes win if you can get him to start firing from the side of his platform closest to the Cyberdemon. In some rare cases, they can end up killing each other.
 Doom II (Video Game) / int_dba1f5b5
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1.0
 Doom II (Video Game) / int_dba1f5b5
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1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_dba1f5b5
 Doom II (Video Game) / int_dee6ef31
type
Enemy Summoner
 Doom II (Video Game) / int_dee6ef31
comment
Enemy Summoner: Pain Elementals, which only summon Lost Souls, and the Icon of Sin, which summons almost every kind of enemy in the game.
 Doom II (Video Game) / int_dee6ef31
featureApplicability
1.0
 Doom II (Video Game) / int_dee6ef31
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_dee6ef31
 Doom II (Video Game) / int_df858e81
type
Shoot the Medic First
 Doom II (Video Game) / int_df858e81
comment
Shoot the Medic First: The Archvile can revive fallen foes, so killing this guy first is essential. However, he can also deal out a ton of damage with his line-of-sight attack.
 Doom II (Video Game) / int_df858e81
featureApplicability
1.0
 Doom II (Video Game) / int_df858e81
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_df858e81
 Doom II (Video Game) / int_e1645c04
type
Set a Mook to Kill a Mook
 Doom II (Video Game) / int_e1645c04
comment
Set a Mook to Kill a Mook: Map 8 has a room with a Cyberdemon looking at you, and several Barons of Hell looking at the Cyberdemon. The trick? Don't fire a shot - the Cyberdemon will shoot at the Barons trying to get to you, and they'll retaliate. Wait until one group disposes of the other, then take down what's left. No wonder it's called Tricks And Traps. Map 20 contains a large antechamber with a Cyberdemon and a Spider Mastermind on two opposite platforms. No prizes for guessing the easiest way to waste them both. The level is appropriately named 'Gotcha!' This sequence exists mostly to try and answer the Ultimate Showdown of Ultimate Destiny-style question of who would win. It's usually the Cyberdemon, but the Spider Mastermind's odds improve in inverse proportion to the distance between them. Gotcha! is just on the Cyberdemon's side, although Spidey does sometimes win if you can get him to start firing from the side of his platform closest to the Cyberdemon. In some rare cases, they can end up killing each other. Several demons have different infighting rules regarding them: While the game treats Barons of Hell and Hell Knights as different enemies, they have a hard-coded immunity to each others' projectiles, meaning they cannot infight without the aid of a barrel. This exception was removed in Doom 64, where they'll infight as normal. Pain Elementals can target other monsters upon being damaged, but since their "projectiles" are the Lost Souls they summon, monsters will retaliate against the Lost Souls they spawn rather than the Pain Elemental itself, meaning a monster will never engage a Pain Elemental. This was sorta-fixed in Doom 64; while monsters will still retaliate against the Lost Souls, they can now retaliate against a Pain Elemental if the Pain Elemental hits them with their new melee attack. Archviles can engage other monsters as normal, but monsters are coded to never retaliate back against Archviles. Archviles additionally do not have a targeting threshold, meaning they will always instantly switch targets upon being damaged, even in the middle of their attack.
 Doom II (Video Game) / int_e1645c04
featureApplicability
1.0
 Doom II (Video Game) / int_e1645c04
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_e1645c04
 Doom II (Video Game) / int_e57bd3dd
type
Wolfpack Boss
 Doom II (Video Game) / int_e57bd3dd
comment
Wolfpack Boss: MAP07 "Dead Simple" involves facing off against a wave of Mancubi followed by a wave of Arachnotrons in order to beat the level. Both are mid-tier enemies with moderate health and firepower which are also introduced in this level, becoming regular enemies immediately afterward.
 Doom II (Video Game) / int_e57bd3dd
featureApplicability
1.0
 Doom II (Video Game) / int_e57bd3dd
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_e57bd3dd
 Doom II (Video Game) / int_e5b75009
type
"Psycho" Strings
 Doom II (Video Game) / int_e5b75009
comment
"Psycho" Strings: The title screen's music, contrasting the upbeat rock music heard in the first game's title screen.
 Doom II (Video Game) / int_e5b75009
featureApplicability
1.0
 Doom II (Video Game) / int_e5b75009
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_e5b75009
 Doom II (Video Game) / int_e9cd9c8a
type
Asset Actor
 Doom II (Video Game) / int_e9cd9c8a
comment
Asset Actor: The two secret levels are recreations of, respectively, Floors 1 and 9 from the first episode of Wolfenstein 3-D. While the SS guardians make an appearance as mooks, the dogs are replaced by demons. Also, the original boss of that Episode (Hans Grosse), who should appear in the second secret level (based on Floor 9), is absent, but a Cyberdemon appears in his place to roleplay as him.
 Doom II (Video Game) / int_e9cd9c8a
featureApplicability
1.0
 Doom II (Video Game) / int_e9cd9c8a
featureConfidence
1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_e9cd9c8a
 Doom II (Video Game) / int_ea0d06f0
type
Bookcase Passage
 Doom II (Video Game) / int_ea0d06f0
comment
Bookcase Passage: The game introduces a bookcase texture for walls, which leads to many, many, many exact examples of this trope in maps featuring library-like areas.
 Doom II (Video Game) / int_ea0d06f0
featureApplicability
1.0
 Doom II (Video Game) / int_ea0d06f0
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_ea0d06f0
 Doom II (Video Game) / int_ea826f60
type
Descending Ceiling
 Doom II (Video Game) / int_ea826f60
comment
Descending Ceiling: In MAP06: "The Crusher", the titular crusher houses either Hell Knights or (on Ultra-Violence and Nightmare) the Spider Mastermind, who guards a Plasma Rifle. You can hit a switch causing the ceiling to fall and squish them to death. The Spider Mastermind is especially notable since at this point in the game you are likely otherwise ill-equipped to take her in a straight fight, but the crusher combined with the other enemies she will invariably infight with ensures a fast and simple defeat.
 Doom II (Video Game) / int_ea826f60
featureApplicability
1.0
 Doom II (Video Game) / int_ea826f60
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_ea826f60
 Doom II (Video Game) / int_ead1e891
type
Dancing Mook Credits
 Doom II (Video Game) / int_ead1e891
comment
Dancing Mook Credits: The ending lets you watch the moving, action, and death sequences of all the enemies (and yourself!) in a never-ending (looping) parade of slaughter and screams, which are killed and advanced to the next enemy with a key-press.
 Doom II (Video Game) / int_ead1e891
featureApplicability
1.0
 Doom II (Video Game) / int_ead1e891
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_ead1e891
 Doom II (Video Game) / int_f3f391f6
type
Fission Mailed
 Doom II (Video Game) / int_f3f391f6
comment
Fission Mailed: Near the end of the Final Boss battle, if Doomguy gets killed right after launching a rocket and this projectile successfully lands onto the weak point of the Icon of Sin, the boss will die and the game will register this as a victory.
 Doom II (Video Game) / int_f3f391f6
featureApplicability
1.0
 Doom II (Video Game) / int_f3f391f6
featureConfidence
1.0
 Doom II (Video Game)
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Doom II (Video Game) / int_f3f391f6
 Doom II (Video Game) / int_f470199
type
Franchise Codifier
 Doom II (Video Game) / int_f470199
comment
Franchise Codifier: While the original Doom has thrilling battles against hordes of demons, its levels also have a fair amount of exploration as in addition to some horror-inspired sequences and soundtracks. The sequel features levels that focus more heavily on combat and fast movement, which became the series' trademarks.
 Doom II (Video Game) / int_f470199
featureApplicability
1.0
 Doom II (Video Game) / int_f470199
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f470199
 Doom II (Video Game) / int_f4a0408f
type
Wake-Up Call Boss
 Doom II (Video Game) / int_f4a0408f
comment
Wake-Up Call Boss: The seventh level, "Dead Simple" is a Wolfpack Boss consisting of groups of two of the game's new high-level monsters, Mancubi and Arachnotrons. Mancubi fire in a difficult-to-evade spread pattern, while Arachnotrons pelt the player with plasma balls continuously. Both are deadly. Unlike the original Doom enemies, merely strafing around each fireball as it comes near isn't enough – you had to pay attention to your surroundings and to the enemies' attack patterns and move smartly if you want to survive. The appearance of Chaingunners and Revenants in previous levels hint that the simplistic shoot-and-strafe combat tactics that could get you through the first game won't work anymore, but "Dead Simple" hammers the point home.
 Doom II (Video Game) / int_f4a0408f
featureApplicability
1.0
 Doom II (Video Game) / int_f4a0408f
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f4a0408f
 Doom II (Video Game) / int_f51f4509
type
Tagline
 Doom II (Video Game) / int_f51f4509
comment
Tagline: "Let the obession begin. Again."
 Doom II (Video Game) / int_f51f4509
featureApplicability
1.0
 Doom II (Video Game) / int_f51f4509
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f51f4509
 Doom II (Video Game) / int_f5920574
type
Hero-Tracking Failure
 Doom II (Video Game) / int_f5920574
comment
Hero-Tracking Failure: The game added a bevy of new demons with scattered/homing/instant-hit attacks, all intended to defeat simple circle-strafing tactics that were prevalent in the first game and bring keyboard-and-mouse players back in line with those who only used one or the other.
 Doom II (Video Game) / int_f5920574
featureApplicability
1.0
 Doom II (Video Game) / int_f5920574
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f5920574
 Doom II (Video Game) / int_f64a9cf7
type
Earn Your Happy Ending
 Doom II (Video Game) / int_f64a9cf7
comment
Earn Your Happy Ending: Doomguy not only stops the demonic invasion, but he basically destroys Hell in the process. While millions are dead from the demonic invasion, at least the survivors have a future.
 Doom II (Video Game) / int_f64a9cf7
featureApplicability
1.0
 Doom II (Video Game) / int_f64a9cf7
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f64a9cf7
 Doom II (Video Game) / int_f711f899
type
Rank Inflation
 Doom II (Video Game) / int_f711f899
comment
Rank Inflation: The end-of-level screen gives out three percentages: percent of secrets found, percent of items collected, and percent of enemies killed. However, the final level features a boss that continually spawns more enemies while you try to kill it with rockets. Once you beat the level, the enemies killed number just keeps going up, reaching well into the thousands.
 Doom II (Video Game) / int_f711f899
featureApplicability
1.0
 Doom II (Video Game) / int_f711f899
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f711f899
 Doom II (Video Game) / int_f821e963
type
The Very Definitely Final Dungeon
 Doom II (Video Game) / int_f821e963
comment
The Very Definitely Final Dungeon: Icon of Sin, named after the Final Boss. A giant lake of blood, a demon hundreds of feet tall, and a reverse shooting gallery with rows of monsters blasting away at you. In the Master Levels, the level codenamed Teeth.wad ("The Express Elevator of Hell") serves this purpose (and it's also listed last in the map list in the expansion as included within the Unity ports of Doom II). The level is a complex, challenging facility with an elevator that branches into eight paths (one per floor) which are also identified by number; it is filled with powerful enemies, and requires cleverness for a successful navigation due to parts in some paths that can only open from others; it also features a secret exit leading to a Brutal Bonus Level. Its music is "Evil Incarnate", which was originally the theme for the final level of Spear of Destiny.
 Doom II (Video Game) / int_f821e963
featureApplicability
1.0
 Doom II (Video Game) / int_f821e963
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_f821e963
 Doom II (Video Game) / int_fd4f8299
type
Well-Intentioned Extremist
 Doom II (Video Game) / int_fd4f8299
comment
Well-Intentioned Extremist: The Archvile is an evil healer. His death sound is a girl saying "why?" (much distorted); he wonders why on earth anyone would want to kill him, since from his point of view he's only doing good (by resurrecting dead monsters). He's also trying to burn you to death in the meantime, which he apparently can't imagine you'd be upset about.
 Doom II (Video Game) / int_fd4f8299
featureApplicability
1.0
 Doom II (Video Game) / int_fd4f8299
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_fd4f8299
 Doom II (Video Game) / int_ff8afd14
type
Spider Tank
 Doom II (Video Game) / int_ff8afd14
comment
Spider Tank: The Arachnotrons are demonic spiders with mechanical lower halves with four legs and either a plasmagun (for the Arachnotrons). Though they are actually giant brains (with faces) atop mechanical spider-legged platforms.
 Doom II (Video Game) / int_ff8afd14
featureApplicability
1.0
 Doom II (Video Game) / int_ff8afd14
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_ff8afd14
 Doom II (Video Game) / int_name
type
ItemName
 Doom II (Video Game) / int_name
comment
 Doom II (Video Game) / int_name
featureApplicability
1.0
 Doom II (Video Game) / int_name
featureConfidence
1.0
 Doom II (Video Game)
hasFeature
Doom II (Video Game) / int_name
 Doom II (Video Game) / int_name
itemName
Doom II (Video Game)

The following is a list of statements referring to the current page from other pages.

 Doom II (Video Game)
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Abandoned Mine / int_c7aa3c5c
 Doom II (Video Game)
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Airborne Mook / int_c7aa3c5c
 Doom II (Video Game)
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American Video Games / int_c7aa3c5c
 Doom II (Video Game)
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Arena Shooter / int_c7aa3c5c
 Doom II (Video Game)
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Asset Actor / int_c7aa3c5c
 Doom II (Video Game)
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Asteroids Monster / int_c7aa3c5c
 Doom II (Video Game)
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Autobots, Rock Out! / int_c7aa3c5c
 Doom II (Video Game)
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Back from the Brink / int_c7aa3c5c
 Doom II (Video Game)
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Background Boss / int_c7aa3c5c
 Doom II (Video Game)
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Baphomet / int_c7aa3c5c
 Doom II (Video Game)
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Boring Return Journey / int_c7aa3c5c
 Doom II (Video Game)
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Boss-Arena Idiocy / int_c7aa3c5c
 Doom II (Video Game)
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Boss in Mook Clothing / int_c7aa3c5c
 Doom II (Video Game)
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Boss-Only Level / int_c7aa3c5c
 Doom II (Video Game)
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Boss Room / int_c7aa3c5c
 Doom II (Video Game)
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Brain Monster / int_c7aa3c5c
 Doom II (Video Game)
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Breather Level / int_c7aa3c5c
 Doom II (Video Game)
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Brown Note / int_c7aa3c5c
 Doom II (Video Game)
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Brutal Bonus Level / int_c7aa3c5c
 Doom II (Video Game)
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Ceiling Corpse / int_c7aa3c5c
 Doom II (Video Game)
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Cephalothorax / int_c7aa3c5c
 Doom II (Video Game)
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Creator Cameo / int_c7aa3c5c
 Doom II (Video Game)
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Curtain Call / int_c7aa3c5c
 Doom II (Video Game)
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Damage-Sponge Boss / int_c7aa3c5c
 Doom II (Video Game)
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Dancing Mook Credits / int_c7aa3c5c
 Doom II (Video Game)
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Dead-End Room / int_c7aa3c5c
 Doom II (Video Game)
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Death by Cameo / int_c7aa3c5c
 Doom II (Video Game)
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Degraded Boss / int_c7aa3c5c
 Doom II (Video Game)
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Demon Works / int_c7aa3c5c
 Doom II (Video Game)
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Descending Ceiling / int_c7aa3c5c
 Doom II (Video Game)
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Developer's Room / int_c7aa3c5c
 Doom II (Video Game)
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Difficulty Spike / int_c7aa3c5c
 Doom II (Video Game)
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Down the Drain / int_c7aa3c5c
 Doom II (Video Game)
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Easy Level Trick / int_c7aa3c5c
 Doom II (Video Game)
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Elevator Action Sequence / int_c7aa3c5c
 Doom II (Video Game)
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Enemy Roll Call / int_c7aa3c5c
 Doom II (Video Game)
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Enemy Summoner / int_c7aa3c5c
 Doom II (Video Game)
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Everybody's Dead, Dave / int_c7aa3c5c
 Doom II (Video Game)
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Expansion Pack / int_c7aa3c5c
 Doom II (Video Game)
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Fan Remake / int_c5d8483c
 Doom II (Video Game)
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Fireballs / int_c7aa3c5c
 Doom II (Video Game)
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Fission Mailed / int_c7aa3c5c
 Doom II (Video Game)
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Flunky Boss / int_c7aa3c5c
 Doom II (Video Game)
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Ghost City / int_c7aa3c5c
 Doom II (Video Game)
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Gimmick Level / int_c7aa3c5c
 Doom II (Video Game)
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Harder Than Hard / int_c7aa3c5c
 Doom II (Video Game)
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Hell on Earth / int_c7aa3c5c
 Doom II (Video Game)
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Helpful Mook / int_c7aa3c5c
 Doom II (Video Game)
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Heroic Mime / int_c7aa3c5c
 Doom II (Video Game)
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Hitbox Dissonance / int_c7aa3c5c
 Doom II (Video Game)
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Homing Projectile / int_c7aa3c5c
 Doom II (Video Game)
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Hybrid Monster / int_c7aa3c5c
 Doom II (Video Game)
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Hyperactive Metabolism / int_c7aa3c5c
 Doom II (Video Game)
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Idiosyncratic Menu Labels / int_c7aa3c5c
 Doom II (Video Game)
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Instakill Mook / int_c7aa3c5c
 Doom II (Video Game)
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Interface Screw / int_c7aa3c5c
 Doom II (Video Game)
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Item-Drop Mechanic / int_c7aa3c5c
 Doom II (Video Game)
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It's Up to You / int_c7aa3c5c
 Doom II (Video Game)
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Kaizo Trap / int_c7aa3c5c
 Doom II (Video Game)
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Kill Enemies to Open / int_c7aa3c5c
 Doom II (Video Game)
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King Mook / int_c7aa3c5c
 Doom II (Video Game)
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Last Ditch Move / int_c7aa3c5c
 Doom II (Video Game)
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Last Lousy Point / int_c7aa3c5c
 Doom II (Video Game)
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Load-Bearing Boss / int_c7aa3c5c
 Doom II (Video Game)
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Missing Secret / int_c7aa3c5c
 Doom II (Video Game)
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Mission-Pack Sequel / int_c7aa3c5c
 Doom II (Video Game)
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Mook Maker / int_c7aa3c5c
 Doom II (Video Game)
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Mook Medic / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
New Game Plus / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
No-Gear Level / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
No Swastikas / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
No Sympathy Between Mooks / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Non-Human Undead / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Noob Bridge / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Normal Fish in a Tiny Pond / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Nostalgia Level / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Offscreen Start Bonus / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Outrun the Fireball / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Over 100% Completion / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Post-Defeat Explosion Chain / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
"Psycho" Strings / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Recycled Soundtrack / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Revenant Zombie / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Sawed-Off Shotgun / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Seal the Breach / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Second Hour Superpower / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Secret Level / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Sequence Breaking / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Set a Mook to Kill a Mook / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Short-Range Shotgun / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Shotguns Are Just Better / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Spider Tank / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Stationary Boss / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Stock Sound Effects / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Stress-Relieving Gameplay / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Stringy-Haired Ghost Girl / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Subliminal Seduction / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Summon Bigger Fish / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Super-Persistent Missile / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Suspicious Video-Game Generosity / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Teleporting Keycard Squad / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
The Ark / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
The Cameo / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
The Very Definitely Final Dungeon / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
To Hell and Back / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Underground Monkey / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Unintentionally Unwinnable / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Unique Enemy / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Video Games of 1990–1994 / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Wake-Up Call Boss / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Wolfpack Boss / int_c7aa3c5c
 Doom II (Video Game)
hasFeature
Writing Around Trademarks / int_c7aa3c5c
 DOOMII
sameAs
Doom II (Video Game)