Proto:Daikatana (PC)/Pre-Alpha/Enemies

Enemies
Most of the enemies that appear in the pre-alpha have made it to the final product, but they look and sound much different in the pre-alpha when compared to their final version.

A few of the E1 and E2 enemies can be seen in-game. The rest are in the game's files, but only some can be viewed because of a model and texture format that cannot be viewed in any model or image viewer.

All of the enemies in the pre-alpha have sounds, but quite a few use a temporary sound that can be heard in the “Sounds” section.

Inmater
The pre-alpha Inmater looks quite similar to the final version; it keeps the general shape and color scheme, but the head texture, drill color and right arm are different between the pre-alpha and final versions.

There are a few behavior differences between the prototype and final Inmaters. The prototype Inmater fires a burst of two Quake grenades at the player, while the final one fires a laser. In addition, the proto Inmater will never use its drill, while the final one does.

A string in “world.dll” suggests that Inmaters are supported to seek out prisoners, but Inmaters near prisoners will mindlessly walk around until you aggro them, and after that they will only pursue you.

Of note is that Inmaters can be harmed and killed by the splash damage from their grenades, though this usually happens only if the player is right next to their left arm when they fire.

Sludgeminion
The Sludgeminion looks and behaves much different compared to the final version's. Instead of being a gigantic, bulky mech that fires slime from its arms, the pre-alpha Sludgeminion is a thin and tall robot with an alarm to the left of its head that takes out two grenades from its scoop\right hand and throws them at the player. The grenades do not explode, suggesting they are temporary models. The only functioning animation it has is its attack animation.

Most of the pre-alpha's Sludgeminion's sounds are completely different, but the surprising thing is that both the pre-alpha and final ones have an almost identical“noticed player” sound. This makes it one of the few things from the pre-alpha that managed to get into the final game untouched.

Strings in “world.dll” suggest that the Sludgeminion was supposed to be able scoop sludge placed in a map, but the Sludgeminion does nothing until it sees the player.

Roboskeet
A few Roboskeets are placed here and there throughout the levels, but they have no AI, causing them to stay in one place while looping their “fly” animation. If a Roboskeet is shot, it will play a “recoil” animation, then stop animating. If killed, it will play an animation of it hitting the ground.

Thunderskeet
The Thunderskeet is placed in levels, but like it's smaller brother, the Robotskeet, it has no AI. It is even less complete than the Robotskeet, as it has no animations and lacks solidarity, making it essentially a level prop.

Froginator
A skin for the Froginator exists in data\skins and a model exists in data\models, but it does not exist in the included E1 map. Sounds for it exist as well; they are a lot less robotic than the final's. They can be downloaded at.

Robocrox
The Robocrox is the same as the Froginator; skin and model exist, but it is not in the included E1 level.

It's sounds can be downloaded at.

Centurion
The Centurion is one of the few Episode 2 enemies in-game. He has the final's basic design, but has a much lighter pallet and has no skulls on his armor, while the final one does.

He behaves the same as the final's, though the melee attack range is longer than the animation indicates. He has a strange AI glitch that causes him to stop chasing the player, stand in place and attack even though the player is not within the Centurion's attack range.

The only Centurion sound that isn't a temporary sound is his attack sound, which sounds a lot different when compared to the final version.

Griffon
The Griffon lacks the ability to fly in the pre-alpha, which essentially makes it a clone of the Centurion. It looks a lot less muscly than the final version and has a completely different head color (grey instead of white).

Skeleton
The Skeleton looks much blockier and has rougher-looking textures than the final version's, but behaves the same as the final's.

The Skeleton has a complete set of sounds. The pre-alpha sounds a bit less creepy than the final's. They can be downloaded at.

Of note is that the \data\skins folder has a .bmp for the Skeleton that shows a slightly different skin than the one seen in the pre-alpha; the skeleton's shield has a skull in-game, while the .bmp one in \data\skins has seven silver orbs on it. The .bmp shield design also appears in concept art for the Skeleton.

Spider
A .bmp texture (in addition to it's .skin texture) for the spider exists in \data\skins. It shows that the Spider was much lighter than the one in the final. It also has a complete set of sounds that sound less vicious than the final's.

The sounds can be downloaded at.

A piece of concept art for the Spider is actually a modified version of this skin.

Harpy
The Harpy's skin and model files exist in the game's files, but as there is no way to view nor place the Harpy in a map, it is unknown what she looks like. All of her sounds use the temporary sound.

Siren
A listing for a “monster_siren” can be found in world.dll, but there is no art nor sounds associated with it. However, there is concept art for a female enemy named Siren. Based on it's being female and it's name being derived from a Greek myth, it is very likely that the Siren would appear in Episode 2.

Episode 3
While there is no Episode 3 map, models and skins for Episode 3 enemies exist in the game's files.

Buboid
A .bmp of the Buboid's skin can be found in the \data\skins folder. It shows that the Buboid looks a lot less monstrous in the prototype than in the final version.

The Buboid's sounds are complete. They make it sound more like some sort of animal\human hybrid than the final's zombie sounds.

Rat
It has a model, which is not viewable, and a .bmp texture that is viewable. It looks a lot less muscly and demonic than the final's does.

Most of its sounds are complete as well; the only missing ones are its death sounds. A pack with the proto and final sounds can be found at.

Fletcher
A model and skin for the Fletcher exist, but they cannot be viewed. However, the Fletcher does a mostly-complete set of sounds. These sound vastly different; the Fletcher sounds like a young, obnoxious kid, his “wander” sounds are him giggling like an idiot and his “sight” sounds are him talking about him giving you his “cookies”, which are actually turds. The only incomplete parts of his sound set is that he uses the temporary sound for his injured sounds and has no death sounds at all. This is a major contrast to the final Fletcher, who sounds like a generic fantasy hero talking about “removing the darkness” and the like.

A pack that contains the proto and final Fletcher sounds can be downloaded at.

Dwarf
The model and textures for the Dwarf exist in the game's files, but cannot be viewed. However, it has a full set of sounds, most of which sound close to the final's, but what he actually says is different.

The sounds can be downloaded at.

Lycanthir
The Lycanthir's model and skin are in the files, but cannot be viewed. Its sounds exist for the most past; only the death animations use the temporary sound. They both use wolf-like sounds, but the final's sounds are more louder and vicious than the proto's.

The sounds can be downloaded at.

Doombat
Like other Episode 3 enemies, the Doombat has a model and texture, but they cannot be viewed. Unlike most of the other E3 enemies, the Doombat has a complete set of sounds. Quite a view of its sounds are merely lower quality versions of the final's, but there are a few differences, such as in the attack sound.

It's sounds can be found at.

Dragon Egg
The Dragon Egg is an enemy that does not appear in the final version. Since it is a dragon, it was probably supposed to go into Episode 3, as E3 is basically a Dungeons and Dragons module, where a dragon would fit nicely. Its model and texture are unviewable and it has no sounds.

Concept art for this enemy exists, which gives a chance to see what the Dragon Egg might look like in the pre-alpha.

Rotworm
The Rotworm's model is unviewable, but it has a very incomplete texture. It also has a semi-complete set of sounds. The attack, death and see player sounds use the temporary sound, but everything else has its own unique sounds. The pre-alpha's sounds are mostly things like gloop moving around, while the final's are monstrous yells.

These sounds can be obtained at.

Episode 4
Same deal as Episode 3; no Episode 4 level is in the prototype, but skins and models for the E4 enemies exist.

Gangster 1
A .bmp skin for an enemy named Gang1 exists in \data\skins. He is wearing a leather jacket, sunglasses and olive pants. He looks a lot more modern than the futuristic gangsters in the final version. He also appears to be holding some sort of device.

Based on Gangster1's sounds, this device is actually a pipebomb, as there are sounds of something bouncing called “pipebounce(x)” and exploding, which point to a pipebomb. There is also concept art of an enemy named “Pipe Gang Dude” holding a similar-looking device.

Speaking of sounds, the Gangster1 has a complete set of sounds. These can be downloaded at.

This gangster has been completely removed from the final version.

Gangster 2
A .bmp of a texture for another Gangster enemy exists in \data\skins. This gangster looks similar to the previous Gangster, but he is wearing bluejeans, different boots and a green beret. He appears to be holding a crude Uzi.

Like Gangster 1, he has a full set of sounds. His voice is deeper than Gangster 1's and he says different things as well.

Unlike Gangster 1, this enemy appears in the final version as the Uzi Gangster, but with a completely different look. The final one looks like a Mad Max\Fallout reject and has completely different sounds.

A .rar containing the pre-alpha and final sounds can be found at.

Flying Gangster
A texture and model exist for the Flying Gangster enemy. Unlike most of the other models, the Flying Gangster model is viewable in a standard Quake 1 model viewer. However, when the model is opened, it is just the Quake 1 player model. He has no sounds either.

Chaingun Gangster
The only parts of the Chaingun Gangster that exist in the pre-alpha is a very incomplete sound set and a reference in world.dll. The only parts of the Chaingun Gangster's sounds that are not the temporary sound are the fire sounds. They are much louder than the final's firing sounds.

Rocket Gangster
The Rocket Gangster is the same as the Chaingun Gangster; the only references to it are a mention in world.dll and a very incomplete sound set. The only sounds that are not the temporary ones are the firing sounds, which is similar to the final's, but has a much more powerful-sounding beginning.

Female Gangster
The Female Gangster has a model and texture, but these are unviewable. Her sound set consist of temporary sounds, so there is no way to see or hear her.

Black and White Prisoners
There are early models and skins for the Black and White Prisoners that appear during the prison segment of Episode 4, but these are unviewable. However, the sound sets for the White Prisoner is complete. The pre-alpha White Prisoner sounds a lot friendlier and nervous than the final's, who sounds like a paranoid hardass.

The Black Prisoner shares the White's sound set, which is likely temporary, as a friendly\semi-nervious white guy doesn't fit a stereotypical black prisoner at all.

Their soundsets can be downloaded at

Other Enemies
Enemies that appear in the code and\or have models and textures, but don't appear in the final game and don't seem to fit any specific time period.

Tentaclor
The Tentaclor has an unviewable model and texture, but it does have sounds. The only sounds that exist for it in the pre-alpha are its idle sounds. The sounds can be downloaded at

Concept art for the Tentaclor exists, which is the only way to see what this enemy looked like.

Robog
A very incomplete .bmp texture for an enemy named “robog” exists in the data\skins folder. There is no coding associated with this enemy.

Quake monster leftovers
Models for the Shambler and Demon enemies from Quake 1 can be found in the game's files, but are unused. It's likely these are placeholder models for enemies whose models were still being worked on.