Demon

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For the Demon in Doom 3, see Demon (Doom 3).
A demon attacking the player near the exit of Level 3: The Gantlet, in Doom II.
A demon attacking the player near the exit of Level 3: The Gantlet, in Doom II.

The demon is a relatively big, bulky, vaguely humanoid monster. The Doom II manual refers to it as: Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off. The id Software staff has called the monster pinky in reference to its coloration, especially during the development of Doom 3, when a new version of the monster was designed, although they made it grayish instead of pink.

Contents

[edit] Combat characteristics

Demons do not have a ranged attack, so they are no threat at long range. However, they have a huge advantage over many of their counterparts: speed. They can outrun any monster except the charging lost soul, the cyberdemon, and the arch-vile. Due to its speed, the demon closes distances very quickly, often running towards the player in a zig-zag pattern, making it harder to hit, and helping corner the player. Under Nightmare! or with the fast monsters setting, the demon moves and attacks twice as fast, thus becoming the fastest monster in the game, and the second quickest to attack, after the cyberdemon.

In the original Doom, demons were usually found alone or in small numbers, but in Doom II, which offers the player the powerful super shotgun, they are often found in larger packs. They emit a loud snarl when they are killed.

[edit] Tactical analysis

A very useful weapon against demons is arguably the chainsaw; the demon is unable to attack the player when being damaged with the chainsaw, and the chainsaw does not use up any ammunition. However, the shotgun is also effective since it can cause damage at longer ranges, and the super shotgun can kill a demon at close range with one blast. Another quick way of killing them without wasting ammo is to punch them to death when in berserk mode (generally taking anywhere from one to three such punches).

In monster infighting, healthy demons are able to make short work of former humans and imps, and are generally the easiest monster to trick into attacking other enemies. Demons actually appear to be considerably less intelligent (or more oblivious) than imps, as they often run around for quite a long time aimlessly before attacking the player.

[edit] Notes

  • The name of the demon thing or object in the source code is MT_SERGEANT, as the it fits into the role of a "demon sergeant" according to the Doom Bible in section 7.2. Correspondingly, the root of the sprite name of the monster is SARG.

[edit] Data

Attributes
ID #3002 (decimal), BBA (hex)
Hit points150
Speed10 map units/frame
(175.0 map units/second)
Width60
Height56
Reaction time8
Pain chance180 (70.31%)
Mass400
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameSARG
Alert soundDSSGTSIT
Action soundDSDMACT
Pain soundDSDMPAIN
Death soundDSSGTDTH
Melee attack
Damage4-40
SoundDSSGTATK
Damage done by a demon's bite
Damage done by a demon's bite
Bites needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.161.2039
Player (100%
health, security armor)
7.321.33511
Player (200%
health, combat armor)
18.861.601522
Barrel1.500.6615
Trooper1.500.6615
Sergeant1.970.7715
Wolfenstein SS2.980.9527
Imp3.290.9927
Chaingunner3.840.9928
Lost Soul5.161.2039
Commander Keen5.161.2039
Demon7.481.31511
Spectre7.481.31511
Boss Brain212.151.59817
Revenant14.311.571118
Cacodemon18.861.601522
Pain Elemental18.861.601522
Hell Knight23.521.501927
Arachnotron23.521.501927
Mancubus28.151.352432
Arch-Vile32.841.303036
Baron of Hell46.721.794251
Spider Mastermind139.432.32134144
Cyberdemon185.642.97180192

  1. This table assumes that all calls to P_Random for damage, pain chance, and blood splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
  2. Assumes that direct hits are possible, which does not occur in any stock map.

[edit] Appearance statistics

In classic Doom, the demon is first encountered on these maps:

GameITYTD and HNTRHMPUV and NM
Ultimate DoomE1M3: Toxin RefineryE1M3: Toxin RefineryE1M3: Toxin Refinery
Doom IIMAP03: The GantletMAP02: UnderhallsMAP02: Underhalls
TNT: EvilutionMAP01: System ControlMAP01: System ControlMAP01: System Control
PlutoniaMAP02: Well of SoulsMAP01: CongoMAP02: Well of Souls

The IWADs contain the following numbers of demons:

GameITYTD and HNTRHMPUV and NM
Ultimate Doom163303443
Doom II94213331
TNT: Evilution137208219
Plutonia105123139

[edit] Doom RPG

In Doom RPG, the demon appears as the "pinky" class of monster. There are three variations, identified by color:

  • Bull demon (olive green)
  • Pinky (normal colors)
  • Belphegor (blue)

A pinky will attack automatically the moment the player steps into an adjacent square, even if it has already moved that turn. They are resistant to rockets and susceptible to shotgun attacks.

[edit] See also

Monsters from Doom and Doom II
Arachnotron | Arch-vile | Baron of hell | Cacodemon | Commander Keen | Cyberdemon | Demon | Heavy weapon dude | Hell knight | Imp | Lost soul | Mancubus | Pain elemental | Revenant | Shotgun guy | Spectre | Spiderdemon | Zombieman | Wolfenstein SS | See also final boss
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