Imp

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For the imp in Doom 3, see Imp (Doom 3).
An imp fighting our hero in E1M1: Hangar
An imp fighting our hero in E1M1: Hangar

The imp is a human-sized humanoid monster, the most common opponent encountered in id Software's IWADs. It is leather brown in color, with red eyes, a number of white bony spikes on its body, and equally white claws on its hands and feet.

The Doom instruction manual says:

You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s.

Contents

[edit] Combat characteristics

An imp attacks by hurling a single fireball, which inflicts direct projectile damage. At melee range, it employs a clawing attack.

[edit] Tactical analysis

The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a teleportation trap, in close quarters, or when surrounded).

An imp can usually be killed by a single shotgun shell and often by six bullets. As the citation above implies, facing multiple imps with a pistol takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high pain chance sometimes makes it difficult for it to retaliate when damaged often.

Imps often come in packs, and the super shotgun is particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three.

Melee against an imp should usually be avoided by novices as it is much trickier than against a demon, as the imp is quicker with its clawing attack than the generally less dexterous demon. The chainsaw takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area, hit-and-run tactics with the berserk fist are safe and effective, as long as the player is not under fire from different sides.

Although its ranged attack and hit point total give it an advantage against the lesser zombies, the imp can easily find itself outmatched during monster infighting. A single imp fighting a shotgun guy may yet call victory, but a demon or spectre can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any even larger monster will more than likely put an imp out of its misery.

Imp fireballs move fifty percent faster than usual when either the Nightmare! skill level or the -fast command line parameter are used, and these are hurled rather persistently by the monster as long as a target is in sight.

[edit] Notes

  • The Doom source code gives the object name MT_TROOP and the sprite root name TROO to the imp, arguably because imps were called "demon troops" in the Doom Bible, being the main and more common force of monsters of a directly demonic origin in the invasion. According those early plans, the imps were meant to belong to a different species than the demon troops and were described as more traditionally impish in design; small flying demons, possibly like those eventually found in Heretic, which were apparently called gargoyles mainly to distinguish them from the existing Doom monster, since they look like commonplace imps.

[edit] Data

Attributes
ID #3001 (decimal), BB9 (hex)
Hit points60
Speed8 map units/frame
(93.3 map units/second)
Width40
Height56
Reaction time8
Pain chance200 (78.13%)
Mass100
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameTROO
Alert soundDSBGSIT1 or
DSBGSIT2
Action soundDSBGACT
Pain soundDSPOPAIN
Death soundDSBGDTH1 or
DSBGDTH2 (normal)
DSSLOP (gibs)
Melee attack
Damage3-24
SoundDSCLAW
Ranged attack
TypeProjectile
Speed10 map units/tic
(350 map units/second)
Damage3-24
Width6
Height8
Sprite nameBAL1
SoundDSFIRSHT (firing)
DSFIRXPL (impact)
Damage done by an imp's clawing attack
Damage done by an imp's clawing attack
Damage done by an imp's fireball
Damage done by an imp's fireball

[edit] Appearance statistics

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

GameITYTD and HNTRHMPUV and NM
Ultimate DoomE1M1: HangarE1M1: HangarE1M1: Hangar
Doom IIMAP01: EntrywayMAP01: EntrywayMAP01: Entryway
TNT: EvilutionMAP01: System ControlMAP01: System ControlMAP01: System Control
PlutoniaMAP01: CongoMAP01: CongoMAP01: Congo

The IWADs contain the following numbers of imps:

GameITYTD and HNTRHMPUV and NM
Ultimate Doom487771974
Doom II4889051223
TNT: Evilution86112061357
Plutonia371406436

[edit] Doom RPG

In Doom RPG, the imp appears as a class of monster. There are three variations, identified by color:

  • Impling (green)
  • Imp (normal colors)
  • Imp lord (red with green eyes)

[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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