Mancubus

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For the mancubus in Doom 3, see Mancubus (Doom 3).
A gathering of mancubi in Level 7: Dead Simple, in Doom II.
A gathering of mancubi in Level 7: Dead Simple, in Doom II.

The mancubus is an enormously bloated yet tough demonic monster shambling about on sturdy stump-like legs, glaring at opponents through hateful green eyes, while dribbling the remains of its victims from a lusting mouth, displaying sharp yellow fangs. To make things worse, its arms have been replaced by huge flame throwers capable of spouting a rapid series of scathing bursts of flame, which are powered by a pair of tanks grafted onto the obese monster's back. The game manual describes the mancubus as follows: The only good thing about fatso is that he's a nice wide target. Good thing, because it takes a lot of hits to puncture him. He pumps out fireballs like there was no tomorrow.

This monstrosity makes its first appearance in a level of Doom II where the player is forced to fight them to break through a fortified area controlled by the enemy.

Contents

[edit] Tactical analysis

Mancubi are dangerous opponents, but have a number of exploitable weaknesses. They are slow, and make large targets, so are easy to kill with rapid-fire weapons. Furthermore, because they pause briefly before attacking, and also give out their distinctive battle cry before firing, it is pretty easy to prevent them from attacking using slower weapons, even the super shotgun. When they do attack, it is helpful to attempt to keep one's distance. Otherwise, the player might take two fireballs instead of just one. When dodging from a greater distance, it is important to avoid over-dodging. With the first two attacks from the mancubus, one fireball will go straight toward the player while the other two will fly off to the left or right. In the third volley, one will go left and one right. This pattern can be figured out and used to avoid mancubus attacks.

Once a mancubus has begun to attack its target, it continues to fire (if it remains unhurt while firing) until all six bursts have been discharged, even if the target has moved out of its sight. This characteristic of their attack can be abused to cause monster infighting.

[edit] Notes

  • The latex model of the monster used as a base for the sprite has three pairs of nipples. [1] Although the extra nipples are not really distinguishable in the in-game representation, where only the upper "normal" ones are seen.
  • A fitting explanation for the name of the monster seems to be a bastardized combination of the termination of the medieval demon names succubus or incubus preceded by the root of the Latin word mancus, which means "maimed" or "with a crippled or missing hand" (a derived word that is used in English is manque [2]).

[edit] Data

Attributes
ID #67 (decimal), 43 (hex)
Hit points600
Speed8 map units/frame
(70.0 map units/second)
Width96
Height64
Reaction time8
Pain chance80 (31.25%)
Mass1000
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameFATT
Alert soundDSMANSIT
Action soundDSPOSACT
Pain soundDSMNPAIN
Death soundDSMANDTH
Ranged attack
TypeProjectile
Speed20 map units/tic
(700 map units/second)
Damage8-64 (per fireball)
48-384 (total)
Width6
Height8
Sprite nameMANF (in flight)
BEXP (impact)
SoundDSMANATK (loading)
DSFIRSHT (firing)
DSFIRXPL (impact)
Damage done by a full fireball volley
Damage done by a full fireball volley
Blows needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
3.370.8826
Player (100%
health, security armor)
4.781.0438
Player (200%
health, combat armor)
11.681.70816
Barrel1.270.5113
Trooper1.270.5113
Sergeant1.440.6014
Wolfenstein SS2.040.7715
Imp2.250.7615
Chaingunner2.560.7325
Lost Soul3.370.8826
Commander Keen3.370.8826
Demon4.781.0438
Spectre4.781.0438
Boss Brain27.661.32511
Revenant9.041.46613
Cacodemon11.681.70816
Pain Elemental11.681.70816
Hell Knight14.551.881019
Arachnotron14.551.881019
Mancubus3
Arch-Vile20.102.111425
Baron of Hell28.432.432334
Spider Mastermind84.142.607993
Cyberdemon112.122.48107117

  1. This table assumes that all calls to P_Random for damage, pain chance, impact animations, and backfire checks 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.
  3. Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).

[edit] Appearance statistics

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

GameITYTD and HNTRHMPUV and NM
Doom IIMAP07: Dead SimpleMAP07: Dead SimpleMAP07: Dead Simple
TNT: EvilutionMAP03: Power ControlMAP03: Power ControlMAP03: Power Control
PlutoniaMAP01: CongoMAP01: CongoMAP01: Congo

The IWADs contain the following numbers of mancubi:

GameITYTD and HNTRHMPUV and NM
Doom II153666
TNT: Evilution215384
Plutonia92113140

[edit] Other games

[edit] Doom 64

While their function is unchanged, their appearance is greatly altered. They have less fat and a more bear-like face, are taller and wear a metal body harness.

[edit] Doom RPG

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

  • Behemoth (blue with red eyes)
  • Mancubus (normal colors)
  • Druj (red)

This monster class is weak against rockets.

[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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