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- This article is about the original Doom games monster Mancubus. For the monster in Doom 3, see Mancubus (Doom 3).
The Mancubus is a horrendously large, cybernetic humanoid monster shambling about on sturdy, stumpy elephant-like legs, glaring at opponents through hateful green eyeballs without irises or pupils, while dribbling the remains of dead victims from its lusting mouth, displaying sharp yellow fangs. To make matters worse, it has huge flamethrowers for arms; capable of spouting a rapid series of scathing fireballs powered by a pair of fuel tanks grafted directly 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."
A Mancubus will make a gurgling/snorting sound that goes in crescendo into a short, monstrous tiger-like snare, when spotting a player. When killed, it lets out a low-pitched exhale of air as its head is split in two and its top half blasted apart, breaking in half the fuel tubes near it. Its body then begins to slowly divide in half, the skin and flesh tearing open and shriveling inwards, unleashing deluges of blood, until all that remains are folds of ripped flesh, blood-soaked bones and ribs, and its green eyeballs spilling out between the two disembodied fireball launchers. This is quite possibly the goriest death sequence of any enemy.
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. Much like Cacodemons, Mancubi have a high pain chance and generally aren't able to fire when under attack from a chaingun or plasma rifle. The rocket launcher is possibly the most effective weapon against the Mancubi. Furthermore, because they pause briefly before attacking, and also give out their distinctive "come tomorrow" 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 end up taking 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 will fly off diagonally to the other side (left or right, depending on the player's location); 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. Their huge build and high pain chance can afford a player an opportunity to conserve ammo and health by using a Mancubus as a "living shield". This tactic can be risky, but in a situation of other monsters, especially when there are chaingunners or Arachnotrons lurking near a Mancubus, it can work to the player's advantage.
- The latex model of the monster used as a base for the sprite, seen here, has three pairs of nipples. The extra nipples are not really distinguishable in the in-game representation, where only the upper "normal" ones are seen, although their intended locations can still be seen.
- The Mancubus's face is very similar to that found in the megasphere.
- A fitting explanation for the name of the monster seems to be a bastardized combination of the termination of the medieval demon names succubus and incubus preceded by the syllable man-, possibly refering to the Latin verb manducāre, which means "to chew" or "to devour". Manducus is also the Latin word for glutton (the syllable man- is also the beginning of the Latin word mancus, meaning "maimed" or "with a crippled or missing limb", alluding to the fact that the monster has flamethrowers instead of arms).
- The Mancubus, along with the Demon, Spiderdemon and Cyberdemon, are the only monsters whose dying sound clips includes noise other than the monsters' vocals; in this case, there is an audible gurgling as its blood pours out.
- The attack grunt sounds like the Mancubus is saying "ANIMAL".
- The Mancubus, like the Arch-Vile and the Pain Elemental, are the only monsters who has its own unique pain sound clips; in this case, the Mancubus makes a low grunt in its pain state.
- The Mancubus also shares its presence sound clips with the Trooper.
- In a ZDoom-based source port, if the player is killed by a Mancubus (monster is credited with delivering the blow that reduces player's health to 0%), an obituary message is displayed at the top of the screen: "[player name] was squashed by a Mancubus".
- The Mancubus can be used by level designers to trigger Tag 666 in MAP07 of any Doom II-based or Final Doom-based megawad (sectors assigned this tag will lower when all Mancubi on the level are killed).
- In Brutal Doom, Mancubi fireballs can deal small radius damage upon close impact, like rockets. Their cannons now have a firing sound similar to a deep air pump and can be acquired by mutilating/destroying the monster via chainsaw or rocket launcher and pressing key 8 (key 9 from v18 onwards), similarly to the Revenant's hellish shoulder missile launchers. Also the cannons leave leftover flames which can cause damage if the player walks over them. Starting in v20, the monster also has a short-to-medium range flamethrower attack. The Mancubus' contribution to monster-monster battles is excellent,since the flamethrower attack can damage a lot of enemies at the same time.
|Fireballs needed to kill1||Mean|| Standard|
health, no armor)
health, security armor)
health, combat armor)
|Baron of hell||28.43||2.43||23||34|
- 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.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
In classic Doom, the Mancubus is first encountered on these maps:
|Game||ITYTD and HNTR||HMP||UV and NM|
|Doom II||MAP07: Dead Simple||MAP07: Dead Simple||MAP07: Dead Simple|
|TNT: Evilution||MAP03: Power Control||MAP03: Power Control||MAP03: Power Control|
|Plutonia||MAP01: Congo||MAP01: Congo||MAP01: Congo|
The IWADs contain the following numbers of mancubi:
|Game||ITYTD and HNTR||HMP||UV and NM|
While their function in Doom 64 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. Their fireballs are smaller and appear more like fiery brimstone. Their movement style (body bobbing continually to the sides while walking, with both arms rigidly reaching straight in horizontal in front of its body) is very reminiscent of zombies in real-life vintage undead-themed horror movies.
This type of Mancubus appears on the cover of an issue of Nintendo Power featuring a spread of Doom 64, including a two-page poster that features it in conjunction with other demons.
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.
|Monsters from Doom and Doom II|
|Monsters from Doom 64|
|Monsters from the Sony PlayStation version of Doom|