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Mancubus

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This article is about the original Doom games monster Mancubus. For the monster in Doom 3, see Mancubus (Doom 3).
Map07 mancubus gathering
A gathering of mancubi in MAP07: Dead Simple, in Doom II.
CybAdded by Cyb

The Mancubus (plural: Mancubi) is a horrendously large, cybernetic humanoid monster shambling about on sturdy, stumpy elephant-like legs, glaring at opponents through hateful green eyes, while dribbling the remains of victims cadaver from its lusting mouth, displaying sharp yellow fangs. To make matters worse, its arms are equipped with huge flamethrowers 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.".

These monstrous creatures makes their first appearance in MAP07: Dead Simple of Doom II, where the player is forced to fight them to break through a fortified area controlled by the enemy.

Tactical analysisEdit

A Mancubus will make a gurgling/snorting sound that crescendos into a monstrous tiger-like roar when spotting a player. 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.

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 ribs and bones, and its green eyeballs spilling out between the two disembodied fireball launchers. This is quite possibly the goriest death sequence of any enemy.

NotesEdit

  • 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 his blood pours out.
  • The attack grunt sounds like the Mancubus is saying "ANIMAL".
  • 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".
  • In Brutal Doom, Mancubi fireballs can deal small radius damage upon close impact, like rockets. Their flamethrowers 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 v0.18 onwards), similarly to the Revenant's hellish shoulder missile launchers. Also the flamethrowers leave leftover flames which can cause damage if the player walks over them. 
  • 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).

Data Edit

Attributes
ID #67 (decimal), 43 (hex)
Hit points600
Speed8 map units per frame
(70.0 map units per second)
Width96
Height64
Reaction time8
Pain chance80 (31.25%)
Pain time6 tics
Mass1000
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameFATT
Alert soundDSMANSIT
Action soundDSMANATK
Pain soundDSMNPAIN
Death soundDSMANDTH
Ranged attack
TypeProjectile
Speed20 map units per tic
(700 map units per second)
Damage8-64 (per fireball)
48-384 (total)
Width6
Height8
Sprite nameMANF (in flight)
BEXP (impact)
SoundDSMANATK (loading)
DSFIRSHT (firing)
DSFIRXPL (impact)
FattHistogram
Damage done by a full fireball volley (all six fireballs hit)
Ryan WAdded by Ryan W
Fireballs 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
Romero's head27.661.32511
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
Spiderdemon84.142.607993
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).

Appearance statistics Edit

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

Other games Edit

Doom 64 Edit

Sshot mancubus64
Doom 64's mancubus in MAP09: Even Simpler
Rutgerman95Added by Rutgerman95

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.

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.

Doom RPG Edit

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.

See alsoEdit

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 | Spider Mastermind | Zombieman | Wolfenstein SS | Final Boss
Monsters from Doom 64
Arachnotron | Baron of Hell | Cacodemon | Cyberdemon | Demon | Hell Knight | Imp |Lost Soul | Mancubus | Nightmare Imp | Pain Elemental | Shotgun Guy | Spectre | Zombieman | Mother Demon
Monsters from the Sony PlayStation version of Doom
Arachnotron | Baron of Hell | Cacodemon | Cyberdemon | Demon | Heavy Weapon Dude | Hell Knight | Imp | Lost Soul | Mancubus | Nightmare Spectre | Pain Elemental | Revenant | Shotgun Guy | Spectre | Spider Mastermind | Zombieman
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