Doom Eternal Icon Of Sin

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Like many others, I wanted to fight a real monster, under the same 'Shoot it until it dies' policy as we used against the Cyberdemon and Spidermastermind in the first game. Ladies and Gentlemen, I present you the missing Doom 2 actor! The real Icon of Sin! This is a MAP30 replacement for Doom 2 or Final Doom.

The Doom Slayer is a silent protagonist, yet unlike most silent protagonists he has a full personality if you pay attention to how he acts when being talked to by Samuel Hayden or whenever something happens in the game. This actually makes sense from a story perspective: while spending so long doing nothing but killing demons in Hell or in stasis because he had a temple dropped on him, he never really would have had a chance or a reason to talk. A couple of years, maybe even a decade and this shouldn't have been an issue, but the Doom Slayer has been doing this for literal eons if the Slayer's Testament is to be believed. There's a chance that he might end up finding his voice if he spends too much time among the humans on Phobos.
The Doom Slayer has a soft side... somewhere in there.
But it will only come out when he's dealing with normal people not actively getting in his way or associating with hell like the civilians on the Phobos base. Every so often he'll have a Pet the Dog moment with one of them being kind in his deeply, deeply jade and battle-hardened way. It will be rough around the edges but just like when he backed up VEGA these occasional moments of not being a blood-crazed berserker will start to endear him to humanity at large earning him abject terror AND respect instead of just the former.Doom
  • There will be an optional animation like the bobbleheads where he pets a bunny. Prove me wrong!
The Doom Slayer will be depicted as a Friend to All Children
In the trailers, we see plenty of adult survivors cower in fear before him. But what about children? Particularly those innocent enough to see the Doom Slayer as their hero and saviour, and not as The Dreaded? Scenes might include him exchanging a fistbump with a random kid.
The Doom Slayer will become a playable character in Super Smash Bros. Ultimate via DLC
Unless they throw in an Old Save Bonus by having a 100% Completion save from the previous game, expect the Doom Slayer to lose every weapon and upgrade he obtained throughout his trip through Mars and Hell. Not that it ever stopped him, to begin with.
  • Justified based on the ending of the previous game. Samuel Hayden rigged his Praetor Suit with a tethering mechanism, so maybe the Slayer had to ditch the suit at some point and find another one.
  • Highly likely, since the reveal trailer shows him wearing what looks like either a new set of armour or a heavily damaged/deteriorated Praetor Suit.
Predictions for new or returning weapons the Doom Slayer will have access to
  • Bayonet
    • Maybe an attachment for multiple weapons besides the super shotgun, allowing for more gruesome kills like in Gears of War as opposed to just bashing with the guns like in the previous game.
      • Sort of confirmed; the bayonet is actually the 'Meat Hook' mod for the super shotgun, which functions like a grappling hook that pulls Doom Slayer towards his enemies.
  • The multiplayer-exclusive weapons from DOOM (2016):
    • Burst Rifle
    • Hellshot
    • Vortex Rifle
    • Reaper
    • Grenade Launcher
      • Sort of confirmed; it's now a shoulder-mounted cannon that replaces the frag grenades from the previous game.
    • Lightning Gun
    • Static Rifle
  • The Crucible energy sword Hayden was carrying at the end of the previous game. Might have to defeat him in a boss fight to get it.
    • Sort of confirmed; The end of the Phobos gameplay footage at Quakecon has the Slayer whip out a Crucible with a different hilt, but it could be the same weapon. Concept art of The Marauder also depicts an axe with an energy blade similar to the Crucible.
  • Unmaker
    • A demonic weapon from Doom 64; it could fire lasers or something else, and use either cells or souls as ammo. It could even become stronger as the Slayer upgrades it.
  • Soul Cube
    • Cameo'd as an unusable object in the previous game.
  • Weapon mods that could return
    • The ability to shoot two shots from the Super Shotgun without reloading
    • Micro Missiles for the Heavy Cannon
      • Confirmed as per the Google Stadia preview.
    • A siege mode for the Ballista
    • Plasma Rifle heat blast
      • Confirmed, the E3 2019 shows footage of the Heat Blast in a Blink-and-You-Miss-It scene.
    • Lock-On Rockets
    • Chaingun turret mode
      • Confirmed this time with Four Barrels!!!
  • Brand-new Weapons:
    • The Boneslinger: This weapon is basically a large cannon that shoots bones harvested from demon corpses. If you Glory Kill an opponent while this gun is out, the Doom Slayer will slice open the opponent and rip out their skeleton, thus replenishing his ammo.
The Slayer's Crucible will have a similar mechanic to the Soul Cube from Doom 3
Provided the Crucible is a weapon accessible like firearms, it can only be accessed by killing a certain number of demons before it can be used, like how the Soul Cube can be launched upon destroying five demons.
The Slayer's Crucible will be an upgrade to the chainsaw
That way they won't have to have lore-based explanations for gas cans being everywhere after the first few levels, and it can function like a Laser Blade; instantly cutting anything you swing it at in half.
The Slayer's Crucible is a sort of transformation ability
It'll have its own bar that fills up every time you kill or you get hit. Getting hit charges the bar faster but is not recommended. Once it fills, it can be activated at any time. It cannot be deactivated once you've used it so one must always find the right time to use it. It can be further upgraded to have a longer charge bar to last longer, deal more damage, increase your temporary damage reduction to yourself and maybe even let you absorb demonic energy and heal yourself for every hit you do on enemies.Seeing as the BFS could potentially serve as a melee counterpart to the BFG, it'd only be fitting to give it this moniker, especially if it's an almighty power weapon that devastates opponents.
The Slayer's Crucible is no other than the Daikatana
We all know the story, we all know the game. And I'm pretty sure that redeeming the blade would be sweet
  • Grabbing the blade can give the Trophy 'I'm about to make you my bi...'
  • Rich get Richer
  • Armoured Offensive
  • In-Flight Mobility
Predictions for new or returning enemy types the Doom Slayer will encounter (mostly from previous games; bold ones are confirmed)
From the original Doom games:Doom eternal icon of sin movie
  • Arachnotron
  • Arch-Vile
  • Pain Elemental
  • Former humans such as Zombieman, shotgun guys and heavy weapon dudes. Unlike the previous game's Possessed Soldiers, these are armed with more traditional hitscan weaponry but serve the same purpose as low-level mooks.
    • Confirmed, they have the looks but otherwise function like the previous game's Possessed Soldiers.
  • Spider Mastermind
    • If Olivia Pierce wasn't the only one. May serve as a miniboss.
  • Cyberdemon
    • If the UAC or Hell made multiple Cyberdemons. May also serve as a miniboss. Maybe one would even be fighting with the Spider Mastermind as a homage to the level Gotcha! of Doom II.
    • He was established to have fought and been killed by the Doom Slayer in the past, so it's not out of the question for it to be the same one back for round 3
  • Icon of Sin
    • Cameod as an Easter egg in the previous game, but perhaps it could be the final boss like in the original game, as either a static enemy or a giant towering demon like in Brutal Doom.
  • A certain developer's head on a spike which was the Icon of Sin's weakness.
  • Wolfenstein SS
    • an Easter egg enemy like those found in the secret levels in Doom II. Maybe it could be based on the newer soldier models in Wolfenstein II: The New Colossus.
  • Commander Keen - or a similar character hanging somewhere as an Easter egg.
From Doom 3:
  • More zombies such as the Z-Sec and Commando.
  • Cherub
  • Guardian of Hell (not to be confused with the similarly named Hell Guard from 2016), Seeker
  • Maggot
  • Sabaoth
  • Tick
  • Trite
  • Vagary
  • Wraith
  • Bruiser
  • Forgotten One
  • Hell Hunter
  • Maledict
  • Vulgar

From Doom 64:

  • Nightmare Imp
The Marauder is a new incarnation of the Cyberdemon
The Marauder is clearly the demonic counterpart to the Doom Slayer, the rival role previously held by the infamous Cyberdemon, whos 2016 incarnation even had carapace armour somewhat resembling the original doom guys armour, similarities appearance wise include similar implants on their chest(although opposite sides)and the much heavier power armour on its left arm in which it wields a powerful gun, mirroring the Cyberdemons cybernetic arm and energy canon, as to why it looks so different? well its body was likely to mangle to be reanimated a second time so perhaps its spirit possessed a human and took up a style renascent of its hated foe to continue its revengeThe Wretch is the one who crafted the Praetor Suit, and the Marauder appears to have his own suit, he also doesn't look as strong as most of the demons, as other then his face and skin color he could pass for a normal, if buff, human, no terrifying claws, no hooves to trample foes, no signs of being able to throw fireballs or being huge, with not much in natural ability's this is the kind of demon that would turn to crafting power armour and guns to allow him to match his demonic brethren, maybe he won't be as much a hated enemy as the others but more a worthy rival or even ally, of course if he is an enemy that would simply mean the Wretch like Hayden was only helping doom guy for his own ends(likely killing rivals in hells power structure) and now that his purpose is done he has no problem getting rid of him
The Marauder is the Betrayer alluded to in the Slayer Testaments
After all, Hell isn't above converting humans to demons, and what better way to 'reward' the Sentinel who betrayed his world to you than to make him into a demon that can fight the Slayer on his own terms? Yes, it's a popular theory that the Doom Slayer and the Betrayer are one and the same, but there's nothing indicating that that's necessarily the case.Since part of that story states that the Betrayer's son was warped into the demons' image. While it's implied that he became the Icon of Sin, this isn't explicitly stated. Also if the Slayer is, in fact, the traitor from that story, imagine how emotionallyjarring it would be for him to fight and kill the Marauder.
  • Bonus points if Deag Grav (the demon priest who screwed the betrayer over) is the Big Bad and is the one who sics the Marauder onto the Slayer in the first place.
  • Extra bonus points if the Marauder attacks the slayer willingly, due to harbouring a massive grudge over the Slayer resurrecting him into what he is today. Maybe he'll pull a Heel–Face Turn and help fight the forces of hell.
The Doomhunter is the Cyberdemon
Everyone is talking about the Marauder, but this guy is just as interesting to me. The Cyberdemon already had a grudge against the slayer before you fought them, and the Doomhunter was described by developers as an 'Arch-Enemy of the Slayer'. In the last game you finished off the Cyberdemon by ripping off his horn and using it to cut off the top half of his head, and the Doomhunter's head is mostly mechanical, and their organic parts have a dried, dead look to them. It is possible that the UAC after you killed the Cyberdemon, rebuilt them a second time, and now they are even angrier than before and actively hunting the Slayer down, hence the name 'Doomhunter'.
All the giant tentacles assaulting Earth belong to the Icon of Sin, which is the final boss.
The end of the original Doom 2 mentions that the Icon's thrashing limbs in its death throes caused drastic damage for miles throughout Hell, to the point of describing Hell as destroyed. Such devastating death throes would be a lot more feasible if the Icon was an Eldritch Abomination with gigantic tentacles spreading across worlds.
  • Samuel Hayden will once again appear as an Affably EvilWell-Intentioned Extremist, and once again will be put through Teeth-Clenched Teamwork with the Doom Slayer. Here, he will realize that his exploiting of Hell wasn't a good idea thanks to its results and now actively tries to save humanity from Hell on Earth, which is why he will call upon the Doom Slayer yet again. His priority will be to try to protect the survivors and salvage what he can (possibly using the Soul Cube), and the Doom Slayer will only work with him if it means saving humanity. The Doom Slayer will also have the option to kill him when the dust settles.
    • Quakecon 2018 footage shows UAC Phobos facility fighting the demons, so seems at least someone in UAC will be playing this role.
  • Deag Grav, the unseen Hell priest from the previous game will appear as the Big Bad. He will be the demon leading the invasion on Earth and shown to be a case of Ambition Is Evil. He previously orchestrated Hell's takeover of Argent D'Nur, an achievement he hoped would cause him to rise through Hell's ranks as a demon lord, but later got scorn for it since this lead to the Doom Slayer's rampage. Here, he will be trying to start anew with his invasion of Earth and as a bonus will seek to kill the Doom Slayer once and for all to make up for his biggest failure.
  • Corrax, who wrote the Corrax tablets, who will be revealed to be the demon who aided the Doom Slayer, and has come back to help him find his way to Earth to stop the invasion.
  • The nameless 'wretch', who gave the Doom Slayer his Praetor armour, perhaps returning to give the latter armour and ability upgrades.
VEGA will return to help the Doom Slayer
Unlikely since the Slayer probably won't find a supercomputer like that on the Mars Facility on Earth, due to VEGA's massive energy requirements. He did manage to make a backup copy of VEGA after shutting him down, so it looks like VEGA's still around in some form.
  • VEGA, still in 'disk form' will interact with the energy/armour that the Doom Slayer excretes/wears. The first half of the game will be a confused voice talking and attempting to speak to the Doom Slayer, only for a mammoth influx of energy to spark VEGA back into life, and for the second half the game, you will have a mission control.
It was VEGA who declared 'INCOMING INVADER' during the demo
And that would indicate that he has become part of the Praetor Suit. And judging from his tone of voice he has become just as angry and determined as the Doom Slayer to eradicate The Legions of Hell.Samuel's willingness to do anything to solve the energy crisis is apparent, and in the interim between the end of the previous game and the reveal trailer for Eternal, it seems his actions have helped to doom Earth and humanity, much worse than what Olivia Pierce did, and thus presumably with a proportionate 'reward' from Hell. However, Samuel's particularly sharp and willful mind may not be as easily subdued, and perhaps he might be able to exert influence with the hordes, especially with the Crucible. And, of course, what is the only remaining purely organic part of his body? The majority of his brain, just like the otherwise biomechanical Icon from Doom II.
Hayden will NOT be the villain
or at least will be a villain who opposes both the Doom Slayer and hell, while he wanted to abuse hells resources for the benefit of humanity, but unlike Olivia he did not want to benefit the demons only use them to benefit humanity, so while its possible he caused the current state of earth it would be entirely by accident, he would not sell out humanity and instead work against the demonic invasion, whether he's willing to ally with the Doom Slayer(or more accurately if the Doom Slayer is willing to ally with him again)is up for debate though
Some old returning enemies will be reinterpreted as angels considering there are now enemy angelic forces
Including cherubs, bruisers, vagaries, and trites.Possibly even a major villain.
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Levels and Environments
One of the new environments (specifically the Geiger-esque gold, white and red area seen in the concept art shown at QuakeCon) is Heaven
In the video, the presenters alluded to this indirectly while showing an environment consisting of cathedrals and castles. Considering that Earth looks the way it does during the demon invasion, and the castle area does not, it's safe to say it's probably not being invaded by Hell. If this turns out to be the case, then Heaven will also be an antagonist in the story.
  • The environment concept art itself sports a biomechanical, white/gold architectural style that stands in very stark contrast with all existing human and demonic architecture. The Doom Slayer was supposedly blessed by 'the Seraphim', so perhaps the strange humanoid in the artwork (making the sign of benediction with his hand, at that) is the Doom universe's equivalent to an angel? Of course, knowing Doom, it's a fair bet that God and Satan Are Both Jerks.
The dull blue area with cathedral-like buildings is the Elder World from Quake I
The game opens with the Doom Slayer breaking himself out of UAC custody, finding out that the demons have overrun Mars and are attempting to escape and make a beeline for Earth. And the Doom Slayer attempts to stop them using the BFG-10,000, only to somehow fail and Hell on Earth happens. Kind of like how Wolfenstein: The New Order begun.
Predictions for classic Easter egg maps:
The classic Easter egg maps were a nice homage to the original games in DOOM (2016), and it would be great to see more classic maps return in Doom Eternal. Not all will be selected, but here are some suggestions:
  • From Doom II:
    • Map 03: The Gauntlet
    • Map 04: The Focus
    • Map 07: Dead Simple
    • Map 11: 'O' of Destruction
    • Map 13: The Factory
    • Map 17: Tenements
    • Map 20: Gotcha!
    • Map 23: Barrels o' Fun
    • Map 25: Bloodfalls
    • Map 27: Monster Condo
    • Map 31: Wolfenstein
    • Map 32: Grosse
The SnapMap Level Editor will return, possibly as a more advanced version
SnapMap was one of the big features that were heavily promoted when DOOM (2016) was unveiled, so it would make sense for the sequel to have a similar editor with more features and assets.
  • As an extra bonus, maps from the previous game will even be playable in Doom Eternal.
    • Unfortunately jossed. To compensate, id Software says they'll be focusing more on the single-player campaign DLC which was lacking in the previous game.
The in-game soundtrack will feature guitar riffs from some of Doom II's most iconic songs
The previous game's soundtrack had a lot of riffs taken from Doom's songs, so why not?
Multiplayer will return, but may have key differences from DOOM (2016)'s multiplayer
The multiplayer mode in the previous game was not as well-received as the campaign, mainly because it played too much like a modern shooter which was antithetical to the old-school game design Doom was well-known for (being developed by Certain Affinity, who were behind the multiplayer of several Halo and Call of Duty games, instead of id Software could explain the similarities). id Software would learn from this and redesign the multiplayer to be more old-school like Quake.
  • Some of the key differences would be:
    • No weapon loadouts - players start with a pistol and weapons are scattered across the levels to be picked up.
    • No hack modules or similar perks that give players certain advantages off the bat.
    • No demon runes - they could return but are heavily nerfed to balance the gameplay for other players.
  • Player and weapon customization may return just for cosmetics.
  • Confirmed. id Software is developing Eternal's multiplayer in-house instead of outsourcing to Certain Affinity.
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Like the previous game, there will be a release for the Nintendo Switch.
  • Bonus points if it's done by the same team Panic Button.
  • Confirmed. The game will release on all consoles Day 1, including the Switch.
  • A continuation of the Fallout WMG for the previous game. Assuming that this game takes place at most a few years after the other Doom game and is set on the East Coast, it could explain why that part of the country is so badly rundown in Fallout 3 and Fallout 4, despite claims in-universe that it wasn't as heavily damaged by the Great War as the West Coast; because the demons ransacked it. Now, why is it that the demons are never seen nor mentioned in the West Coast Fallout games? Because the West Coast was so badly irradiated and desolate that the demons didn't even bother invading it, and instead assumed it was uninhabitable. Alternatively, if there is any amount of lore in the game that suggests mankind thrived in the time period between 2077 and whenever the invasion of Earth takes place, this game could still take place in the Fallout universe, but in a timeline where the Great War never happened.
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The return of mod support
  • Bethesda has recently been pushing mods (and paid mods) more and more with Fallout 4 and Skyrim Remastered, and even made some of them available on consoles, so it would make sense for them to have id Software do the same (possibly as a replacement for SnapMap).
    • Jossed and Confirmed. It won’t be there at launch, but Bethesda says that that is a long-term goal for the game.
Either long since destroyed or still active, some humans will revere the Doom Slayer as a mythical being to be worshipped. Honestly, everyone knows who the Doom Slayer is, some people are going to worship him (even if it is only as a counter-culture to the Demon worship of the corporate higher-ups).
The Demons are refugees fleeing persecution
They're not trying to invade the planet per se, they're running away from the Doom Slayer.
The 'Eternal' moniker will be made Meaningful by the end of the campaign
Given the incentive by id Software of 'creating a Doom universe' per the QuakeCon presentation, the 'Eternal' from the title will be a reference to the Divine Conflict between good and evil since the very beginning, especially with the theories there is a Doom equivalent of heaven from the showcasing of the art and previews of new environments from the QuakeCon presentation. Furthermore, that there might be Alternate Universes per the lore from DOOM (2016) suggests the war between heaven and hell spans all realities, thus made 'eternal' across space and time.
The Praetor Suit upgrades come from the Da'at Yichud technology in WolfensteinTheNewOrder
This troper seems to have found a resemblance between the spikes on the new suits hands, and the spikes on the shoulders of the power armour Caroline and BJ wear in the rebooted Wolfenstein games. If it's possible that these two universes are connected, this might be an important puzzle piece in bringing the two together.
Like how DOOM (2016) used the original Doombox artas the inspiration for its respective cover, Doom Eternal will be inspired by the Doom II: Hell on Earthcover
However, since the Cyberdemon has been destroyed in the previous game, the Doomhunter or Marauder will be the parallel for the Cyberdemon on the cover art.Since Goblin Slayer has come out in the time between 2016 and Eternal and the two are very similar in their utter hatred for demons and goblins respectively, there will be some references to GS. Perhaps a skin allowing you to have GS's armour.

Doom Eternal Icon Of Sin

At some point in the game its going to turn into a war of mankind against the forces of hell and heaven
Heaven is currently in the midst of a civil war between angels who want to protect humanity and ones who think humans are beyond saving after letting Hell loose, with the latter group winning and desiring to destroy humanity. Many angels will be enemies to the Slayer, but others will help him by giving him items, weapons, and upgrades.
Angels won't be the only potentially new enemies in the game.
We all know that angels are going to be in the game, potentially as new enemies in the game. Considering that at Quakecon 2018 iD said that they wanted to make the most powerful protagonist that they've ever created, and that angels are potentially new enemies, perhaps the battle against both Heaven and Hell will get so intense that it'll drag in primordial andancient gods that are attracted to the Doom Slayer's raw anger.Argent Energy is actually a Heavenly source of energy, because Hell is Heaven's creation. Argent Energy is a Secret Test of Character: the strong-willed and virtuous resist its metaphysically corrupting effects and use it to enrich their society, while the weak-minded only interested in power for power's sake turn into insane cultists. The crime leads directly to the punishment: the cultists inevitably, deliberately or accidentally, summon the Legions of Hell to consume their world. The virtuous, meanwhile, undergo a gradual ascension to Heaven by converting themselves into divine machines powered by Argent Energy just like the rest of the Heavenly hosts.

Heaven empowered the Doom Slayer to keep Hell in check, but Heaven has decreed that Earth shall be destroyed for failing its test. The Doom Slayer, who wants to kill demons the same way water wants to flow downhill, has other ideas. If Heaven wants to get in the way of his revenge, his revenge will now encompass Heaven.

Index

Eternal

The following are enemies in the id Software first-person shooter computer and video games Doom, Ultimate Doom, Doom II and Final Doom. Most of the enemies in the games are Demons from Hell; otherwise they are possessed, undead humans. In the Doom novels, they are thought to be demons, but later revealed to be an alien race bent on the conquest of Earth. While the first two Doom novels adhere to the storyline of Doom and Doom II, the third and fourth deviate completely and were not well regarded by fans.

Spoiler warning: Plot and/or ending details follow.


Zombies

Zombies are undead soldiers. They are the only non-demonic enemies in the game and the only ones to drop ammunition when killed. Due to their bullet weapons, they are the only enemies besides the Spider Mastermind that can be easily made to engage in monster infighting with others of the same type. They come in three types:

  • Former human: 20 HP, wields a rifle, drops a clip when killed. Also known as zombieman. (Appear in Doom I, II and Final Doom)
  • Former human sergeant: 30 HP, wields a shotgun that does considerable damage at point blank range, drops the shotgun when killed. Also known as shotgun guy. (Appear in Doom I, II and Final Doom)
  • Former commando: 70 HP, wields a chaingun, drops the chaingun when killed. Also known as heavy weapons dude or chaingunner. (Appears in Doom II and Final Doom, as well as the PlayStation and Sega Saturn versions of Doom on the Ultra-Violence and Nightmare difficulty settings)

The ammunition dropped by the zombies contains half the ammo of a fresh clip or a weapon pick-up.

In the Doom novels, zombies are found in various forms, from former civilians to soldiers. The former commando, however, is not a zombie- given the name Clyde, they are either genetically engineered human copies or human traitors who have been genetically altered to look alike.

In Doom RPG, 2 classes of zombies exist, each with 3 variants corresponding to their difficulties. Zombie class bear the names: Zombie Private, Zombie Lieutenant, and Zombie Captain. They are weak against Axes. Commando class bear the names: Troop, Commando, and Assassin. They are weak against plasma. [1]

  • See the Doom Wiki article about 'former humans' for more information.

Imp

The Imp is the basic demonic enemy and common in all of the games, where they appear with a relatively humanoid appearance. In the original games, Imps have brown skin, red eyes, and spikes on their shoulders, elbows and knees. They usually emit a hissing sound when alerted and have 60 HP.They attack at long distance by firing fireballs from their hands, and up close by scratching with sharp claws.In the Doom novels, Imps appear as they do in the older games - however, some can talk, as they are made 'leaders' of small groups.In Doom RPG, three variants of Imp exists. They are Impling, Imp, and Imp Lord. They are weak against shotgun.[1]

Demon

The Demon (or Pinky Demon or Bull Demon) is a well known monster found in all incarnations of the series. In the original series, the Demon had a hunched back with pink skin (hence its name), clawed feet on its hind legs, a large head with sharp teeth pointing out, two large muscular arms, beady gold eyes, and two bull horns on the head. Its only gait is a run and it is never seen walking. Its only attack is a close range biting attack, but because of their brute strength and tendency to be in packs, they can be very deadly. They have 150 HP.In the Doom novels, the Pinkys appear unchanged, albeit found in various sizes (likely size due to age). Characters refer to them either as 'Pinky' or 'demon'.In Doom RPG, in addition to Bull Demon and Pinky, they are also called Belphegor. In Doom RPG, they are resistant to Rockets.[1]

Spectre

Spectres first appear in Doom. They are identical to Demons in all respects, even using the same resources, except that they have permanent partial invisibility, somewhat akin to the cloaking device used by the Alien Hunter from the movie Predator. This can make them extremely hard to see in darker areas or against certain textures.Note: In the PlayStation version of Doom, Spectres do not 'shimmer,' as they do in the PC version of the game. Instead, they appear faded and semi-transparent. Also, this version of the game includes monsters called 'Nightmare Spectres', which are identical to the regular Spectres, except that they appear dark, like walking shadows. They are also considerably tougher, dealing and taking twice the damage before going down. Some Doom engine source ports, such as Doomsday, also use transparency effect for Spectres.In the Doom novels, Spectres are invisible and, at the very least, closely related to the pinkies.The Spectre does not appear in Doom 3, although it is possibly replaced by the Wraith. The game designers originally intended to have a creature form out of flies but decided that it would be too difficult to spot in environments as dark as those in Doom 3, so the idea was dropped.

Lost Soul

In the original Doom and Doom II, the Lost Soul is portrayed as a floating skull with horns on the front of its forehead and flames coming out the back of its head. Lost Souls attack by charging forward in an attempt to ram their target. When killed, a Lost Soul, which has 100 HP, will explode in a cloud of flame and smoke.Lost Souls are rarely seen alone, and are often in the company of other floating creatures like the Cacodemons. Also, it is not unusual to see fights break out between Lost Souls when they collide during their attack runs against the player: a monster infight will ensue, often involving all the Lost Souls in a room; this is especially true when they appear in large groups. A direct hit from a weapon on a Lost Soul that is charging the player will force the creature from the direction of the hit, halting its attack. In this state the Lost Souls are particularly vulnerable and almost harmless, since they cannot attack anything unless they can stop and start another charge. In Doom II, Lost Souls can be produced by Pain Elementals. On a strange note, the Lost Soul will treat any item like an obstacle, so a veteran player can trick one by making it bump into such.In the Doom novels, Lost Souls are flying machines, the same appearance but flying on rocket fuel and exploding in a rain of mechanical parts when destroyed. Characters name them 'flying skulls'.In Doom 3, Lost Souls are essentially flying human heads. They look human from the front (except their insect-like mechanical mouth) and are propelled by rocket fuel by the likes of half-machine traits.In Doom RPG, they are also called Phantom and Nightmare. They are very fast, able to move 3 times faster than player. They are weak against Fire Extinguisher.[1]

Cacodemon

A Cacodemon is also a kind of demon or spirit.Cacodemons are large round floating red heads, with small horns, one eye, and a large mouth that can spit ball lightning and bite. The Cacodemon graphic first appeared in the code of an alpha version of Doom, released on May 22, 1993; [1] it first appeared as a live adversary in a press release version of Doom released on October 4, 1993. [2] In the finished game, played at the default skill level, the Cacodemon first appears in the first level of the second episode of Doom. Cacodemons appear in almost every level in the second and third episodes. It has 400 HP and typically takes two direct double barrel shotgun blasts up close to kill one, or six regular shotgun shots.The original Cacodemon's design was inspired by the beholder and the astral dreadnought from Dungeons & Dragons. In fact, the artwork has been discovered to be a replication of an illustration of an astral dreadnought from the Dungeons & Dragons Manual of the Planes. The history of the Cacodemon has also attracted much attention in the Doom community. In fact, a few plush Cacodemons exist. One known as Hissy, created by a member known as Chrozoron, has been sent on a world tour to several Doom players, and is a cult icon in their community. Another, more accurate, plush representation known as Pixel was made in late 2004 by Hughe as a challenge from a friend. More information about the plush cacodemons can be found on the Doom Wiki.Cacodemons are identical in the Doom novels. They also have a strong hatred of the Baron of Hell, as both races will actively kill each other over humans. They are named 'pumpkin' by the characters due to their appearance. Some people believe that the cacodemon is a reference to the 'one eyed, one horned, flying Purple People Eater' song by Sheb Wooley.In Doom RPG, they are also called Malwrath and Wretched.

Pain Elemental

Pain Elementals are introduced in Doom II. They are similar in appearance to Cacodemons, except that they are brown in colouration, and have two small horns, and stubby short arms. They do not appear in Doom 3 or Resurrection of Evil.While the demon does not attack its targets directly, it spits an endless amount of Lost Souls to attack the target. The longer it takes to destroy the demon, the more lost souls will be summoned. However, if there are more than twenty Lost Souls in the level, no more will be spawned until some are killed, potentially making the Pain Elemental harmless. When killed (it has the same HP as a Cacodemon so six shotgun blasts or two rockets are usually sufficient), the Pain Elemental explodes, spawning three Lost Souls, unless restricted by the twenty Lost Soul limit.The Doom games that contain Pain Elementals (including the Playstation version of Doom) contain a glitch that sometimes occurs: when a Pain Elemental is destroyed near a wall, it may sometimes spawn one or two Lost Souls inside the wall. These Lost Souls are trapped, and cannot attack targets, only follow the wall back and forth. Pain Elementals can engage in monster infighting if they are injured by other monsters. However, since the Lost Souls they spawn are separate monsters, any enemies they hit will attack the Lost Soul that hit them; monsters will never directly engage a Pain Elemental.Pain Elementals are unchanged in the Doom novels, though only one appears, in the third book. Characters call it a 'super pumpkin'.In Doom RPG, they are also called Beholder and Rahovart.

Mancubus

The Mancubus (collectively referred to as Mancubi) is a horrendously fat, cybernetic humanoid demon which was introduced in Doom II. They have fireball launchers bolted directly onto both arms, and fuel tanks for the weapons mounted on their backs. They can take tremendous damage (600 HP) and are usually best dealt with using the rocket launcher or plasma rifle. They move slowly but it is more difficult to avoid their attacks of multiple, spread-out fireballs than the singular fireball attacks of some other enemies. They are reasonably common in Doom II, with their first appearance in the seventh level.In the Doom novels, their appearance and function is relatively the same, though they have poor eyesight and hearing due to tiny eyes and ear openings, combined with massive rolls of flesh and fat. It is called 'fatty' by the characters.In Doom RPG, they are also called Behemoth and Druj. They are weak against rockets.[1]

Baron of Hell

Barons of Hell resemble satyrs, with pink torsos and brown legs. An alternative view is that they resemble the classical 'goat-legged' depiction of Satan. They attack the player by scratching with their claws when close or throwing green balls of energy at a distance. A pair of Barons, referred to internally by id Software as the 'Bruiser Brothers' (a reference to the Hammer Brothers from the Mario series), star as the bosses at the end of Knee-Deep in the Dead, the first episode of Doom. Barons also appear as regular enemies in the later episodes and in the sequels to the game.They are described in the Doom manual as 'tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex'; the Doom II manual later described them as follows: 'The Hell Knight was bad news but this is Big Daddy. These bruisers are a lot like the Knights, but look somewhat different and are twice as tough to kill. Keep your eyes open'. The original Baron of Hell description was given to the Hell Knight in Doom II's manual instead.The Baron of Hell artwork first appeared in the Doom 0.2 alpha version [3]

Strength

Except for the Cyberdemon and the Spider Mastermind, Barons are the strongest of all creatures in Doom, with 1000 hit points. They survive about five directly aimed rockets, 50 plasma cells, 100 bullets or 15 shotgun shots. A direct hit from a BFG 9000 can kill a Baron in a single shot.Despite their remarkable endurance, Barons of Hell often pose a relatively lesser threat compared to some of the weaker, more maneuverable, and more numerous monsters. This is attributed to the fact that their projectiles are relatively easier to dodge if given sufficient space, especially by circlestrafing. As a result of their high stamina but low speed, the Baron of Hell was a rather unbalanced monster and it was infamously known for forcing the player to waste lots of ammunition to defeat it despite its relatively low threat level. In other words, Barons of Hell were considered 'meat shields' unless they were at very close range.It should be noted that the Baron of Hell's first appearance in Doom was replaced with the Hell Knight in a similarly thematic cutscene in Doom 3.

Appearance statistics

On the Ultra-Violence skill level, Barons of Hell make the following appearances (in single-player games):Game/Episode NumberDoom episode 1 2Doom episode 2 18Doom episode 3 18Doom episode 4 44Doom II 31Final Doom: TNT 61Final Doom: Plutonia 90*•Baron of Hell count does not include the 50+ in the Plutonia secret level 'Go 2 It' (if you manage to complete Gateway of Hell, and Cyberden) In the Doom novels, they are nearly identical, but wear mechanical 'wrist launchers' to fire their green plasma balls. They are called 'hell princes' by the characters.

Hell Knight

In Doom II, Hell Knights are identical to Barons of Hell, except they are tan-colored, have different sounds, and have half the hit points. They were primarily created to add more balance to Doom II, after complaints that the Barons of Hell were too tough, and were essentially 'meat shields'. With their lowered toughness, they can be used more frequently in the game. Also, Barons and Knights are not subject to monster infighting.They do not appear in the Doom novels.In Doom RPG, an even weaker form of Hell Knight exists. They are called Ogres. They, along with Barons, and are weak against the shotgun.[1]

Revenant

The word revenant is also used to describe a ghost or undead human.Revenants, which first appeared in Doom II, are tall humanoid skeletons with hollow eye sockets and armor on their upper body. They have 300 HP. On each shoulder rests a small rocket launcher. At a distance, it will fire rockets, and at close range, it will punch the target. Sometimes the rockets are heat-seeking so they will chase the target, however the missiles are not as powerful as the rockets fired by Cyberdemons and the player (a revenant's missiles do half the direct damage of a normal rocket and have no splash damage), thus the player can usually survive multiple hits. The missiles are also extremely slow compared to other original Doom weapons, so a good player can usually avoid being hit, and more advanced players can draw the missiles towards another target, in hopes of starting a round of monster infighting.In the Doom novels, their appearance and function is unchanged. Strangely, they have the thin skin on their bodies over their bones. The novels were written years before Doom 3 was made. Characters in the novels theorize that the Revenants were poor attempts to genetically engineer human clones. The characters call them 'bony'.In Doom RPG, the weaker forms of Revenant are called Ghoul and Fiend.

Arch-Vile

Arch-Viles are lean humanoid demons. They first appeared in Doom II, but also appear in Final Doom, and Doom 3. It does not appear in the original version of Doom, nor was it included in the PlayStation version combining both games, due to the additional memory requirements necessary to track which enemies had died and then their original dead state and re-living states being held in RAM slowing the console port down. It is said there were also problems with re-spawned enemies not being able to be killed successfully in original, in-house development (pre-release; BETA) versions of the port.They have the fourth-highest number of HP (700), thus requiring five direct hits from a double-barrelled shotgun, or four rockets. Their primary attack consists of blasting their enemies. It first raises its arms up, which causes non-damaging fire to raise around the targeted foe. The Arch-Vile then hunches over and clamps its hands together, which causes the target considerable damage, with some splash damage, and can send it flying into the air. This attack will always hit the target, so long as there is a line of sight between the Arch-Vile and the target when the attack is finished. The attack can be avoided by either hiding behind an obstacle before the attack is finished, or by causing the Arch-Vile to flinch (by damaging it, though it is very resistant to pain). The Arch-Vile will use this attack to engage in monster infighting with other monsters who accidentally hit it. It would be difficult to have an Arch-Vile initiate infighting as its attacks are specifically targetted (i.e. no line of fire) so splash damage at the player (or another monster it is currently attacking) would be the only method. It is unknown of Arch-Viles can engage in infighting with one another, due to the difficulty of encountering two, and having one accidentally hit the other.In Doom II and Final Doom, Arch-Viles are the fastest monsters, and encountering two of them at once can be quite challenging to some players. The Arch-Vile also has the unique ability to resurrect other monsters. They can revive all monsters except Cyberdemons, Spider Masterminds, Lost Souls (since they leave no body), and other Arch-Viles. Pain Elementals can be resurrected only if they were crushed to death, in which case they leave a crushed corpse rather than exploding. This power makes the Arch-Vile a priority to kill in battle, so that they do not keep reviving monsters and forcing the player to waste precious ammo. On occasion, in user-made maps, Arch-Viles may be hidden within pillars or inside secret areas where they are close enough to revive monsters but are otherwise difficult to reach themselves.Its unique abilities are exploitable and can create some bugs. Killing a resurrected monster will count towards the 'Kill' percentage at the end of a level, making it possible to get more than 100% kills. It can be used to obtain some extra ammo, although it is somewhat risky. If there are a few zombies in the area, the Arch-Vile may revive them, and every time they are killed again, they will drop either a clip, shotgun, or chaingun, depending on what type of zombie it is. Its fire attack can be exploited to do an Arch-Vile Jump and bypass some elements of a level and reduce game time. If an Arch-Vile resurrects a monster that was crushed to death, it can produce a ghost monster which is only vulnerable to splash damage from a rocket or barrel explosion and can move through some walls (as if noclip mode was used). However, that glitch has been fixed in several source ports for Doom.An Arch-Vile makes an appearance in the second Doom novel, Hell on Earth, its nature simplified somewhat. It now merely contracts its body and 'explodes' like a living bomb, an explosion it can survive. It is able to generate intense heat, enough to melt bullets shot at it. It cannot set others on fire and it is never shown to resurrect monsters. The main characters name it a 'fire-eater'.In Doom RPG, the weaker form of Arch-Vile is called Infernis. The stronger form is called Apollyon.

Arachnotron

An Arachnotron spriteThe Arachnotron is a partly mechanical, partly organic creature, loosely resembling a robotic spider, that was introduced in Doom II.The Arachnotron appears to be a much smaller version of the larger Spider Mastermind and as such it bears much of the same form of its counterpart, including the large brain with two eyes and the metal platform with four mechanical legs attached. However, the Arachnotron lacks the sharkish teeth and evil grin of the Mastermind and, rather than red, it has blue eyes that will change color when the creature fires its weapon. The Arachnotrons' metal platform has a plasma rifle attached, insted of the Mastermind's chaingun, a particular that makes these creatures deadly when encountered in groups, as they fire greenish plasma almost as fast as the player's own plasma rifle.While walls and nearby Arachnotrons can be used by players to shield from their firing, these creatures are not subject to monster infighting with each other. Owing to their impressive firepower Arachnotrons will defeat most enemies when engaged in monster infighting, but Barons of Hell, Spider Masterminds and Cyberdemons will usually prevail thanks to their larger amount of hitpoints when compared to the 500 HP of the Arachnotrons. Arachnotrons are quite sensitive to pain and have a 50/50 chance of flinching when hit by an attack. The chaingun is a very effective weapon when dealing with a single of these creatures, but the Super Shotgun, Plasma Gun and BFG 9000 are also commonly employed.Arachnotrons do not appear firsthand in the Doom novels, but are mentioned by soldiers on Earth as having been encountered. One is also mentioned in the prologue of the third book, Infernal Sky, as having killed the husband of a woman in hiding.

Cyberdemon

Spoiler warning: Plot and/or ending details follow.The Cyberdemons resemble large, 10+ foot tall brown-skinned minotaurs, somewhat resembling the weaker Baron of Hell, with several unnatural cyborg enhancements, including a mostly metallic right leg, a prosthetic rocket launcher for a left forearm, wires lining down their midsections, and wires protruding from the right shoulder areas.A Cyberdemon is featured on the box art and the title screen of Doom II. Cyberdemons attack the player by using their arm-mounted rocket launcher with UAC-style rockets, which are shot in threes, one at a time, per attack. The rockets also have splash damage, allowing them to damage targets with missed, but close detonations. The Cyberdemon's attack is extremely powerful (even on the lower difficulty settings), and only one or two direct hits will kill even a well armored player.The Cyberdemon was originally designed as the end-of-chapter boss of the second episode of the original Doom, in level 8: 'Tower of Babel', where the cybernetic horror is awaiting the player in the courtyard section of the level, flanked by Lost Souls (on higher difficulties). It would only make one additional appearance in the original Doom in the secret level of the third episode, but several Cyberdemons would appear in the sequels, Doom II, Ultimate Doom, and Final Doom. The Final Doom secret level 'Go 2 It' contains thirteen Cyberdemons, regardless of Skill Level choice.The Doom manual lists them as 'Half unfeeling machine, half raging horned devil. This walking nightmare has a rocket launcher for an arm and will definately [sic] reach out and touch you. Make sure you're loaded for bear before you get to this guy.' The Doom II manual lists them as 'A missile-launching skyscraper with goat legs. 'Nuff said.'In the Doom novels, they are said to be five meters tall, and are half organic, half machine, with a rocket supply in the back and JP-9 rocket propellant as fuel. Their design was pirated from an ore crusher design the aliens had found. The main characters name them 'steam demons'.In Doom RPG, the Cyberdemon was created by the main antagonist, Kronos, during his visit to Hell.

Strength

Cyberdemons are the strongest of all monsters in Doom and its sequels. In fact, one of the later levels in Doom II was built around a battle between a Cyberdemon and a Spider Mastermind in which the Cyberdemon would almost always win. In most situations, only the Icon of Sin (which is not technically a true monster) can possibly pose more of a threat than a Cyberdemon. Cyberdemons have 4000 HP, signifying their massive endurance. It takes roughly either 20 Rockets, 400 Bullets, 200 Plasma Cells, 58 Shotgun Shells, 267 Cacodemon fireballs, 134 Baron Plasma Balls, 100 Revenant Missiles, or 4 BFG9000 shots to kill a Cyberdemon (assuming all are direct hits with no misses). Many veterans have coined the nickname 'Stampy' for the Cyberdemon, due to its metallic leg, overwhelming strength, and the horrifying walking sound when awakened (which may have been inspired by the movie Jurassic Park).

Weakness

Even though it is the strongest monster in the game, veteran players can easily take on pairs or even trios of Cyberdemons at once, using a technique known as circlestrafing, allowing them to dodge their rockets. Since the rockets also have additional splash damage, veteran players usually try as best as they can to lure Cyberdemons into open spaces. Another interesting note is due to Doom logic, Cyberdemons are immune to their own rockets and the rockets of other Cyberdemons, despite the player's own rockets being able to hurt them, so the player cannot use monster infighting to turn them against each other, since they lack a close-range attack.Appearance statisticsOn the Ultra-Violence skill level, Cyberdemons make the following appearances (in single-player games):Game/Episode NumberDoom episode 2 1Doom episode 3 1Doom episode 4 3Doom II 5Final Doom: TNT 6Final Doom: Plutonia 23Doom 3 1Doom RPG 1The Cyberdemon in Roguelike GamesCyberdemons are also found in the roguelike ZAngband and many derivative games, such as Gumband, Hengband and ToME. There they have similar characteristics to Cyberdemons in the Doom series, although they have been given a tremendously strong close-combat attack (four strokes for 1d50 damage each) in addition to their traditional rockets. Also, the unique monster Oremorj (J. Romero backwards) the Cyberdemon Lord can be found in Zangband and Hengband.

Spider Mastermind

Reminiscent of Krang, the Spider Mastermind is the second strongest enemy in the original Doom series. They have a powerful super chaingun (essentially a rapid-fire shotgun) that causes tremendous damage to anything caught in its path, especially at close range. The Spider Mastermind can be described as a large brain with two red eyes and a mouth filled with sharp teeth, attached to a metal platform with four mechanical legs. It has 3000 HP which is only 75% that of the Cyberdemon, making it quite a bit easier to kill (especially as the BFG 9000 first becomes available in Episode 3). Three direct hits from a BFG 9000, 15 rockets, 43 direct shotgun blasts, or about 150 shots from the plasma rifle are needed to kill it. The more common Arachnotrons in Doom II and Final Doom are a smaller version of the spider demon.In the first game, it appears twice, as the boss of the third and fourth episodes. It appears in Doom II, most notably in level 20 where it is possible to trick the Spider Mastermind and a Cyberdemon into fighting each other (see monster infighting). The Cyberdemon will usually win, unless the player intervenes. However, in this level, the combatants are prevented from getting close to one another, decreasing the hit/miss ratio of the Spider Mastermind's gun. In user-made maps which allow a Spider Mastermind and a Cyberdemon to battle in extremely close quarters, the Spider Mastermind actually stands a high chance of winning.Some concept art released before the release of Doom 3, showed what appeared a Spider Mastermind. The concept art available on the internet is actually the art for an Arachnotron, a similar monster. The only 'real' Spider Mastermind concept art exists in the book 'The Making of Doom 3,' and is significantly different from the Arachnotron's concept art. It was speculated that either enemy was going to make a comeback but it never appeared. In its place was a spider-esque demon called the Vagary.In the Doom novels, a mastermind leads the Phobos and Deimos invasion, with several more on Earth. Relatively unchanged in appearance with the exception of a protective crystal dome over the brain. They can talk, encase humans in cocoons, and force a person to see their worst fears as a form of torture. Despite their intelligence, they are easy to anger and will kill their own forces. They are called 'spiderminds'.

Icon of Sin

Spoiler warning: Plot and/or ending details follow.The Icon of Sin (also called Baphomet) is the final boss of Doom 2 and both chapters of Final Doom. Its image appears in the original Doom on numerous pieces of stone tablets, although it is never an enemy in the game. The Icon of Sin takes its name from the final level of the game, in which it is fought.

The Icon of Sin itself is a large demonic goat-like head set in a wall. This demon, the largest in the Doom series, continuously projects skull-faced cubes from its exposed brain. Upon landing, these cubes spawn monsters to attack the player. It cannot summon Cyberdemons, Spider Masterminds, or zombies (since they are not demons). If a cube lands on the player, he or she will be immediately telefragged, even with an invulnerability powerup or the God Mode cheat. In normal play, the player can only defeat the Icon by shooting rockets into its exposed brain. Its size is further hinted at in part of the Doom II epilogue: 'The monster shrivels up and dies, its thrashing limbs devastating untold miles of Hell's surface.'

The Icon itself is not a true monster, but merely a static wall texture. Using the noclip cheat code, one can enter the Icon of Sin and see the 'brain'. Inside, there is a sprite of lead game designer John Romero's head impaled on a spike. It is within the splash damage radius of the rocket launcher, and damaging the head is what kills the Icon of Sin. It is also this head that produces all of the monster-cubes. If the noclip cheat is used, the player can kill the head with only one or two point blank shotgun blasts. The arcane chant the Icon of Sin speaks is actually John Romero speaking 'To win the game, you must kill me, John Romero!', distorted and reversed.

In Doom 2, the Icon of Sin may have been the mastermind behind Hell's invasion of Earth (in a way similar to the Spider Mastermind's involvement in the first game), and it certainly was the Icon of Sin that was bringing forth all the monsters. In the Plutonia chapter of Final Doom it serves as Hell's gatekeeper. In the Evilution chapter of Final Doom, it is simply referred to as the 'demon-spitter'. Whether or not this means that this demon is the devil is never explained or hinted at. Its Baphomet moniker is derived from a remark made in the Final Doom manual - that 'the Spider Mastermind and Baphomet no longer seemed to threaten'. Although not explicity stated, this reference to 'Baphomet' is generally accepted as being Doom 2's Icon of Sin; certainly, the monster's head resembles that of the demon Baphomet.

The Icon of Sin does not appear in the Doom novels, as the novels replaced the idea of Hell demons with a genetically altered alien invasion.

Wolfenstein SS

Icon Of Sin Doom Eternal

The Wolfenstein SS, based on the Schutzstaffel enemies in Wolfenstein 3D, only appear in the two secret maps of Doom II, which are based on Wolf 3D maps. They have 50 HP, and use rapid attacks that are slower and weaker than the Heavy Weapons Dude's chaingun. Notably, they say the same things as their Wolf3D counterparts, but different samples are used, with a higher pitched voice.

Neither the SS nor the secret Wolfenstein levels appear in the Doom novels. The German release of the game omits these levels (due to the Nazi content), and they are also not available in the Playstation Doom which combines levels from Doom I and II; different secret levels are substituted.

References

Doom Eternal Icon Of Sin Lyrics

  1. Doomrpg combatguide
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