Icon of Sin

Overview
The Icon of Sin is the final boss in Doom II, TNT: Evilution, The Plutonia Expirement, and Final Doom.

Appearance
The Icon of Sin is a gigantic, goatesque head of a demon embedded on a wall. It's forehead is open, exposing it's brain. The eyes are white without pupils. Even though the Icon of Sin talks, it's mouth doesn't move.

Behavior
The Icon of Sin unleashes an endless amount of monsters except for Cyberdemons, Spider Masterminds, and zombies. The Icon of Sin will launch a cube towards the surface next to the player. When the cube hits the surface, it spawns into a random monster. The boss will launch another cube whether or not the player is still fighting the current monster. This means the player can fight a multitude of enemies at once. When defeated, the Icon of Sin along with the spawned monsters disintegrates.

Technical Details

 * BBRN ("Boss Brain")
 * DSBOS ("[Doom sound] Boss")
 * RWDMON ("Wall Demon")
 * ZZZFACE ("face" with a prefix for sorting purposes)

Background
""It was a late night and the walls were shaking at ID Software. Why? There could be only one reason: Romero is in the building! Otherwise, it was a quiet, unassuming office. Better yet, a library. Then things quieted down, and I supposed that Romero had left. In fact, everyone but Romero had left. As I discovered when he came into the room I was using for "sound development." He sat down next to me and said that we needed a sound for the final boss to make when a player enters that level. I said that I had some possibilities roughed out and since he was there we could plug them into the code to see how they'd work. We went into John's office to look at the level (he had the only 21" screen). While he was whizzing around the level, all of a sudden he said, "Wait, what's that?" He had clipping off, which means that he could walk through otherwise "solid" objects. He had walked into the wall where the final boss head was attached. Low and behold, there inside the brain of the boss was Romero's head on a stick! We both laughed a while and Romero decided that the artists (Adrian Carmack and Kevin Cloud) had put it there as a joke. As it turned out, John Carmack had programmed the code so that Romero's head was the object that a player had to hit in order to kill the boss. And this head was down a shaft inside of the wall so it was normally out of sight. It was at that point that Romero and I decided to record his voice and use it as the final boss sound. We went back into the sound room and John started saying different things in a very pumped up voice. He finally said "To win the game, you must kill me, John Romero." I took that phrase and put some phasing on it and then reversed it. Shades of the rumors of "Satan" on different pop recordings! We decided not to tell anyone else what it said. We had the fun of seeing the artists' expressions when they first entered the level with this sound going. We made them sweat a long time before we played the phrase in its original form. Can you tell that we always had a great time doing this stuff?""

- Robert Prince

Baphomet
The Icon of Sin is based on the image of the goat-head demon Baphomet.

Paradise Lost
Satan gives birth to his daughter, Sin, in John Milton's novel Paradise Lost. She is born from her father's head. The Icon of Sin gives birth to monsters from inside it's head.