Lost Soul
A flaming, floating skull enemy from the classic Doom series that charges at its target at high speed.
The lost soul is a recurring enemy in the classic Doom series, rendered as a horned, flaming skull that floats freely through the air. Introduced in Doom’s second episode, The Shores of Hell, it attacks by launching itself at its target in a high-speed charge. It possesses a unique trait of being completely silent when first alerted. In Doom II it serves as the projectile attack of the pain elemental, and pain elementals cannot spawn new lost souls once 21 are already in the level.
Stats
// Engine constants from the Doom source, verified against doomwiki.org — the same dataset as the enemies database. Pain chance = painchance ÷ 256 (nominal odds).
- Health
- 100
- Attack
- Charge: 3–24
- Speed
- 46.7 u/s; 700 u/s charging
- Pain chance
- 100%
- First appears
- E2M1 on lower skills; E2M2 on HMP+
Tactics: Kill charging Lost Souls before they reach you; their high pain chance makes rapid fire particularly effective.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 5 | 10 | 50 | — | 4.4 s | |
| Fist (Berserk) | 1 | 1 | 5 | — | one shot | |
| Chainsaw | 5 | 10 | 50 | — | 1.0 s | |
| Pistol | 7 | 10 | 20 | 10 bullets | 3.6 s | |
| Shotgun | 1 | 2 | 3 | 2 shells | 1.1 s | |
| Super Shotgun | 1 | 1 | 1 | 2 shells | one shot | |
| Chaingun | 7 | 10 | 20 | 10 bullets | 1.0 s | |
| Rocket Launcher | 1 | 1 | 1 | 1 rocket | one shot | |
| Plasma Rifle | 3 | 5 | 20 | 5 cells | 0.3 s | |
| BFG 9000 | 1 | 1 | 1 | 40 cells | one shot |
Scroll sideways for more columns →
Every pellet and every hit lands; no infighting. Min = every damage roll at its maximum, Max = every roll at its minimum, Typical = at the average damage of Doom’s fixed random table (the true expected count can differ by a shot). Time = first hit to last at full fire rate, typical shots, projectile travel not included. For the two shotguns Min and Max are formula bounds the fixed table cannot fully reach: a super shotgun blast with every pellet on one monster lands about 170–245, never 100 or 300.
Rocket = direct hit + 103–117 blast (a rocket detonates one step short of its target; the Cyberdemon and Spider Mastermind take no blast). BFG 9000 = ball impact only (100–800); each of its 40 tracers adds 49–87 to whatever it hits, so against a big monster at close range the real count is lower. Fist (Berserk) = ×10. Chaingun and Chainsaw count single bullets and teeth; the chaingun always fires in pairs, so an odd count spends one bullet more.
Where it appears
Placed in 68 of the 132 classic maps (The Ultimate Doom 21, Doom II 17, TNT: Evilution 21, The Plutonia Experiment 9). First: E2M1 Deimos Anomaly. Most on Ultra-Violence: MAP27 Mount Pain (TNT) with 42. Across all maps: 337 / 537 / 831 on skill I–II / III / IV–V.
The Ultimate Doom — 21 maps, 323 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| E2M1 | Deimos Anomaly | 1 | 0 | 0 |
| E2M2 | Containment Area | 5 | 11 | 12 |
| E2M3 | Refinery | 0 | 0 | 14 |
| E2M4 | Deimos Lab | 5 | 8 | 11 |
| E2M5 | Command Center | 8 | 17 | 26 |
| E2M6 | Halls of the Damned | 10 | 20 | 30 |
| E2M8 | Tower of Babel | 0 | 4 | 20 |
| E3M2 | Slough of Despair | 22 | 30 | 36 |
| E3M3 | Pandemonium | 4 | 7 | 14 |
| E3M4 | House of Pain | 3 | 10 | 21 |
| E3M5 | Unholy Cathedral | 5 | 11 | 13 |
| E3M6 | Mt. Erebus | 9 | 22 | 32 |
| E3M7 | Limbo | 6 | 4 | 9 |
| E3M9 | Warrens | 4 | 4 | 4 |
| E4M2 | Perfect Hatred | 7 | 11 | 15 |
| E4M3 | Sever the Wicked | 5 | 5 | 10 |
| E4M5 | They Will Repent | 7 | 17 | 17 |
| E4M6 | Against Thee Wickedly | 0 | 7 | 7 |
| E4M7 | And Hell Followed | 2 | 2 | 7 |
| E4M8 | Unto the Cruel | 2 | 8 | 14 |
| E4M9 | Fear | 4 | 5 | 11 |
Doom II — 17 maps, 197 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP05 | The Waste Tunnels | 2 | 3 | 6 |
| MAP06 | The Crusher | 2 | 2 | 2 |
| MAP08 | Tricks and Traps | 0 | 2 | 2 |
| MAP09 | The Pit | 5 | 18 | 33 |
| MAP10 | Refueling Base | 5 | 4 | 18 |
| MAP11 | Circle of Death | 2 | 4 | 9 |
| MAP12 | The Factory | 3 | 6 | 9 |
| MAP13 | Downtown | 6 | 10 | 16 |
| MAP14 | The Inmost Dens | 4 | 4 | 6 |
| MAP15 | Industrial Zone | 2 | 6 | 9 |
| MAP19 | The Citadel | 4 | 10 | 10 |
| MAP20 | Gotcha! | 0 | 2 | 9 |
| MAP24 | The Chasm | 3 | 8 | 16 |
| MAP25 | Bloodfalls | 2 | 4 | 4 |
| MAP26 | The Abandoned Mines | 1 | 14 | 29 |
| MAP27 | Monster Condo | 0 | 3 | 7 |
| MAP28 | The Spirit World | 2 | 5 | 12 |
TNT: Evilution — 21 maps, 264 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Human BBQ | 1 | 1 | 2 |
| MAP03 | Power Control | 4 | 6 | 6 |
| MAP04 | Wormhole | 8 | 24 | 24 |
| MAP06 | Open Season | 0 | 2 | 5 |
| MAP07 | Prison | 0 | 1 | 8 |
| MAP08 | Metal | 1 | 2 | 6 |
| MAP14 | Steel Works | 7 | 7 | 7 |
| MAP15 | Dead Zone | 3 | 3 | 4 |
| MAP16 | Deepest Reaches | 5 | 8 | 12 |
| MAP17 | Processing Area | 2 | 2 | 2 |
| MAP18 | Mill | 6 | 13 | 20 |
| MAP20 | Central Processing | 16 | 15 | 7 |
| MAP21 | Administration Center | 2 | 4 | 4 |
| MAP22 | Habitat | 3 | 5 | 5 |
| MAP23 | Lunar Mining Project | 0 | 0 | 14 |
| MAP25 | Baron's Den | 7 | 9 | 8 |
| MAP26 | Ballistyx | 3 | 3 | 3 |
| MAP27 | Mount Pain | 32 | 32 | 42 |
| MAP28 | Heck | 33 | 33 | 33 |
| MAP29 | River Styx | 0 | 1 | 38 |
| MAP30 | Last Call | 8 | 10 | 14 |
The Plutonia Experiment — 9 maps, 47 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Well of Souls | 11 | 14 | 14 |
| MAP04 | Caged | 4 | 4 | 4 |
| MAP09 | Abattoire | 6 | 6 | 2 |
| MAP13 | The Crypt | 4 | 5 | 6 |
| MAP15 | The Twilight | 2 | 2 | 2 |
| MAP20 | The Death Domain | 3 | 3 | 5 |
| MAP26 | Bunker | 7 | 7 | 7 |
| MAP28 | The Sewers | 3 | 3 | 3 |
| MAP30 | The Gateway of Hell | 4 | 4 | 4 |
Single-player thing counts per skill column as the Doom Wiki lists them for each map (I–II = I’m Too Young to Die / Hey, Not Too Rough; III = Hurt Me Plenty; IV–V = Ultra-Violence / Nightmare!). Multiplayer-only placements are not counted; MAP30’s spawner is not a placement. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.
The lost soul is a flaming, horned skull that floats through the air and hurls itself bodily at its target. It made its debut in the second episode of Doom, The Shores of Hell. Deceptively simple in concept, the lost soul possesses a cluster of mechanical quirks that give it outsized influence on how encounters unfold — particularly when it appears alongside the pain elemental.
Combat Behavior
At rest, the lost soul drifts at a leisurely pace, betraying almost nothing of its intent. When it decides to attack, it launches itself at its target with a sudden hissing breath — often the very first audible clue of its presence. One of the lost soul’s most distinctive traits is that it is completely silent when first alerted, unlike every other monster in the game. That silence, combined with its high charge speed, makes it a genuine ambush threat in dim or cluttered spaces.
If a charge misses its target, the lost soul does not immediately recover. It continues careening through the environment until it strikes a wall or another solid object, at which point it can resume normal behavior. Hitscan or projectile fire can intercept a charge mid-flight, stripping away the soul’s momentum — but the monster remains locked in its charging state, drifting helplessly until it collides with something. On maps featuring large open areas, a deflected lost soul can travel for a considerable distance before becoming active again. E3M6: Mt. Erebus provides a concrete example: a lost soul that misses can travel for a long while before it is able to become active again.
A subtler quirk governs its targeting: after completing an attack, the lost soul does not retain its target. It effectively forgets whom it was pursuing and reverts to chasing the player. This target amnesia makes it an unreliable participant in monster infighting — a lost soul that strikes a fellow monster will not continue pressing that fight. Ironically, the combination of its 100% pain chance and immediate retaliation instinct means that two lost souls can fall into a self-sustaining infighting loop, repeatedly striking each other while drifting ever higher toward the ceiling.
A lost soul spawned by a pain elemental displays its idle/chase frames while already moving at attack speed; this appears to be an animation error, since the skull inside the pain elemental’s mouth uses the attack frames.
Special Interactions
A charging lost soul can be stopped by crossing an item in the environment: when it collides with an item, it loses its charge and resumes moving normally. On E2M8: Tower of Babel, staying behind the items in the alcoves can make the player effectively unreachable, because a charging lost soul stops when it crosses an item.
Tactics: how to defeat it
- Use rapid-fire weapons to pin a charging Lost Soul before it reaches you. The pistol and chaingun can repeatedly trigger its guaranteed pain state, making sustained fire a safer way to control a single target than waiting for a clean close-range shot.
- Keep enough room behind you to sidestep instead of retreating into a corner. A Lost Soul can close the gap quickly during its charge, so preserving lateral escape space reduces the chance that one miss turns into a collision.
- Do not fire rockets at a Lost Soul that is already closing on you. A point-blank explosion can hurt you as much as the target, making the rocket launcher a poor emergency weapon when the charge is already committed.
- Prioritize the Pain Elemental when you can attack it safely. Removing the source of newly spawned Lost Souls prevents the encounter from growing while you deal with the souls already in the area.
- Use the shotgun when you need a heavy single hit without risking splash damage. At close range it can remove a weakened Lost Soul quickly, but leave enough distance to avoid being caught by its charge.
Statistics
The lost soul carries 100 hit points in the PC versions of the game (reduced to 60 in console ports, first introduced in the Atari Jaguar and Sega 32X versions). Its pain chance is a perfect 256 out of 256 — in practice, 100% — meaning any damaging hit will interrupt it. Normal movement speed is 8 map units per frame (roughly 46.7 map units per second), but its attacking speed surges to 20 map units per tic — equivalent to 700.0 map units per second. Its melee attack inflicts between 3 and 24 points of damage. The thing type number is 3006 (decimal) / BBE (hex), with the internal enum name MT_SKULL.
Rather than leaving a corpse, the lost soul simply explodes on death, making it one of only two monsters (alongside the pain elemental) that leave no corpse, and like the cyberdemon, spiderdemon and arch-vile, it has no resurrection frames either.
A lost soul crushed while dying will leave a small pile of gibs, but even that is insufficient for arch-vile revival, as the monster lacks the necessary resurrection frames. Because it produces no persistent corpse, the lost soul also does not respawn under Nightmare! skill or the -respawn parameter.
The Lost Soul Limit
Doom II introduced the pain elemental, a monster whose primary attack is spawning lost souls. To prevent the engine from being overwhelmed, a hard-coded lost soul limit was built into the game: pain elementals cannot produce new lost souls if 21 or more already exist anywhere in the level. Once the cap is hit, a pain elemental cycles through its attack animation without producing anything — and no lost soul emerges from its mouth or appears when it dies. This effectively renders the pain elemental helpless at the cap.
The limit has notable map design implications. MAP09: The Pit from Doom II is a well-known case where the limit is exceeded from the outset on Ultra-Violence and Nightmare!, leaving pain elementals unable to attack at all. Meanwhile, according to Doom Wiki’s article on the lost soul limit, Hell Revealed’s MAP19: Everything Dies deliberately exploits the cap as a trap: the player begins surrounded by neutralized pain elementals, with three dozen lost souls locked away in an inaccessible room keeping the limit full. Grabbing the megasphere in the center triggers a crusher that kills the stockpiled souls, instantly freeing the pain elementals to attack. Many source ports remove the limit outright, though others retain it as an option due to the balance and performance concerns that originally motivated it.
Kill Score and Doom II Revision
Starting with Doom II and Doom v1.666, lost souls were changed to have no effect on the player’s kill score. Achieving 100% kills in any given level does not require destroying any lost souls. Console ports that inherited their code from the Atari Jaguar version — work that had been completed before Doom II was developed — kept the original scoring behavior, meaning lost souls could push kill ratios past 100% on platforms such as the PlayStation and Saturn. Doom 64 corrected this.
The sprite graphics underwent significant revision from v1.2 to Doom II, with notable alterations to the skull’s structure, especially around the eye sockets. According to John Romero, Adrian Carmack made these modifications for purely aesthetic reasons. The older sprite remains visible in ports based on the Jaguar source, and continued to appear on the back panel of modern Doom II retail packaging.
Pre-Release Version
Early press release beta builds presented a very different creature: a bleached, silver demon skull with no flames and a psychic attack that caused instant, unavoidable damage by facing the victim and flashing. Because true flying monsters had not yet been implemented in the engine, these beta lost souls were not genuine floaters — their sprites were simply offset from the floor by fixed patch values. On death they left a floating pile of bones rather than exploding.
Vestiges of this early design persist in the final game. A thing type called MT_MISC65 (labeled “Dead Lost Soul” in DeHackEd) produces the last death frames, a remnant from when the monster did leave a corpse. The invulnerability powerup’s art is derived from the beta lost soul sprite. Some early mappers used dead lost soul things to crash the Doom executable when the shareware version allowed the use of PWADs, encouraging people to buy the full game; the same technique is still used by SLIGE.
Doom 64 Variant
The Doom 64 version of the lost soul is visually distinct, sporting black horns and an open skull with fire rising only from the top. Mechanically it is considerably more dangerous: its attacking speed reaches 40 map units per tic (1,200 map units per second) — about 1.7 times the PC charge speed, and its recovery time after an attack is much shorter. To offset this aggression, its hit points are reduced to 60, making a single shotgun blast a viable one-shot kill.
Frequently asked questions
Where are lost souls first encountered in Doom?
Lost souls first appear in E2M1: Deimos Anomaly on ITYTD and HNTR, then in E2M2: Containment Area on HMP, UV, and Nightmare!; they do not appear in Knee-Deep in the Dead, and first appear in Doom II on MAP05: The Waste Tunnels.
Why do lost souls sometimes seem to count toward kills and sometimes not?
In Doom II and Doom v1.666, lost souls were changed so they no longer contribute to the kill score. Console ports based on the Atari Jaguar source retained the original behavior, which is why kill percentages can exceed 100% on those platforms. Doom 64 corrected the scoring to exclude lost souls.
What is the lost soul limit and why does it exist?
A hard-coded limit prevents pain elementals from spawning additional lost souls when 21 or more already exist in the level. It was added to avoid overloading the engine with too many active monsters. When the limit is reached, pain elementals go through their attack animation but produce nothing. Some source ports remove this limit entirely.
Can an arch-vile resurrect a lost soul?
No. The lost soul explodes on death and leaves no persistent corpse. It also lacks the resurrection frames required for an arch-vile to revive it, so it cannot be brought back under any normal circumstance.
What is the best weapon to use against lost souls?
The pistol’s fast fire rate exploits the lost soul’s 100% pain chance, keeping a charging soul staggered before it reaches the player. A chaingun works well against groups. The rocket launcher is strongly discouraged in areas with lost souls, as a charging soul can cause a rocket to detonate at very close range.
What is the lost soul's pre-release design?
In press release beta builds, the lost soul appeared as a bleached silver skull without flames. It used a psychic attack — facing the player and flashing to deal instant damage — rather than a charge. It also left a floating bone pile on death instead of exploding. The MBF source port includes a beta emulation mode that recreates this early version.
How is the Doom 64 lost soul different?
The Doom 64 variant has black horns and only flames emerging from the top of the skull. Its attacking speed is 40 map units per tic (1,200 map units per second), about 1.7 times the PC charge speed, and it recovers much faster after each charge. Its hit points are reduced to 60, making it easier to kill in a single shotgun blast.