This is a DHT exam file. Its place is in the dht-exams directory.

                     The DOOM Honorific Titles
               Created by Frank Stajano on 1994 05 01

Patrick Martin hereby conquers the title of DOOM 2 Tyson.

Exam file name          : D2T-PBM.ZIP
Title conquered         : DOOM 2 Tyson
Author                  : Patrick Martin
Completion date         : 1996 11 10
Game and version used   : DOOM II v. 1.9
Log entry
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CHAL: D2T  PBM Patrick Martin             01 22 06  RRR-RRL-FFR
   :          [email protected]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Substitutions?          : YES.  Replaced MAP06 with MAP16

Additions to base       : MAP12 (Hard), MAP16 (Hard)

System used             : Gateway 2000 P5-100, 16MB RAM
                          Gateway 2000 AnyKey keyboard.

Controls used           : keyboard only, default configuration

Free interpretation     : Finish MAP31 with 100% kills using fist only.

Comments                : The first thing I did when I received this
                         challenge is look if I got MAP04 or the
                         dreaded MAP06.  As expected I was assigned
                         MAP06.  Long before I got the challenge, I
                         practiced on some alternative levels just
                         in case something like this happened.

MAP01:  Very easy.  Troopers, imps, and a chainsaw make an easy and
       very bloody combination :)  Time:  1:36.

MAP22:  This map is quite difficult but relative to the base, I think
       it belongs in Medium.  The two tricky parts for me are the
       beginning after you first warp into the center and the
       baron.  With respect to the baron, I tried Mike Pratt's
       strategy in getting the baron on the lift.  It didn't work
       out and I got burned in the process.  At that point, I just
       got in a boxing match with the baron.  I won after the baron
       reduced me to near death.  I did the authentication dance
       a second time because I couldn't remember if I did it at the
       start.  Time:  11:14.

Substitution (also expansion):
MAP16:  I'm sorry but I can't do MAP06 -- I tried to play the level
       Tyson style but I get killed quickly every time.  The level
       is too dark, it has few bullets, no berserk/chainsaw exists,
       and there are too many monsters.

       The way to complete MAP16 is to grab the invulnerability, then
       run to the berserk as fast as possible.  Once berserk, kill
       as many revenants while the invulnerability lasts.  After the
       revenants are disposed of, take out both arch-viles, one at
       a time, ASAP.  After you destroy both arch-viles, grab the
       megasphere, release all the monsters, then go for the blue
       key.  Monsters of various types will warp in.  At this point,
       some of the monsters will fight other.  This is the best
       chance to kill most if not all of the mancubi.  You must
       kill the mancubi at all costs because if several of them
       survive after everything else is dead, it will be near
       impossible to kill all of them with the fist and survive.
       You should never use bullets except in the following three
       situations:  to open the secret doors, to safely pick off
       the mancubus guarding the soul sphere, or to kill the few
       remaining monsters near the end.

       The lmp lasts 31:00.  Action is fast and furious for the
       first nine minutes of the lmp.  Below are some higlights.

           4:00 - Both arch-viles are dead
           9:00 - Action slows down
          27:00 - Authentication dance
          31:00 - The End  (All monsters are dead!)

       This level is similar to MAP28 in difficulty.  It is one of
       those medium/hard border levels.  If you use the arch-viles'
       revival skills to raise monsters so that you can kill monsters
       more than once then exit the level with some of the other
       monsters alive, it is medium; otherwise it is hard.  You
       need a good strategy (and a little bit of luck) to stand
       a chance to kill everything on MAP16.

       This lmp of MAP16 is not the lmp originally found in
       D2T-PBM.  Originally, I used the arch-vile trick to complete
       what I thought was a very difficult level.  Shortly after
       reexamining the level, not only did I think I "cheated",
       but also the level is not quite as difficult as I thought.
       (The hard rating stands though.)  This lmp is my redemption.
       For those of you aspiring to become a Doom 2 Tyson, here's
       my advice:  Although I sympathize with your plight of
       finding levels to expand the base with and that the
       arch-vile may help you complete what seems to be an
       otherwise impossible level, DON'T leave the level until
       everything is dead.  Aside that it is cheap, it can be
       humiliating when someone comes along and does what you
       thought was impossible.  In my case, I humiliated myself.
       If you like to view the lmp of MAP16 that used to be in
       D2T-PBM, contact me and I'll email it to you.

Out-of-base expansion:
MAP12:  This is the level that I had planned to expand the base with.
       MAP12 has a somewhat plentiful supply of bullets; three
       berserks, several medikits, and a soulsphere; isolated monster
       encounters; and large areas of space.  However, you need the
       bullets to kill one baron, two mancubi, all the sargeants
       guarding the armor and invisibility, and as many cacodemons
       as possible in the final room.  It is likely that you will
       spend more bullets to kill more sargeants and to tame the
       lost souls.  All other monsters must die by your fist or by
       infighting.

       The first tricky part is the rooftop.  All five arachnotrons
       must be destroyed by the fist.  Fortunately, a berserk and
       over two dozen imps are available to help you kill the
       spiders.  Once inside the building, seven mancubi must be
       eliminated.  The arachnotron guarding the blue key can take
       out some of the mancubi; the rest must be punched to death.
       Up until the last room is some fist fighting and monster
       luring that is not as dangerous as near the beginning of this
       lmp.  The final room with all the cacodemons is the worst part
       of the level because once the door shuts behind you, you can't
       turn back.  You need as much health, armor, and bullets you
       can carry.  I shot at the cacodemons until my bullet supply
       exhausted.  Next came the trickiest part of all:  kill the
       remaining cacodemons with the fist.  Doing this is like
       sticking your hand in the jaws of a shark.  Sometimes,
       I can punch a cacodemon to death quickly without taking a
       scratch; other times, I have difficulty touching one then
       I lose about 90% health to the beast.  In this lmp, I had
       a VERY tense battle with the last cacodemon.

       I rate this level hard because there are many situations
       that require critical timing and some luck (e.g. the rooftop
       and the last room).  One or two mistakes can finish you off
       quickly.  In addition, this lmp is very long.  Time 1:08:16.

Free interpretation:
MAP31:  After completing the previous levels, I decided to punch out
       everything on MAP31 just for fun; no weapons were used.  I
       made a mad dash to the berserk and soulsphere then it was
       payback time.  This level is quite easy even with Tyson
       restrictions.  Time:  9:25.

Author info             : I am 25 years old now.  This is my second
                         DHT-title.  My first title is a D2GM.  I
                         started playing DOOM when I tried shareware
                         DOOM in July 1995.  Then I got DOOM II in
                         September 1995.  I have played DOOM more
                         than any other game.

                         HUGE thanks goes to Mr. Lmps for addressing
                         the concerns I had for D2T-PBM.  I must
                         thank Frank Stajano for hosting the DHT.
                         It gives single players who are not blessed
                         with fragmates the chance show off their
                         best.  Additional credits go to all other
                         DHT title holders, especially those with
                         epic titles.  Finally, I thank ID for
                         creating the best games, Doom and Quake,
                         of all time.