PWAD: honkday.wad
PWAD Name: Honkday
Map: 33
Skill: 4
Category: UV-Max
Exe: DSDA-Doom 0.29.4 complevel 9
Recorded on: 9/24/26 (mm/dd/yy)
Time: 67:21
Author: Twilight
Attempts: 10 (4 finale attempts)
Description: I vaguely recall opening up this map and playing through the first 5 minutes of it a year ago.  Perhaps it was when I tried out map 8 (yikes!).  I didn't give the map an honest try until yesterday, and the blind run took at least 3 hours.  It sure does help to have the secret backpack/plasma!
	For the big fight, it was extremely confusing at first. All the rooms look the same so there was no way to orient myself beside the ammo and soul spheres. When I used the invulns, I opened up the map to see where I was going. Through trial and error (I would just run somewhere and make a save: "hold here???"), a pretty reliable strat came together. 
	The sketchiest parts of this strat are the pushes to the invulns. I used the invulns to push to the opposite side of the map. Then once you can get around the revenants near the entrance, the fight starts to wind down.  There are always straggling cybers that refuse to die to infight, so you have to be cautious with all the caco corpses obscuring rockets. 
	Each of the failed finale attempts resulted from me trying to stay somewhere too long. The first attempt lingered by the button to lure the cybers and then the revs got too far from their spawn point.  The second delayed going to the 1st invuln for too long and the cybers closed in.  The third stayed by the megasphere too long and the cacos ended up clogging the path to the 2nd invuln and I died on the way there, even after topping off with a mega right before pushing.  
	Cybers can definitely be standing near the 2nd invuln with this route, but I'm not sure how that could be avoided.
	Lots of hilarious stuff happened in this run: jumping down next to the mastermind that wouldn't infight, almost getting trapped by the barons because I was too slow to push up the stairs, getting hit by that cyber guarding a switch.  Oh yeah, and I couldn't remember if I had done that one pop up cyber and 2 viles during the clean up.  I thought they would have popped up by then so that rocket caught me off guard.  I should have noticed that the trigger is the slight drop and texture change on the floor. That would have been one of my worst throws!
	I'm really proud of my play after the 2nd invuln wore off. That stretch of taking no damage might be some of my finest playing!
	Oh, and sorry for all the camera shaking and spinning.  It's a bad habit of mine.  Usually it's when I'm frustrated with how I'm playing. 

Here's my (unedited, caps for late additions) numbered list for getting to the finale. I didn't really follow it that well. I forgot to hit the blue switch the first time I dropped down, and then I forget the YSK. 
1. Rocket mancs
2. Lure out HKs to infight with cybers
3. Drop down, hit blue switch to lower blue shit
4. Run up, trigger revs, go up stairs, hit switch to open wall
5. kill 2 cybers near the start 
6. Go up, get BSK kill 2 elementals, trigger pop up cyber guarding RSK
7. kill/push all the cybers guarding RSK lowering button
8. hit RSK button, then lure all the barons and shit away from blocking your jump to the key! THEN come back up and get it.
9. GET BFG from far side of cybers
10. Come up elevator - DO NOT OPEN GREEN BARS - can rocket revs through the bars
11. GRAB YSK, then run back up and lower RKC
12. work your way back down the green stairs with the bfg 
13. Hit switch by RKC, run up on the right and bfg viles and then choke point everything there.
14. Use RKC to tele to YKC
15. RUSH 4 LEFT VILES
16. trigger tele cyber and get him to infight
17. COULD USE 2 VILES FOR AVJ SECRET NOW
18. PREFIRE AT CYB IN THAT SECRET BEFORE YOU LOWER THE WALL!
19. BEWARE 2 MORE CYBERS SPAWN AS YOU RUN UP THE STAIRS!
20. TONS OF VILES AT YKC SWITCH NEED LOTS OF CELLS (at least 200)

Finale Beginning Area Timing:
59 seconds after first cybers teleport, the second wave teleports in.
59 seconds after the second wave, the third wave teleports in AND THE BARS LOWER
1:58 from start to bars lowering

-- FINALE START --
- PREFIRE AT FIRST CYBER (forgot to do that)
- kill 2 east cybers, hide by bars for rockets to pass
- jump down to hex ahead toward cacos and KILL ALL THE FIRST ROUND OF CYBERS
- time this so you jump down into teleporter 50ish after starting finale BEFORE 2nD ROUND SPAWNS IN (so you don't get rocketed right after teleporting)
- kill 2 new cybers like with the first spawns, then hold at bars

70 kills at drop to cybers
1534 kills at the finale, but I feel like rushing it before getting all the kills is the play