Icon of Sin

About-

The icon of sin is the final boss of DOOM 2

It will be easy to kill it by shooting rockets into the open spot on its head, just looking at this cyber mess of flesh and robot will more than send chills up your spine.

facts--
 * 1) The icon of sin is not a monster mostly because at the end of the level it does not count towards the number of monsters that you have killed.
 * 2) If not dealt with the Icon of sin will spawn demons which will destroy you.
 * 3) In Doom II, the boss is not referred to by any specific name. It is known in the Final Doom manual introductory story as Baphomet. In the text screens of TNT: Evilution and The Plutonia Experiment it is called demon-spitter and Gatekeeper respectively. The graphic and sound files refer to it by a series of different names: RWDMON ("wall demon"), ZZZFACE ("face" with a prefix for sorting purposes), BBRN ("Boss Brain"), DSBOS ("[Doom sound] Boss")(not my source)
 * 4) * Romero's head is the thing that must be destroyed. It starts with 250 hit points, but it is hard to hit due to its location deep in a hole in the boss's head, therefore it can only be damaged and killed by the blast radius of a rocket when playing levels that put the monster in the original location behind the wall. However, modern source ports allow for aiming freely and so can allow direct hits with any weapon;(not my source)
 * 5) Wall texture ZZZFACE1 through ZZZFACE9 are arranged to construct a demon face with a hole into its brain. This is what the player sees as the boss, but it has little to do with its functioning.(not my source)

t spawns a potentially endless series of monsters of demonic ilk (minus cyberdemons, spiderdemons, nazi soldiers andzombies), all of which count towards the player's end-of-level kill percentage; as a consequence of this, the player can finish the level with a greater than 100% kill percentage.

The sound effects associated with the Icon are:
 * 1) * DSBOSSIT (wake-up noise)
 * 2) * DSBOSPIT (cube is fired)
 * 3) * DSBOSCUB (cube in flight)
 * 4) * DSTELEPT (cube turning into monster)
 * 5) * DSBOSPN (Romero's head takes damage)
 * 6) * DSBOSDTH (Romero's head dies)
 * 7) * DSBAREXP</tt> (explosions just before level ends)(not my source)
 * 8) 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 quietened 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. Lo 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?"(not my source)