home *** CD-ROM | disk | FTP | other *** search
- * * * D O O M I I * * *
- Beginners Guide
- by John L. Jiemback
-
- Table of Contents
- Welcome to The Neighborhood - Introduction . . . . . . .. . . . . . . . 4
- How to Make Friends and Influence People - Weapons . . .. . . . . . . . 4
- HANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
- CHAIN SAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- PISTOL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- SHOTGUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- *SUPER SHOTGUN . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- ROCKET LAUNCHER . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- PLASMA RIFLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- BFG9000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- The People in Your Neighborhood - Enemies . . . . . . . .. . . . . . . . 6
- RIFLEMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- *CHAINGUNNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- IMP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- SPECTRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- LOST SOUL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- CACODEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- *HELL KNIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- BARON OF HELL . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- *ARACHNOTRON . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
- *PAIN ELEMENTAL . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- *REVENANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- *MANCUBUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- *ARCH-VILE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- SPIDER-DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- CYBER-DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- *BOSS BRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- Things You'll Find in Your Neighborhood - Items . . . . .. . . . . . . . 9
- ARMOR BONUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- BACKPACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- BERZERKER PACK . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- BOX OF BULLETS . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- BOX OF ROCKETS . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- BOX OF SHELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- BULLETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- CELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- COMBAT ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- COMPUTER MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- HEALTH BONUS . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- INVULNERABILITY . . . . . . . . . . . . . . . . . . . . . . . . . 10
- KEYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- LIGHT AMPLIFICATION . . . . . . . . . . . . . . . . . . . . . . . 10
- MEDKIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- *MEGASPHERE . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- PARTIAL INVISIBILITY . . . . . . . . . . . . . . . . . . . . . . . 10
-
- RADIATION SUIT . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- SECURITY ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- SHELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- SUPERCHARGE . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- STIMP PACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- Sights to See Around The Neighborhood - Obstacles . . . .. . . . . . . 11
- BUTTONS/SWITCHES . . . . . . . . . . . . . . . . . . . . . . . . . 11
- DOORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- LIFTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- NUKAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- SECRET DOORS . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- TELEPORTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
- How to Make Your Visit More Enjoyable - Survival . . . .. . . . . . . 12
-
-
- -------------------------------------------------------------------------
- Welcome to The Neighborhood - Introduction
- -------------------------------------------------------------------------
- Let me be the first to welcome you to the DOOM II neighborhood.
- It's a nice place to visit. Sure, the neighbors get a little rowdy
- sometimes. You know, shooting at you, throwing balls of fire or plasma
- at you, possible trying to bite your arm off. It shouldn't be a problem
- for a space marine like you. Just let your neighbor's know who's the
- boss and everything will be fine...
- This document is targeted at the first time DOOM player who really
- needs to buy a clue, but any of you old war dogs who get your paws on
- this might find a few tidbits of useful information. The document covers
- five basic areas: weapons, enemies, items, obstacles and survival. Any
- items in this document tagged with an asterisk (*) are new to DOOM II.
-
- -------------------------------------------------------------------------
- How to Make Friends and Influence People - Weapons
- -------------------------------------------------------------------------
- Once you're settled in I'm sure you'll be dying to take a stroll
- around the neighborhood, but you'll have to be prepared incase you meet
- up with some of the local residents. Local customs are a little strange
- around here. People are very outgoing and as soon as they see you
- they'll start sending gifts your way. Of course, it's better to give
- then to receive...
- Here is a list of the toys you'll be playing with while taking that
- stroll. Each has its good points and, of course, its draw backs. The
- numbers in parenthesis indicate what number to press on the keyboard to
- select the appropriate weapon, assuming you have one. The weapons are
- listed in order from weakest to strongest. which happens to be the order
- they are in on the keyboard. Note that keys one and three have more than
- one weapon assigned to them. For key one, once you have the chain saw
- you can no longer use your bare hands; pressing one will always bring up
- the chain saw. The shotgun key works differently. If you only have one
- of the shotguns, pressing the number three key will ready whichever you
- have, but if you have both the number three key will toggle between the
- regular and super shotguns. When you first switch to a shotgun it will
- default to the super shotgun if you have both.
-
- HANDS - (1) Using your hands should be an absolute last resort. It
- requires you to rub more than just noses with your intended victim
- which can be a real problem, especially if said victim is firing at
- you the whole time. Of course, if your out of ammunition what else
- can you do? Another problem with using your hands is that they
- don't do as much damage to your opponent as the other weapons do.
-
- CHAIN SAW - (1) What an interesting and useful weapon, sometimes.
- Whenever you're facing a critter (or two or three or...) that
- doesn't fire at you the chain saw is an incredibly efficient weapon.
- It doesn't use ammunition, never runs out of gas, and can deal out a
- large amount of damage quickly. Of course you have to be rubbing
- noses with your intended victim for the chain saw to do its job. If
- you are every completely out of ammunition for the weapons you have,
- the chain saw (or your bare hands if you haven't found the chain
- saw) will be your best buddy.
-
- PISTOL - (2) When you first start a game (or restart if you got killed)
- you always have the pea shooter and 50 bullets. The pistol is not
- the most effective weapon in your arsenal, but it gets the job done
- with most of the little guys (like Sargents, Riflemen and Imps).
-
- SHOTGUN - (3) Probably the most useful weapon in the game, the shotgun
- is the one to keep ready when you don't know what's coming. When
- the shot gun is fired it releases several pellets that spread out as
- they travel. So, if a critter standing right in front of you and
- you blast it with the shot gun it's likely to fall over (or at least
- take notice). At a distance, the pellets released by the shot gun
- spread out doing less damage to individual targets, but possibly
- hitting several targets at once. Also, shotgun shells are usually
- easy to come by so you can maintain a good supply of ammunition.
-
- *SUPER SHOTGUN - (3) The super shotgun is just like the regular shotgun
- with a few important differences. First, every time you pull the
- trigger this puppy fires off two shells instead of just one making
- it twice as deadly as the regular shot gun. Its a very effective
- weapon. On the down side it's pretty slow reloading which can be a
- problem if a bunch of guys are breathing down your neck. Also, you
- tend to go through your supply of shell pretty quick if you
- continuously use the super shotgun.
-
- CHAIN GUN - (4) What a beautiful weapon. Hold down the fire button and
- this baby will lay down a continuous stream of bullets that can
- clear a room pretty quick (assuming there is nothing too formidable
- in the room). On the down side, this thing likes to eat a lot of
- bullets. Fortunately, bullets are usually easy to come by.
-
- ROCKET LAUNCHER - (5) Can be quite a deadly weapon for you as well as
- your enemies. A well placed rocket shot can be a thing of true
- beauty as it clears a room in one blast, but if you happen to shot
- the wall next to you by mistake then your probably face down on the
- floor. So, be extra careful when playing with the rocket launcher.
-
- PLASMA RIFLE - (6) The plasma rifle is one of the best weapons
- available. It uses cells as a power source and spits out balls of
- plasma at a furious rate. Although a single shot from a plasma
- rifle probable won't kill most targets the rate of fire will more
- than make up for it. The only problem with this fine piece of
- hardware is that you can burn through your supply of cells very
- quickly, and cells can be hard to come by.
-
- BFG9000 - (7) Your first question about the BFG9000 is probably "What
- does BFG stand for?" Well, it stands for big @*&%$#! gun, which is
- exactly what it is. This is the most powerful weapon you can get
- your paws on. But, before you go toting one of these on your
- shoulder there are a few details you need to know. First, the
- BFG9000 has a very slow rate of fire. Once you press the fire
- button there is a significant delay until the thing burps a ball of
- energy. Second, the BFG eats cells like candy. Every time your
- pull the trigger 40 cells get sucked dry. Now, that doesn't mean
- you shouldn't use the BFG9000, it just means you should pick your
- shots very carefully.
-
- -------------------------------------------------------------------------
- The People in Your Neighborhood - Enemies
- -------------------------------------------------------------------------
- While taking a leisurely stroll around the neighborhood you'll meet
- all sorts of interesting and different "people". Be sure to stop and say
- hello because the folks in these parts just hate to be ignored.
- The following is a list of the enemies that will find you during
- your visits to the DOOM II world. A description is provided along with
- information about any weakness the creature might have. The list is
- ordered from the weakest to the most impossible to defeat opponent.
-
- RIFLEMAN - The low man on the totem pole, Riflemen look like men in brown
- uniforms. They go down with a few pistol shots or a decent shotgun
- blast. Don't waste something like a rocket on one of these guys
- unless your trying to clear a whole room of them. Riflemen shot at
- you with pistols, and usually leave you a clip of bullets when they
- go down.
-
- SARGENT - A little tougher then Riflemen, Sargents tote shotguns, and
- usually leave you a shotgun with a few shells in it when you kill
- them. Sargents look a lot like Riflemen except they wear gray
- uniforms instead of brown. Again, a few pistol shots will take down
- a Sargent, but I find a shotgun does the job a little better.
-
- *CHAINGUNNER - As the name implies, this guy carries a chaingun, which
- can rip a few holes in you pretty quick. Fortunately, Chaingunners
- have pretty bad aim, but when they do hit it hurts. Chaingunners
- look like oversized Riflemen. You'll know one when you see it.
-
- IMP - Imps are an annoying bunch because you rarely meet up with just
- one. The fact that they toss fireballs at you doesn't help either.
- Imps are easy to recognize by there all brown suits, but you'll
- usually meet the fireball first. A shotgun blast is a great way to
- return an Imp's greeting.
-
- DEMON - Demons are easy to recognize thanks to their distinctive pink
- color. They attack by biting and clawing at you, and are not
- capable of shooting any kind of missile object. That means the
- beast has to rub noses with you to hurt you. In most situations,
- the chain saw is the best weapon against Demons, as long as you can
- keep the beast in front of you. If used properly, the Demon will
- not be able to reach you while your wielding the chain saw, so you
- won't suffer any damage.
-
- SPECTRE - Spectres are basically Demons with partial invisibility. They
- attack the same way as Demons and the chain saw works just as well
- on them. They only problem is spotting a Spectre, but once you know
- what to look for its not that hard to see them. Basically, a
- Spectre looks like the surrounding scenery but with a constantly
- shifting, wavy effect.
-
- LOST SOUL - These critters look like floating skulls that are on fire
- because they are. Lost Souls attack by flying at you and then
- biting you (I think) if they get close enough. The best way to take
- on a Lost Soul is to have the shotgun ready. Wait for the Lost Soul
- to fly at you and then blast it. The force of the shotgun blast
- will push the Lost Soul backward, and it won't get close enough to
- hurt you.
-
- CACODEMON - These guys look like big, red, floating eye balls, and they
- spit nasty red balls of energy that can make short work of any space
- marine that gets in the way. Fortunately, they move a lot slower
- than you and seem to have a problem shooting back if you pelt them
- with a continuous stream of fire (i.e. the chain gun or plasma
- rifle).
-
- *HELL KNIGHT - A Hell Knight is an exact copy of a Baron Of Hell shrunk
- down a bit. It fires they same pain full green energy balls (only
- less deadly) and is easier to kill. It even looks the same, like a
- half man, half bull creature with horns. Of course, this guy is a
- little smaller than his big brother. Their is no particular tactic
- or weapon to use against a Hell Knight other than the obvious advice
- to avoid being hit by its energy balls.
-
- BARON OF HELL - The Baron Of Hell is a half man, half bull creature with
- horns on its head, and it is about one and a half times as tall as
- you. Needless to say, its big. It also like to greet you with
- these nice green balls of energy that will put major dents in your
- armor (if you have any). When returning a Baron's greeting be sure
- to use an appropriately large weapon if one is available, and of
- course, don't get hit.
-
- *ARACHNOTRON - Smaller in size then its big brother, the Spider-demon,
- these mechanical critters still pack a mean punch. They fire green
- plasma balls that don't exactly tickle when they hit you. On the up
- side, baby spider demons are easier to kill then their larger
- counter parts and they have a hard time returning fire if you hits
- them with a continuous barrage of weapons fire (like from a chain
- gun or plasma rifle).
-
- *PAIN ELEMENTAL - Pain Elementals are just like the Cacodemon described
- above, with two small differences. First, Pain Elementals are gray
- instead of red, and the other minor change is that the shoot Lost
- Souls (also described above) instead of the boring red projectiles
- the Cacodemon spits. A plasma rifle is probably the weapon of
- choice if you meet up with one of these critters, but a rocket
- launcher works well too.
-
- *REVENANT - These skeletal looking dudes are nasty. They fire what are
- know as tracer rockets which can home in on and follow its intended
- victim (even around corners). As if that's not bad enough Revenants
- aren't lightweights; they can take a hit. If you come across one of
- these guys I suggest you pull out a big gun.
-
- *MANCUBUS - These hulking creatures move kind of slow (I think their just
- too big to move fast), but the two fireball shooters they have for
- arms more than make up for the speed problem. Words of wisdom when
- fighting a Mancubus: don't get hit by a fireball. This is another
- situation where you want to put a big gun to use.
-
- *ARCH-VILE - Arch-Viles are tall, skinny, very fast moving creatures with
- some interesting abilities. To attack, the Arch-Vile raises its
- hands and a glowing aura forms around it. The next thing you'll
- notice is a burst of energy exploding up from the ground under your
- feet (unless you moved in time), that will probably lift you right
- off the ground. This experience does not feel good. As if that
- wasn't bad enough, the Arch-Vile can also resurrect any dead
- critters he happens to "pray" over. His aura is reddish when he is
- performing a resurrection. If you meet up with an Arch-Vile pull
- out a big gun, shoot it a lot, and don't stand still for too long.
-
- SPIDER-DEMON - These mechanical spider dudes like to say hello with a
- chain gun that will rip you apart pretty quick. You'll recognize a
- Spider-demon when you see it because it looks like a large,
- mechanical spider. The plasma rifle works well if you have it, but
- any big gun can get the job done. Just don't stand still to long.
-
- CYBER-DEMON - A really large (about three times as tall as you), fast,
- brown, fur covered dude who looks like kind of like a Baron Of
- Hell's big, big brother. If you see a Cyber-demon your probably
- already dead. If you can, run away, save the game, then try coming
- back. This guy fires rockets as fast as you fire the pistol and
- takes a huge amount of damage to kill. If a Cyber-demon is between
- you and the exit, expect delays...
-
- *BOSS BRAIN - I don't want to scare anyone away so lets leave this one a
- mystery.
-
- -------------------------------------------------------------------------
- Things You'll Find in Your Neighborhood - Items
- -------------------------------------------------------------------------
- As you take a tour around the neighborhood you'll find all sorts of
- great things that you'll want to pick up and take with you. Just be
- careful because some of the people in the neighborhood might decide that
- what you just took belongs to them and they want it back.
- The following alphabetical lists gives a brief description of all
- the items you'll find in DOOM II, and what those items do.
-
- ARMOR BONUS - These little helmets will add 1% to your current armor
- rating up to a maximum of 200%. Grab them when you can.
-
- BACKPACK - When you pick up the backpack (you'll know it when you find
- it, it looks like a backpack), you'll receive some ammo (20 bullets,
- 8 shells, 2 rockets, and 40 cells), and the amount of ammo you can
- carry will be doubled.
-
- BERZERKER PACK - A berzerker pack is a gray box with a red plus sign on
- it. When you take the berzerker pack it will put you current health
- to 100%, if your health is less then 100%, and will also temporarily
- increase the amount of damage you do when attacking with your bare
- hands. Be warned that when you pick up a berzerker your weapon
- automatically changes to bare hands.
-
- BOX OF BULLETS - This is a large green box will add 100 bullets to your
- inventory. Very helpful if you like to use the chaingun.
-
- BOX OF ROCKETS - Pick up this tan colored box and add ten rockets to your
- arsenal.
-
- BOX OF SHELLS - Grabbing a box of shells will give you another 40 rounds.
- Pump up that shotgun...
-
- BULLETS - If you find a clip just laying around it will add 20 bullets to
- your inventory, but one grab off a dead guy will only give you ten.
- Also, if you take out a Chaingunner he will drop his chaingun. Even
- if you already have the chaingun pick up the new one because it will
- have extra ammo in it.
-
- CELLS - Cells are boxes with bright green lines on the side that boosts
- your sell count by 200 when you pick them up.
-
- COMBAT ARMOR - This item looks like a blue set of football shoulder pads
- and will boost your armor to the maximum of 200%.
-
- COMPUTER MAP - Grab this item then take a look at the map (press the TAB
- key). You now have a map of the entire level. Gray areas are where
- you haven't been yet, while red lines indicate areas you have
- already visited.
-
- HEALTH BONUS - These handy little blue bottles give you an extra 1% of
- health up to the maximum of 200%.
-
- INVULNERABILITY - This green sphere, with the face on it, will
- temporarily make you Superman. Nothing will be able to hurt you in
- any way, shape, or form. When you grab this item the screen will
- turn white. When the screen starts to blink the invulnerability is
- wearing off so be ready. Don't pick up an invulnerability sphere
- just because you found it. Be sure your ready to put it to good use
- so it doesn't go to waste.
-
- KEYS - Keys are used to open doors. If you try to open a door a message
- will appear on screen telling you what color key you need. Keys
- come in three colors: red, blue, or yellow, and either look like
- credit cards or skulls of the appropriate color.
-
- LIGHT AMPLIFICATION - This item looks like a pair of sun glasses but does
- quite the opposite when you pick it up. Everywhere you go it will
- seem like somebody turned the lights to full brightness. Even rooms
- with those annoying blinking lights won't bother you.
- Unfortunately, the effect wears off after a while.
-
- MEDKIT - A medkit will heal add 30%, to you current heath, up to 100%.
-
- *MEGASPHERE - The megasphere appears as a gray sphere with a face on it,
- and when you grab it both your health and armor jump to a full
- 200%.
-
- PARTIAL INVISIBILITY - Picking up this multi-colored sphere
- will give you partial invisibility. Basically, you look the
- same as a Spectre to the weaker creature (Imps, Chaingunners,
- etc.). Tougher enemies can still see you with no problem.
- The effects of this sphere are only temporary.
-
- RADIATION SUIT - This handy item will let you walk around in nukage (see
- next section) without suffering any damage. When you grab a
- radiation suit (which looks like a white jump suit) your screen will
- have an annoying green tint. When the screen starts to blink the
- suit is wearing off so you better get out of the slimy stuff.
-
- SECURITY ARMOR - This green colored set of shoulder pads will bring your
- current armor level up to 100% if it isn't already up there.
-
- SHELLS - Shells look like a bunch of red shell casings standing up (big
- surprise). When you grab them and addition eight shells will be
- added to your shell count. When Sargents get killed they leave
- behind shotguns which have four shells left in them, so be sure to
- grab them.
-
- SUPERCHARGE - A supercharge is a blue sphere that will crank your health
- up to 200%.
-
- STIMP PACK - Same as a medkit except that it only boosts your health by
- 10% up to a maximum of 100%.
-
- -------------------------------------------------------------------------
- Sights to See Around The Neighborhood - Obstacles
- -------------------------------------------------------------------------
- This place is great! There is always something new and exciting to
- find. Just the other day I was walking along and boom. The floor
- dropped and there was with size or seven Imps who wanted to have a big
- party. You never can tell what's going to happen when you take that next
- step...
-
- BUTTONS/SWITCHES - Be careful whenever you pull a switch or press a
- button because almost anything can happen. A lift could move, the
- light could go out, a wall could go up letting out a bunch of
- critters. There are vast possibilities so be prepared.
-
- DOORS - A Door will be area of a wall that stands out because it's a
- different color or style then the rest of the wall. Doors really
- aren't to hard to spot (they aren't suppose to be). Also, they
- appear as yellow lines on the map. Whenever you open a door expect
- something to be waiting on the other side. In fact, once a door
- starts to open you may want to start taking a few steps back. Don't
- be fooled if you open a door and don't see something immediately.
- Often guys are hiding just out of sight. If a door has a red,
- yellow or blue border this usually means a key of that color is
- needed to open the door, but try the door anyway. You never know.
-
- LIFTS - Lifts and moving floors are a common in DOOM II, and they can be
- activated in many different ways. You have to be on guard at all
- times because the floor could suddenly go up or down, taking you
- with it. Also, you never know what will be at the top or bottom of
- a lift ride so be very wary when the floor starts to move.
-
- NUKAGE - This stuff comes in different colors and has greatly varying
- properties. On the first few levels of DOOM II you are free to run
- around in all the blue nukage and nothing happens, but in later
- levels the nukage becomes deadly and will drain health from you. In
- general, blue nukage is safe and green or red will harm you. Of
- course this is not a hard and fast rule. Any of these could be safe
- on one level and very harmful on the next.
-
- SECRET DOORS - Obviously, these types of doors will not be easy to spot
- like normal doors are. They wouldn't be very secret then, would
- they. Usually though, there is some indication that a door is
- around. Often, the wall pattern will be slightly off, or a can will
- be in front of the door. Sometimes, the door will even appear on
- the map as a yellow line.
-
- TELEPORTERS - Teleporters are a lot like lifts. They move you from one
- location to another and you don't know what you'll find when you get
- there. So, all the warnings for using lifts apply for teleporters
- too.
-
- -------------------------------------------------------------------------
- How to Make Your Visit More Enjoyable - Survival
- -------------------------------------------------------------------------
- Well, now that you've had an introduction to this quiet, peaceful
- resort let me give you a few last words of advice:
- Go slow. Yes the game times how long it takes you to clear a level but
- who cares. By going slow you can stay alive longer and find more
- secret areas. If you go cruising through a level you'll must likely
- find yourself dead.
- Check your map frequently. It is a great source of information, and you
- can even pause the game while you check out the map.
- Don't take supplies unless you really need them. For example, if you
- have 49 shells don't pick up a whole box of shells to top off your
- ammo because, since you can only carry fifty shells (without the
- backpack) you'll add one to your inventory and the other 39 will be
- wasted.
- Don't die. This one sounds obvious but it is very important. When you
- die you loose everything. All the weapons, ammo and power-ups
- you've collect go away and you restart with 100% health, a pistol,
- and 50 bullets. So, don't take unnecessary risks.
- Don't waste ammo. Yes it is a lot of fun to shoot an imp with the rocket
- launcher, but why waste a rocket when a single shotgun shell will do
- the trick. That rocket could be a lot more useful later when it
- takes out a whole group of guys.
- Learn how to slide. Holding down the Alt key and moving left or right
- will make your guys sidestep. This is a very handy thing to do when
- your being shot at. For example, you can slide out from behind a
- wall, peel off a few shots, then slide back behind the wall for
- cover.
- Let the enemy fight itself. Sometimes, one of the guys, like an Imp,
- might toss a fireball and hit a Sargent by mistake. Usually, the
- Sargent will turn and fire on the Imp and there you go. As long as
- you don't remind them that your there they will fight with each
- other. This only works between different types of guys. For
- example, this trick won't work in a room full of Imps, but toss in
- some Rifleman and it could be party time.
-