A. WEAPONS

1. Some weapons have a secondary-fire mode. Please customize your configuration to allow for a secondary fire (e.g., right-mouse button).
2. Before the secondary fire becomes available, you will need to pick up the relevant weapon upgrade.
3. The secondary-fire modes are as follows:

* Shotgun: twice the normal rate of fire; more narrowly-targeted shotgun pellets
* Chaingun: bursts of narrowly-targeted bullets
* Rocket Launcher: launches a cluster of 3 rockets that diverge after a couple of seconds
* Plasma Rifle: Fires a concentrated plasma ball

B. GAMEPLAY

1. The game is plot-driven. In other words, there is an overall mission, and several objectives that you must achieve in order to accomplish your mission.
2. The maps are arranged in a hub, and you will return to some maps that you previously visited.
3. If you use cheat codes (e.g., IDCLEV) to warp to maps, you will not be able to achieve some objectives, and you will probably not be able to complete the mission.
4. All maps may be played as stand-alone maps, but are not specifically designed to be playable with a "pistol start". Of course, if you play them as stand-alone maps, it is understood that you do not intend to complete the mission.
5. To make progress you will need to jump in some instances and crouch in other instances.
6. To climb ladders just walk up to them and move forward.
7. If you fall (or jump) too far down, you will take damage.
8. The game has an inventory system. To use an inventory item, press the inventory activation key on your keyboard (the default is ENTER, but you may customize your configurations to use any other unused key). To scroll through your inventory use the appropriate key (the defaults are [ and ]).
9. Some vent grates are breakable. Shoot them or hit them with your fists to break them.
10. Keyboards are intended as usable, unless there is some indication (such as sparks) that they are inoperative.
11. Map E1M1 is the central hub for all regular (i.e., non-secret) maps. The teleport chambers have ceiling lights that mean the following:
a. off = primary power not turned on in E1M1
b. red = primary power turned on, no objectives completed in the destination map.
c. yellow = some, but not all, objectives have been completed in the destination map.
d. green = all objectives have been completed in the destination map.
This will allow you to decide if you need to return to, or visit, any given map.

C. HEADS UP DISPLAY (HUD)

1. Each map can have up to three categories of objectives - primary, secondary, mission prerequisites.
2. Primary objectives are those that must be achieved before the overall mission can be completed.
3. Secondary objectives are those that must be achieved before the primary objective in another map can be completed.
4. Mission Prerequisites are those that must be completed in another map before the primary objective can be completd.
5. A roster of each map's objectives is displayed at the top left of the screen. When you first start a map the objectives are all marked in red as "incomplete". When an objective is completed, the HUD roster is modified to mark it in green as "complete".
6. You can toggle the HUD roster on or off. The default toggle key is 'O', but you can customize your own key in the Options menu. [Note: Each time you enter a map for the first time, the HUD roster will appear, even if you have toggled it off earlier. However, if you toggle it off once you've entered a map, it will not be displayed the next time you enter the map (unless, of course, you choose to toggle it back on.) Also, if you have set Scale Text in High Res. [in Options => HUD Options => Message Options] to On, your text font will be very large, and could obscure your view. Setting it to Double, or Off, will reduce text size to be less obtrusive.]

D. INVENTORY ITEMS

Many inventory items are virtually identical to their DooM counterparts, but needed to be created because of the hub structure of the game (many DooM powerups do not work across maps in a hub). However, once you use a powerup item (not armor/health) in a map, it gets used up and does not provide the powerup ability in the next map you visit. The Pugilist (berserk) is the exception.

1. SlimeSuit: Identical to Radiation Suit
2. SectorMap: Identical to Computer Area Map.
3. LightAmp: Identical to Light Amplification Visor
4. BlurArtifact: Identical to Partial Invisibility
5. Invulnerability: Identical to Invulnerability
6. Pugilist: Identical to Berserk
7. HealthPack: Identical to Stimpack; will automatically be used if your health drops below 50%
8. HealthKit: Identical to Medikit
9. BlueSphere: Similar to Supercharge
10: LiteArmor: Similar to BlueArmor, but only gives 150 units of armor.
11. CircuitBoard: Required inventory item to complete a map objective. 


[****SPOILER ALERT!!!!****]

E. ENEMIES

1. Chaingun Zombie: Replaces the standard ZombieMan, but has slightly more health, a lower painchance, and fires a modified chaingun.

2. Rapidfire Shotgun Guy: Replaces the standard Sergeant, but has slightly more health, a lower painchance, and fires an upgraded shotgun

3. Undead Imp: Larger and tougher than the regular Imp, plus it has different attacks

4. Sand Demon: Larger and tougher than the regular Demon, plus it rushes at you when it gets close

5. Duke of Mayhem: Similar to a baron of Hell, but weaker.

6. Inferno Viscount: Similar to Baron of Hell, but larger and stronger; attack has a spread.

7. Barbatos: Similar to Cyberdemon, but larger and stronger; multiple attack modes - spread, homing, automatic.

8. Succorbenoth: Similar to Cyberdemon, but larger and stronger; multiple attack modes - homing, "drunken", "sky-shower"