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Final Doom - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Final Doom - Strategy Guide (Page 01).

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=='    _-'                    || #  ||   ||  # ||                     \/   `==
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                         =============================

                     Post-Release v6.666 - STANDARD revision
                       Last Updated: DOOMSDAY, 1994
               December 10, 1994 EST: Anniversary Edition
             Written by: Hank Leukart (ap641@cleveland.freenet.edu)
             "DOOM: Where the sanest place... is behind a trigger."
                "DOOM: Such mayhem the likes of which have never
                  been witnessed in this particular dimension!"
-----------------------------------------------------------------------------
=====================================
=SECTION ONE= PRELIMINARY INFORMATION
=====================================

--------------------------
CHAPTER [2]: What is DOOM?
--------------------------

        DOOM is a three dimensional, virtual reality type action game
created by id Software.  In some ways, it is similar to Wolfenstein 3-D
(id Software, Apogee).
        In DOOM, you're a space marine, one of Earth's toughest, hardened in
combat and trained for action.  Three years ago you assaulted a superior
officer for ordering his soldiers to fire upon civilians.  He and his body
cast were shipped to Pearl Harbor, while you were transferred to Mars, home
of the Union Aerospace Corporation.
        The UAC is a multi-planetary conglomerate with radioactive waste
facilities on Mars and its two moons, Phobos and Deimos.  With no action for
fifty million miles, your day consisted of suckin' dust and watchin'
restricted flicks in the rec room.
        For the last four years the military, UAC's biggest supplier, has
used the remote facilities on Phobos and Deimos to conduct various
secret projects, including research on inter-dimensional space travel.
So far they have been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out the other.
Recently however, the gateways have grown dangerously unstable.
Military "volunteers" entering them have either disappeared or been
stricken with a strange form of insanity--babbling vulgarities,
bludgeoning anything that breathes, and finally suffering an untimely
death of full-body explosion.  Matching heads with torsos to send home
to the folks became a full-time job.  Latest military reports state
that the research is suffering a small setback, but everything is
under control.
        A few hours ago, Mars received a garbled message from Phobos.  "We
require immediate military support.  Something fraggin' evil is coming
out of the gateways!  Computer systems have gone berserk!" The rest
was incoherent.  Soon afterwards, Deimos simply vanished from the sky.
Since then, attempts to establish contact with either moon have been
unsuccessful.
        You and your buddies, the only combat troop for fifty million miles
were sent up pronto to Phobos.  You were ordered to secure the perimeter of
the base while the rest of the team went inside.  For several hours, your
radio picked up the sounds of combat: guns firing, men yelling orders,
screams, bones cracking, then finally silence.  Seems your buddies are dead.
        Things aren't looking too good.  You'll never navigate off the
planet on your own.  Plus, all the heavy weapons have been taken by
the assault team leaving you only with a pistol.  If only you could get your
hands around a plasma rifle or even a shotgun you could take a few down on
your way out.  Whatever killed your buddies deserves a couple of pellets in
the forehead.  Securing your helmet, you exit the landing pod.  Hopefully you
can find more substantial firepower somewhere within the station.  As you
walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors.  They know you're here.  There's no
turning back now.

------------------------------------------------------------
CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?
------------------------------------------------------------

[3-1]: Texture-Mapped Environment
=================================
        DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and scanned
textures on the walls, floors, and ceilings of an environment, makes the
world much more real, thus bringing the player more into the game experience.
Others have attempted this, but DOOM's texture mapping is fast, accurate,
and seamless.  Texture-mapping the floors and ceilings is a big improvement
over Wolfenstein 3-D.  With their new advanced graphic development
techniques, allowing game art to be generated much faster, id brings
new meaning to "state-of-the-art".

[3-2]: Non-Orthogonal Walls
===========================
        In other games (such as Wolfenstein 3-D), walls were always joined
at ninety degrees to each other, and were always eight feet thick.  DOOM's
walls are at many angles, and of any thickness.  Walls have see-through
areas, like windows.  This allows more natural construction of levels.  If
you can draw it on paper, you can see it in the game.

[3-3]: Light Diminishing/Light Sourcing
=======================================
        Another touch adding realism is light diminishing.  With distance,
your surroundings become enshrouded in darkness.  This makes areas seem huge
and intensifies the experience.  This also creates some amazing effects;
sometimes the lights go out, and you'll have to look for a light switch or
light amplification visors.  Light sourcing allows lamps and lights to
illuminate hallways, explosions to light up areas, and strobe lights to
briefly reveal things near them.  These features make the game
frighteningly real.

[3-4]: Variable Height Floors and Ceilings
==========================================
        Floors and ceilings can be of any height, allowing for stairs, poles,
altars, plus low hallways and high caves-allowing a great variety for rooms
and halls.
        In DOOM, monsters can be shot on levels that are higher or lower than
you are.  All you have to do is aim horizontally, and DOOM will do the rest!

[3-5]: Environment Animation and Morphing
=========================================
        In DOOM, the world reacts to you.  Many surfaces animate.
A glowing wall-plate may change in appearance when you touch it. Radioactive
ooze could seethe and bubble.
        In earlier versions of the FAQ, I talked about environment animation
and morphing.  id Software removed information terminals, access stations,
and wall weapon damaging.  DOOM does include "crushing ceilings," however.

[3-6]: Palette Translation
==========================
        In earlier versions of the FAQ, I talked about many different
types of palette translation.  Most of the palette translation has been
removed from DOOM.  The only palette translations that are currently
implemented in DOOM are for multi-player mode (other players are in
different colors), invincibility mode and a few other special effects.

[3-7]: Multiple Players
=======================
        Up to four players can play over a local network, or two players
can play by modem or serial link.  DOOM v1.2 supports modem play.
You can see the other player in the environment, communicate with him or her,
and in certain situations you can switch to their view.  This feature, added
to the 3-D realism, makes DOOM a very powerful cooperative game and its
release a landmark event in the software industry.  This is the first game to
really exploit the power of LANs and modems to their full potential.  In
1994, id Software fully expects to be the number one cause of decreased
productivity in businesses around the world.  See Chapter [8] for more
information on multi-playing.

[3-8]: Smooth, Seamless Gameplay
================================
        The environment in DOOM is frightening, but the player can be at
ease when playing.  Much effort has been spent on the development end to
provide the smoothest control on the user end.  And the frame rate (the rate
at which the screen is updated) is high, so you move smoothly from room to
room, turning and acting as you wish, unhampered by the slow jerky motion of
most 3-D games.  On a 386DX, the game runs well, and on a 486/33, the normal
mode frame rate is almost as fast as television.  This allows for the
most important and enjoyable aspect of gameplay: immersion.

*3-9*: New Monsters and Artificial Intelligence
===============================================
        Wolfenstein 3-D is basically made up of a lot of closed rooms.  When
you open a door, the guards get a chance to see you and opening the door
connects your sound area to the revealed room's sound area, so a gunshot will
be heard in both places. Guards in both places will respond to this kind of
action.  In DOOM it's much more complex.  DOOM isn't made up of a bunch of
rooms; it's a cohesive world.  You might blast your shotgun and the sound
could travel through a window or slime-river tunnel to another entirely
different area and alert some monsters.  Then, they'll come looking for
you!  Opening doors, going down stairs, wading through slime, etc.  You are
still able to get the drop on them from behind, just like in Wolfenstein
3-D -- but you have to be sneakier about it.
        There is a huge amount of enemies in DOOM and DOOM II.  Here is a
list:

        FORMER HUMANS (dudes in filth-covered combat suits):  Just a few days
ago, you were probably swapping war stories with one of these guys.  Now it's
time to swap some lead upside their head. They are the weakest of all
enemies.

        FORMER HUMAN SERGEANTS (dudes in black armor, also filthy):
Same as above, but much meaner and tougher.  These walking shotguns
provide you with a few extra holes if you're not careful!

        IMPS (brown thorny hominids):  You thought an imp was cute
little dude in a red suit with a pitchfork.  Where did these brown
bastards come from?  They heave balls o' fire down your throat and take
several bullets to die.  It's time to find a weapon better than that
pistol if you're going to face more than one of these S.O.B.s.

        DEMONS (pink horrors, vaguely humanoid):  Sorta like a shaved
gorilla, except with horns, a big head, lots of teeth, and harder to
kill. Don't get too close or they'll rip your fraggin' head off.

        SPECTRES (vague, half-formed shapes):  Great.  Just what you
needed.  An invisible (nearly) Demon.

      + LOST SOULS (flying skulls): Dumb.  Tough.  Flies.  On fire.
Flying skills with a hot temper.  They like to go for a screaming
head-on collision.

      + CACODEMONS (gigantic floating one-eyed heads):  They float in the
air, belch ball-lightning, and boast one Hell of a big mouth.  You're toast
if you get too close to these monstrosities.

        BARONS OF HELL (you'll know `em when you see `em):  Tough as a dump
truck and nearly as big, these goliaths are the worst thing on two legs since
Tyrannosaurus Rex.  Watch out for the green plasma they fling at you.

      + CYBERDEMON (rocket shooting colossus):  When you get to the end of
the second episode of DOOM, you'll know.  Get ready to see this guy a
lot more often in DOOM II.

      + SPIDER MASTERMIND (huge robotic chaingun shooting spider):  It
will make you wish you never were playing DOOM in the first place.
Watch for it at the end of the third episode of DOOM, and numerous times
in DOOM II.

      # HEAVY WEAPON DUDE (overweight sergeants with chain guns):  These
guys are probably the first new enemy you will encounter in DOOM II.
They are more disgusting looking that sergeants, and are also more
deadly due to their chain gun.

      # HELL KNIGHT (brown colored Baron of Hell):  Slightly easier to
kill than our friend the Baron, but appear in larger numbers.

      # ARACHNOTRON (toddler version of the Spider Mastermind):  Smaller
than the Spider Mastermind, and a lot harder to kill, but there are a
lot more of these guys.  Watch for its BFG9000-like green plasma.

      # PAIN ELEMENTAL (even more disgusting huge Cacodemon-like blobs):
Watch out for these guys, they fly around and fire Lost Souls at you.
If you don't kill them quick enough, the Lost Souls will eat you for
lunch.

      # REVENANT (skeletons with a bad temper):  These huge skeletons
are just cruel.  They punch and kick the life out of you, and also enjoy
launching flaming rockets into your torso.

      # MANCUBUS (overweight walking blob with guns for arms):  He is
fat, ugly, and like shooting enormous fireballs into you from his arms.

      # ARCH VILE (flaming spirits):  Not only does he summon the fire
elementals to watch you go up in flames, he revives already dead demons
while he's at it.

+:  Not found in the shareware version of DOOM
#:  Only found in DOOM II


*3-10*: Weapons
===============
        Here's a list of weapons that are in DOOM.  Don't try using these at
home. :)

        (1) Fist
        (2) Chain Saw
        (3) Pistol
        (4) Shotgun
      # (5) Super Shotgun (double barreled)
        (6) Chain Gun
        (7) Rocket Launcher
      + (8) Plasma Rifle
      + (9) BFG9000

+: Denotes a weapon not implemented in the shareware version.
#: Denotes a weapons found only in DOOM II.

[3-10-1]: What does BFG9000 stand for?
--------------------------------------
        Being the most powerful weapon, the only thing BFG9000 could stand
for would be "Big Fraggin' Gun." :)

------------------------------
CHAPTER [4]: Who created DOOM?
------------------------------

        DOOM was created by id Software, and is also published by
id Software.
        Id Software is made up of the following dedicated people:

        - John Romero     Coder         -
        - John Carmack    Coder         -
        - Dave Taylor     Coder         -
        - Adrian Carmack  Artist        -
        - Kevin Cloud     Artist        -
        - Jay Wilbur      CEO           -
        - Sandy Peterson  Designer      -
        - Shawn Green     Tech Support  -
        - American McGee  Tech Support  -
        - Robert Prince   Music         -

Note:  Apogee has NOTHING to do with DOOM.

[4-1]: How can I contact id Software?
=====================================
        id Software can be contacted via the Internet.  If you would like to
ask any questions about DOOM (that are not answered in here), send E-mail to
"help@idsoftware.com".  Id Software can also be reached at their 800 number.
The number is (800)-ID-GAMES.  This number is for ordering games ONLY.  This
number is not for technical support or inquiries.

---------------------------------------------------------------------
[5]: What are the differences between the different releases of DOOM?
---------------------------------------------------------------------

(5-1): What is the shareware release?
=====================================
        The shareware version of DOOM only includes one of the three
missions of DOOM.  Each mission contains eight levels and a secret
level.  The shareware version contains network support and modem
support.  The shareware version does NOT include the Plasma Rifle and
the BFG9000 weapons. On December 10th, 1993, v1.0 was released.  On
December 16th, 1993, v1.1 was released.  On February 17th, 1994, id
released v1.2 of DOOM.  This version fixed many bugs and added new
features, including modem support. Unfortunately, this revision added
many new bugs.  On June 28th, 1994, v1.4 was released.  This version was
only an "Internet Beta version," as was used to find bugs before the
pending released of v1.5 of DOOM.  Then, on July 8th, 1994, v1.5 was
released as another "Internet Beta version."  Both version 1.4 and 1.5
were released without registered version patches. In early August, v1.6
was released as yet another "Internet Beta version." FINALLY! In early
September of 1994, v1.666 made its debut!  The new features of v1.4,
v1.5, and v1.666 are all outlined in Chapter [5-3].

[5-2]: What is the mail-order release?
======================================
        The mail-order release of DOOM includes all three missions of DOOM.
Each mission contains eight levels and a secret level.  This version includes
all weapons.  All mail-order releases ordered July of 1994 are older
versions.  It is recommended that you upgrade to v1.666 if you wish modem
support, Nightmare mode, DeathMatch v2.0, and various other bug fixes.

[5-3]: What makes the six versions different?
=============================================
        Seven different versions of DOOM have been released: v1.0 (which
has the v0.99 operating system), v1.1, v1.2, v1.4, v1.5, v1.6, and
v1.666.  Version 1.0 was the initial December 10th, 1993 release.
Version 1.1 was the first upgrade of DOOM, released on December 16th,
1993.  Although this version fixed many bugs and compatibility problems,
it introduced many new ones. Version 1.2, released on February 17th,
added modem play, Nightmare mode, and better use of networks, but again
introduced many new bugs.  v1.4 of DOOM was a Beta version released
exclusively on the Internet, and was only used for finding bugs before
the pending v1.5 release.  v1.5 followed, which again was released as an
Internet Beta version to find bugs for the pending v1.6.  v1.6 was then
released as another Beta, and finally v1.666 was released in early
September which fixed some modem play problems and other miscellaneous
sound code and control bugs.
        Note: id reports that v1.8 of DOOM will be released in the near
future, and DOOM II has a version v1.7 and v1.7a.

        v1.4/v1.5/v1.666 new features:

        - New 14.4k and 28.8k modem support
        - Better serial support
        - New and improved SETUP.EXE with the following features:
                + Phone number list
                + Modem string database
                + Level warp key (F1)
                + Up to eight digital channels instead of four
        - New DeathMatch v2.0 rules (-ALTDEATH parameter):
                + All objects respawn after 30 seconds
                + Suicide subtracts a frag from your score
                + Negative frags are now possible
        - You can type "+" and "-" in chat mode
        - The "Official" DOOM FAQ is now included
        - Microscopic map bugs fixed and some elements changed in certain
          maps for network play
        - Recording multiplayer demos is now possible
        - Recorded demos do NOT end when you die or when the level ends.
          You must press "Q" or quit from DOOM to halt recording.  The
          default demo buffer is 128K, but it can be increased by using
          the "-MAXDEMO <#k>" command-line parameter.  "-MAXDEMO 1024"
          would allocate one megabyte for a demo recording buffer!
        - When playing back Multiplayer demos, you can use F12 and TAB
          keys to access the other player's views and watch everyone
          on the automap.
        - You can NOT use external files with the shareware version any
          longer.  You must register first.
        - You can now reload maps using the IDCLEV cheat if you are
          map editing on a LAN
        - Supports RESPONSE files for up to 100 command-line arguments.  A
          response file is a text file that contains all the command-line
          arguments you which to pass to DOOM.  An example would be:

            ---- start of file ---- (don't type this line)
            -nomonsters
            -deathmatch
            -altdeath

            ---- end of file ---- (don't type this line)
          If you name this file RESPONSE.TXT, when you invoke DOOM, you
          would type "DOOM @RESPONSE.TXT" and add any additional
          command-line parameters afterwards.
        - Sound Blaster AWE32 sound support
        - Sound does NOT work under Windows or OS/2 yet.  A new version is
          being test and will be released when it is stable.
        - new FAST parameter allows optional fast enemies
        - new TURBO parameter allows the marine to move more quickly
          (this is considered cheating and is only meant for DeathMatch play)
        - the DEVPARM parameter is no longer needed to record demos

        NOTE: Saved games from versions before v1.666 do not work with v1.666.

        Bug fixes since v1.5:

        - Miscellaneous sound code, serial code, and control fixes
        - IDKFA and shotgun no longer crashes the game

        Bug fixes since v1.4:

        - SERSETUP has been rewritten-- AGAIN!
        - Help screen now mentions F11:Gamma Correction.
        - Sprite graphics can now be used in PWADs.
        - A bug that caused some monsters to teleport outside of the levels
          has been corrected.
        - Mysterious DeathMatch bug (since v1.0) that caused random objects
          to reappear but not be gettable has been corrected.
        - Increased 64K of savegame buffer space for PWAD developers.
        - SERSETUP COM port setting > 38400 has been fixed.
        - Response file bug fixed.
        - SETUP lets you type ENTER for a control key.
        - New GUS instrumnet mapping file for 1mb GUS cards only.

        Bug fixes since v1.2:

        - Now more than two people can play over a network without crashes.
        - No more PS/2 mouse bug (player loses control of character,
          character spins, game locks, etc.)
        - Saving a game under a open door, restoring it, then pressing
          space no longer causes the game to crash.
        - Sound code rewritten.
        - Serial game difficulty selection fixed in SETUP.EXE.
        - map bug fixes including two-sided linedef bug and faulty
          SKY1 ceiling texture mapping
        - gun projectiles (rockets, plasma, rockets) will no longer trigger
          linedefs

        It is recommended that you upgrade to v1.666 if you have not already
done so.

(5-4): What is the commercial release?
======================================
        The commercial version of DOOM is called "DOOM II: Hell on
Earth" and is now available in stores!
        DOOM II is finished and is now available to registered users of
the original DOOM.  It can be ordered directly from id or from GT
Interactive Software at 1-800-332-4300.  It costs $44.95 per copy.
        DOOM II includes these features:

        * 30 levels plus 2 secret levels
        * Lots of graphics
        * All new music
        * More sound effects
        * Runs a little faster than original DOOM due to further code
          optimizations!
        * New enemies
        * Totally killer DeathMatch-designed levels!

[5-5]: I bought DOOM in a store, is it illegal?
===============================================

        Here is accurate information regarding DOOM's legality.

        (1) DOOM purchased directly from (800)-ID-GAMES is NOT illegal.
        (2) The registered version of DOOM purchased in ANY retail stores
within the United States is illegal.
        (3) The registered version of DOOM purchased on CD-ROM ANYWHERE
is illegal.
        (4) The registered version of DOOM purchased in retail stores
OUTSIDE of the countries listed below is illegal.

                Australia
                New Zealand
                Hong Kong
                Taiwan
                Singapore
                Netherlands
                UK

        (5) The registered version of DOOM purchased in retail stores in
Canada is illegal.
        (6) The shareware version of DOOM purchased anywhere (on CD-ROM
or otherwise) is LEGAL.

        I hope this clears it up.  If you own an illegal copy of DOOM,
please E-mail to "help@idsoftware.com" to report the distributor,
date of purchase, and price.  Calling (800)-388-PIR8 is also allowable
for people without Internet access.

        None of this information applies to DOOM II, which is sold in
stores.

(5-6): What is WinDOOM?
=======================

        Here is the latest information on WinDOOM, direct from Microsoft.

- WinDOOM is a joint effort of id Software and Microsoft.  Microsoft is doing
  most of the porting work.
- WinDOOM is a Win32 application.  It runs under Windows NT and Windows 4.0.
- WinDOOM uses the recently announced WinG libraries.
- WinDOOM supports full music and sound and supports all Windows MIDI and
  WAVE devices.
- WinDOOM has variable resolution.  WinDOOM can render the display at
  320x200 through 640x400.  Resolutions greater than 640x400 are
  performed via "stretching" (this is a limitation of the DOOM engine)
- WinDOOM supports network play via WinSOCK (TCP/IP) and NetBIOS (NetBeui,
  IPX, etc.)
- WinDOOM supports any display with at least 256 colors.
- WinDOOM is multithreaded so if you're running under a multiprocessor
  machine you'll see a significant speed increase.
- WinDOOM will support DEC Alpha and MIPS RISC machines.

*5-7*: What other DOOM ports are in the works?
==============================================
        Here is the status on all the latest DOOM ports.  This is DIRECT
from id Software, opinions conveyed in here are not nessecarily the
opinions of Hank Leukart.

QNX: DOOM for the QNX OS is anonymously ftp'able from quics.qnx.com.
It's compiled with Pentium optimizations and supports sound, music,
the VGA console and X Windows with pixel doubling and tripling.
We don't support this version, QNX Software Systems did the port.
This version will run the shareware, registered, or doom2 wadfile.
The files to ftp are:


  /usr/free/doom/qnxdoom.pax.gz - Console and X versions of QNX DOOM
  /usr/free/doom/doom1.wad.gz   - DOOM v1.666 wad file
  /usr/free/doom/qnxdoom.faq    - Installation instructions and other
  details


OS/2: Still working, no dates yet. IBM guys are handling this.
This is how this will work: You will be able to download the
OS/2 version from most BBSs and ftp sites. It will work with
your registered wad or the shareware one. NO CHANGE. STILL NO CHANGE.

SGI Irix v5.2:  ftp.uwp.edu:/pub/msdos/games/id/sgixdoom.tar.Z.
It is integrated with the v1.6ish DOOM version.  It supports
pixel-doubling, -tripling, -quadrupling as well as 16-bit sound
for clearer mixing.  Now compiled with -mips1 flag. Do not send
us mail about this. We will delete it. NO CHANGE.

LINUX: the linux version is at sunsite.unc.edu:/pub/Linux/Incoming
and may be moved to whatever appropriate directory later. Do not
send us mail about this. We will delete it. NO CHANGE.

JAG: It's out now. Go buy it. Everyone likes it.

MAC: We have found a team to do this. There is no release date.
We just got some Power PCs to test the beta
version on. It should be here soon. Please do NOT ask to test
this. There is no more info on this at this time. NO CHANGE.

WINDOWS: We just got a beta of this. Looks AWESOME. Still no
release date. The MICROSOFT guys are working on this. NO CHANGE.

NEXTSTEP: There is a version 1.2 available from cs.orst.edu. There
will not be another patch until we send out the finished version.
Omnigroup is working on a new NEXTSTEP release of
DOOM with interceptor direct framebuffer access, sound,
customizable controls, and lots of other features.
A DOOM II release will also be available.
URL for the info page at Omni's WWW site:

Sega 32X: Released. Everyone is spooging over this one, too.
Buy it.

There will never be a port to these machines:
Amiga, Sinclair 2000, Apple //gs, TRS-80.

----------------------------------------------------------
CHAPTER [6]: Where can I get DOOM and related information?
----------------------------------------------------------

[6-1]: How can I get the shareware release?
===========================================

*6-1-1*: What are the file names?
---------------------------------
        DOOM is released in two formats, a two file 1.44mb format, and a
one file 2mb format.  The 2mb format is released under the name
"dm1666.zip".  The 1.44mb file names are "dm1666a.zip" and
"dm1666b.zip." If you got DOOM before September of 1994, it is
recommended that you upgrade to v1.666 if you wish all of its new
features and bug fixes. A patch under the file name "dm1666sp.zip" is
available to upgrade the v1.2 shareware version to v1.666.  A patch
under the file name "dm1666rp.zip" is available to upgrade the
registered version to v1.666.  Additionally, a file named "altdoom1.zip"
is available for those people whose computers do not work with the DOOM
DOS Extenders, but only for DOOM v1.1. NOTE: Registered version patches
for v1.4, v1.5, and v1.6bt were NEVER released.
        There is NO shareware version of DOOM II, however, there are
patches to upgrade DOOM II to v1.7a.  These are available under the file
names "doom2p16.zip" (if your DOOM II is v1.666) and "doom2p17.zip" (if
your DOOM II is v1.7).

[6-1-2]: How can I get DOOM using FTP?
--------------------------------------
        Here is a list of sites DOOM is on.  Choose the one closest to you
for fastest delivery.

        andyspc.rh.uchicago.edu: /pub/doom
        cactus.org: /incoming (will be moved to /pub/IHHD/multi-player)
        charm.tn.cornell.edu: /pub/doom
        ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
        ftp.demon.co.uk: /pub/ibmpc/games/id
        ftp.sun.ac.za: /pub/msdos/id
        ftp.uml.edu: /msdos/Games/ID
        ftp.uwp.edu: /pub/msdos/games/id
        ftp.funet.fi: /pub/msdos/games/id
        ftp.orst.edu: /pub/doom/id
        lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2)
        wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom

        There is no shareware version of DOOM II.

[6-1-3]: How can I get DOOM using AFS?
--------------------------------------
        DOOM can get received from the following AFS site.

        /afs/andrew.cmu.edu/usr23/dsa3/ftp

[6-1-4]: How can I get DOOM on a BBS?
-------------------------------------
        DOOM is on id Software's official BBS, Software Creations.  DOOM is
located in the id Software directory.  Choose the appropriate phone number
for your modem.

        (a) (508)-365-2359 2400 baud
        (b) (508)-368-7036 9600-14.4k v.32bis
        (c) (508)-368-4137 14.4-16.8k HST/DS

        Software Creations can also be telnetted to using the site name
"swcbbs.com."

*6-2*: How can I get the mail-order release?
============================================
        The mail-order release of DOOM is available directly from id
Software.  To order, call id Software's order number, (800)-ID-GAMES.
This number is for ORDERING ONLY, not for inquiries or technical support.
The mail-order version of DOOM costs $40.00.  If you live out of the United
States, you can still order DOOM by an out-of-country shareware
distributor.

*6-3*: How can I get the commercial release?
============================================
        DOOM II was released at the beginning of October.  It can be
purchased in your local software store or ordered directly from GT
Interactive (DOOM II's distributors) at (800)-332-4300 in the United
States.
        There is a patch to v1.7a of DOOM II available on the Internet.
If your version of DOOM II is:

        v1.666          ftp.uwp.edu     /pub/msdos/games/id/doom2p16.zip
        v1.7            ftp.uwp.edu     /pub/msdos/games/id/doom2p17.zip

[6-4]: How can I get the DOOM Specs for creating add-on utilities?
==================================================================
        id has made the decision not to release their own DOOM specs.
        The Unofficial DOOM Specs, however, written by Matt Fell and
distributed by myself, are available.  See Chapter [15-24] for more
information.

[6-5]: Where can I get the serial play and node building source code?
=====================================================================
        The serial play source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
"sersrc.zip."
        The node building source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
"doombsp.zip."

[6-6]: What books about DOOM are available?
===========================================

        Killer DOOM: Tips & Tricks by Brady Publishing
        Author: Robert Waring
        Price : $9.95
        Order : (800)-428-5331

        The Official DOOM Survival Guide
        Author: Jonathan Mao Mendoza
        Price : $19.95 ($15.00 if ordered directly from id)
        Order : (800)-ID-GAMES
        ISBN #: 0-7821-1546-2

        DOOM Battlebook: Secrets of the Games series by Prima Publishing
        Author: Rick Barba
        Price : $14.95
        ISBN #: 1-55958-651-6

        Watch for a number of new books about DOOM and DOOM II to be
released in early 1995.  You may even see a cool DOOM editing book
written by someone you know. :)

*6-7*: Where can I find World Wide Web sites about DOOM?
========================================================

The HTML version of the DOOM FAQ is at:

The DOOMGate is located at:

Here are all the DOOMWeb sites to date:

        file://ftp.netcom.com/pub/vhold/doom/doom.html
                by Marty Price (vhold@netcom.com)
                by Sven Neuhaus (sven@fuzzy.ping.de)
                by Tim McCune (trm@ksu.ksu.edu)
                by T.J. Kelly (me, TJ@hmc.edu)
                by Piotr Kapiszewski (kapis-p@cs.buffalo.edu)
                by Bill Perry (wmperry@spry.com)
        (The SGI DOOM FAQ)
                by John Troyer (troyer@cgl.ucsf.edu)
                by Joost Schuur (lothlhwI@irc)
                by John Evans (lgas@cs.umd.edu)
                by Randal Wilson (deftly@catt.ncsu.edu)

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