NOTES ON GAMEPLAY:

These levels are part of a hub; therefore, you can travel back and forth between some of them.
However, you may only be able to visit some areas after you have completed a task in another
level. Therefore, starting any other than the first level from scratch (pistol start), may not
allow you to complete the entire hub. Moreover, weapons are not strewn all over the levels, so
starting with only a pistol in a later level is not likely to get you very far.

1.	You will need to jump to make progress and to find secrets.

2.	From the ZDooM menu select a cross-hair. The weapons graphics are offset from center, so
	aiming without a cross-hair can be quite difficult.

3.	Staying underwater too long will cause damage. Also the damage rate increases the longer
	you stay underwater.

4.	There are large, wall-size computer screens. Pressing these will activate cameras in
	different parts of the hub. To dis-engage the camera, simply take a step back.

5.	The first level (Command Center) has a number of scrolling computer screens. These are
	log records of various Joint Task Force (JTF) personnel. To read the logs, simply press
	the screen. The logs provide clues to help you through your mission.

6.	Heavier weapons (i.e., super shotgun and above) are only found in the Weapons Station in
	the Command Center. (Incidentally, do not get too excited when you manage to pick up all
	the goodies. Ammo is generally scarce in later levels, so manage your ammo wisely.)

7.	All laser barriers are deadly force, i.e., instant disintegration.

8.	There are Low-Gravity Jump Pads located in several levels. To use these, simply step on
	them and use your jump key. (You'll need to restore servo-motor control functions first.)

9.	Press the lit runic signs to get messages. These signs are primarily meant to help you to
	identify various areas. However, many of them activate things as well.

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SPOILER ALERT!!!
Do not read further if you want to figure out the secrets for yourself.

Map10 -- Command Center

1.	The blue armor in the locked room. Across from the locked room is a control room that is
	also locked. The control room has a switch that allows you access to the blue armor. You
	can only get into the control room through a room in Map11 (Power Plant, below).

2.	This is only a quasi-secret, as you will probably figure it out later in the game. It
	really counts as a secret if you discover it early in the game. On the reverse side of
	the switch that disables the laser for the plasma rifle there is another switch. This
	opens a computer panel in the Computer Log Records pod in the western part of the map.

Map11 -- Power Plant

1.	Jump onto the crate with the chaingunner in the open-air storage area. This is a tough
	jump, so it counts as a secret.  TIP: use the automap to go as far back on the little
	grey crate before running for your jump. As this is the only chaingun on this level, it
	helps to get it early. You can still get through the level without it, but having this
	sucker sure helps. (You might get lucky and be able to shoot the chainguy off the crate.)

2.	To get into the control room in the Command Center (above), find the dark storage room.
	Behind one of the crates is a grate/vent shaft that leads to the control room.

3.	To get the green armor in the locked room in Hydraulics, first activate the pumps to
	raise the water level. Swim along the tunnel to find a small opening near the roof of the
	tunnel on the right wall. This leads to the locked room.


Map12 -- Krakatoa

1.	The soul sphere near the lava caverns. When you jump over the pillars to reach the demon
	switch in the lava caverns, carefully walk around to the other side of the switch. The
	lion head switch there raises the bars to the soul sphere.

2.	In the Main Hall, picking up the box of shotgun shells opens the four areas hiding the
	Hell Knights. The back wall of one of these areas has a recessed section. Step through
	and follow the corridor until you get to the lo-grav jump pad. If you have restored
	servo-motor control functions you will be able to jump onto the ledge overlooking the
	lava-canyon area.

3.	Before stepping into the teleporter that takes you to the arena with the Cyberdemon,
	carefully step around to the back of the room to find a recessed section of the wall.

Map13 -- Valhalla

1.	To reach the Hidden Crypt requires two steps. First you must restore servo-motor control
	functions in Map11 (Power Plant). This will allow you to use the lo-grav jump pad below
	the crypt. Next, enter the East Guard Tower (which overlooks the 3 demon-faced walls).
	The switch temporarily raises the nearest demon-faced wall. Run through and use the jump
	pad to reach the crypt.

2.	The West Guard Tower has a switch that temporarily opens a door at the bottom of the
	circular stairs.

3.	In the final crypt room before you face the Spider Demon, find the runic sign that is lit
	up. Press the sign, and run down to the nearest teleporter. After you teleport, continue
	running to the teleporter across from you. You will be teleported to the teleporter pad
	on the other side of the crypt. The wall next to you has temporarily opened.

Map14 -- Temple of the Ancients

1.	In the tunnels near where the yellow key card is located, swim underwater to find the
	secret.

2.	After entering the Temple from the main entrance, jump onto the ledge to your left (the
	one with the friendly chaingunners). Carefully inch your way around until you can get
	through the arch, to collect all those chainguns.

3.	In the area with the circular stairway, the door to the secret area is opened when you
	open the main door to the stairway from the outside (yellow skull door).

4.	After you climb the circular stairway and step on the landing, a wall opens and releases
	cacodemons. In the area from which the cacodemons emerge there is a small recessed
	section of the wall in the corner that opens to a secret area.