Hostage Rescue 3 "Back in Black" (Upgrade from v2.0)
Playing Tips:

This file is designed to familiarise you with Hostage Rescue 3, your 
weapons and abilities, and some general playing hints. This wad is intended
to be a simulation of special forces operations, although the authors aren't
experts on the subject. If we've stuffed up, please tell us. 

As you'll no doubt notice, playing this wad is quite different from 
playing Doom 2 normally. Your weapons are faster (and more powerful) and 
the 'marine' is enhanced in a number of ways. However, your enemies are 
faster to react, tougher, meaner and pack more heat. Also, since the 
hostage rescue level of this wad is very different to a normal Doom episode,
your playing style will have to be duly modified. This whole wad has been
designed to be extremely challenging, especially at higher difficulty
levels. This little file is designed to help you cope with (and understand)
the challenges and changes that are part and parcel of Hostage Rescue 3. 

* Weapons *

1) Punch - (where it always was)
This is counter-terrorism, buddy. If you ain't spitting lead, then you're 
stuffed. You should only use the punch if you run out of ammo completely.

2) Beretta - (replaces Doom pistol) 
Your pistol fires 9mm Parabellum ammo, the same stuff you'll use in your 
MP5K. You fire faster than a normal Doom pistol, but still fairly slowly. 

3) M-16 - (replaces the shotgun AND super shotgun)
Fires a 5.56mm NATO round. A nice weapon, very easy to aim, with a heap of 
stopping power. Can used on full auto (i.e hold down fire button) for
combat, or in short bursts for sniping.

4) Heckler & Koch MP5K - (replaces the chaingun)
Many CT and Spec. War teams use this weapon as standard. It fires 9mm 
Parabellum ammunition. While the MP5K doesn't have quite as much 
penetration or stopping power as your M-16, this is compensated by 
the phenomenal accuracy of the weapon. A new addition is a laser sight,
which will even further improve your aiming.

5) CS Gas Grenades - (replaces rocker launcher)
You can throw these grenades a fair distance, especially from high points in
a level. The grenades have a delay of about 2 or 3 seconds after hitting the 
ground. As well as exploding, these grenades will also release a cloud of
CS gas (tear gas). Whether you are playing a single, co-op or DM game, 
you'll really want to avoid this gas. Contact with the cloud of gas will
totally stuff your vision for the remainder of the level. Generally the
gas will move slowly away from you, or quickly disperse straight upwards.

6) Remington 870 (replaces BFG) - Fires twelve guage solid shot. In 
comparison to most of your arsenal, this weapon takes an ice age to reload,
but it is better than nothing. It is best used at very close quarters. 

* Other Stuff *

Night Vision Goggles - As the name suggests, these allow you to see
during the dark. They have an authentic 'starlite scope' green tinge.
Your vision will be enhanced for about 30 seconds.

Jump Drugs - (found in weapon slot 6) A slightly healing player jump (will 
give around 5%-10% health, though you scrub your armour each time you leap).
You'll be able to jump up to ledges +128 doom units higher than the floor 
you stand on. Be warned that if your health is below 20%, any attempt to 
jump will prove fatal.  The jump is best controlled by running and jumping 
simultaneously. Use your jump wisely, because you may need to leap into air
ducts to exit from a room. You can also use the jump to go over walls 
and even onto high balconies.

Scuba Gear - When activated, gives your vision a slightly blue tinge. Allows
you to safely proceed through water.

* Hostages * 

They're the geeky looking dudes in the bad suits, found only in the
embassy assault (map 2). If you shoot, bomb, or maybe even punch one of 
these guys (why would you?), then the level ends and you have to start 
over. (if the level ends 'for no reason' it is likely that a hostage got 
wasted somewhere outside your field of vision) The hostages will will tend 
to run toward you for protection, which gets them killed a lot. Sometimes 
you may be able to bump them out of the way. The other option is to act as 
a human shield...
Also, hostages can and will leave rooms through open doors. Once you clear 
an area, try to keep the hostages contained, since they only get in your 
way.

* Special Forces Soldier *

Sure, as a space marine, it's all good and well to be bright green, wear a 
motorbike helmet for a head, and to mince about in knee-high cream boots...

Our SF soldier is kitted out in full counter-terrorist gear; completely in 
black, with a balaclava. As a fine physical specimen, the SF soldier doesn't
have his vision 'red out' when taking hits, which allows you to see what 
you are doing at all times. Also, for co-op games, all that red/green/brown
rubbish has been dispensed with, in favour of new callsigns: Alpha, Bravo, 
Charlie and Delta.

* Enemies  *

Yeppers, the nasties. The terrorists/arms smugglers bear some similarity to
normal troopers or sergeants. However, they move faster, have better 
reactions and carry more hit points. However, as leaner specimens than 
typical Doom 2 humanoids - and faced with more penetrating weapons - they 
tend to fly through the air quite nicely when greased. In level 2, the 
terrorists also have some guard dogs: friendly Alsatians that just love to 
feast on human flesh. 

============================================================================


	** Tactics for Assaulting the Embassy: ** (Map 2: Assault)


Within reason, you should try to conserve your fire. Obviously, in a normal
Doom map, anything that moves is fair game. In this scenario, however,
the hostages move, and an an attitude of "It moves, it dies" will get you
nowhere. Conserving ammo is wise because your weapons eat ammo like
nothing else. Secondly, being trigger happy will just get innocent hostages
killed. In real life, counter-terrorist teams are taught to fire in short 
bursts, with slight gaps between each burst. (Also called the double-tap: 
one shot to the head, one to the heart) Using this method, you are forced 
to slow down, and to consciously assess the situation. (i.e take note of who
or what you are shooting at) The temptation to panic and spray lead will
be lethal.

Another point to remember is that you should only keep firing until your 
target drops. This will help to conserve ammo, keep hostages alive, and
is most efficient when facing multiple tangos.

The Player Jump: A rather handy new feature for the Special Forces soldier.
It allows you to scale high walls in a single bound. You'll get the most
control and the best height if you run and jump simultaneously. Also, 
don't be deceived - your angle of ascent isn't very steep, so you should 
actually jump a fair distance from any platform that you're trying to land 
on. You'll note that the screen goes slightly red when you jump (as if you
are taking damage). This is nothing to worry about. You don't lose any
health, but as a trade-off, you lose the more valuable body armour. But if 
you've got to jump, you've got to jump. Tactically, this allows you to
go places and do things you couldn't ordinarily do in Doom. Utilise it!

Also, try to be completely aware of your surroundings. Because every
door opens silently, try to remember to cover your back. Obviously this
takes some doing in single player mode (it's easy if you play co-op), but
it is a lesson well worth learning.

Weapon Choice: This part is rather difficult. For example, it is almost
impossible to use the double shotgun with any sort of precision. It is
a great choice when confronted by several closely spaced enemies at close
to medium range. However, to precisely cut down terrorists standing either
side of a hostage, you'd be better trying to flay them to death with bits
of wet celery. Your most effective weapons are probably the M-16 and the 
Heckler & Koch MP5K. They have the most stopping power, as well as being
the most accurate weapons. The M-16 packs the most firepower, but if you're
not precise, it will mow down hostages quite readily. Your Heckler & Koch 
MP 5 is the most precise weapon you're ever likely to use in Doom. No 
matter whether you snipe with it or fire on full auto, the bullets won't 
tend to spray. If you're a good shot, then it will be your primary
assault weapon.

Grenades are very useful, because they have a powerful, radius effect. 
However, this means that you don't want to be throwing them if hostages are 
around. Grenades will momentarily stun any terrorist that they hit, as will
the cloud of CS gas. Be careful not to swallow any gas fumes, yourself.
Because of the time delay, and the tendency of Doom monsters to constantly 
walk towards you, grenades tend to work superbly for ambushes. Incidentally,
never blindly lob a grenade into an area that you cannot or haven't seen. 
Also be careful with the grenades, because if they aren't aimed perfectly, 
they have a nasty habit of sliding down walls, and landing at your feet. 

Clearing Rooms: This may sound dumb, but if you can avoid it, don't stand
directly in front of a door when you open it up. Try to stay on as steep an
angle as possible. Once you enter a room/corridor/stairwell etc,
you should try to look left and right as fast as possible. It helps if you
can get your back to a wall, since at least that way you can't be shot from
behind. If the lights go out when you enter a room, try to find a light
switch. Computer enemies are entirely unaffected by the light levels, 
whereas you are completely stuffed if you can't see. When coming up to a 
blind corner, you could try using the strafe keys, so that you are 
parallel to any possible targets. Obviously, your movement will
be controlled be several factors - the most pressing being whether there
is a hostage in the room, and if you move, will he be caught in a deadly
crossfire?

Explosive Entry: Some selected switches, doors and objects will need to
be shot or blown up to allow you to progress. If a switch doesn't work,
try shooting it. If the switch breaks, you can then press on it like
normal. If a door won't open, again, try shooting it. If that doesn't
work, then the door either a) requires a key b) is remote activated or
c) just plain old won't open. You may find other barriers blocking your
way. These come in the form of metallic poles. Shoot them or grenade them,
and proceed on your merry way.


