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    Overview

    Freedoom: Phase 2 aims for compatibility with Doom II mods. One of the nicest features of Freedoom is its compatibility with the catalog of thousands of fan-made levels made for the classic Doom games, and Phase 2 is the half to use for anything designed for Doom II or Final Doom.

    The campaign is a series of levels, each with a way to the exit that the monsters will try to keep you from. Gameplay involves hidden-object exploration puzzles as well as real-time action puzzles about placing and timing the shots of your weapons. Beyond the main run there are secret levels, if you can discover how to reach them.

    For over 30 years the Doom modding community has produced thousands upon thousands of levels, mods and even entirely new games built upon the original Doom games. Everybody deserves to be able to experience that, but the community also deserves its freedom and independence. By providing a free alternative that anyone can play, share, modify and reuse, the project hopes Freedoom can help to provide it.

    Made by
    Freedoom contributors

    Controls guide

    On foot

    KeyAction
    Up/DownMove forward or backward
    Left/RightTurn
    Alt+Left/RightStrafe
    Comma/PeriodStrafe left or right on their own
    ShiftRun while held
    CtrlShoot
    SpaceOpen doors, flip switches, ride lifts
    1to7Weapon slots; 3 swaps between the two shotguns
    ECycle to the next weapon
    MouseTurn
    ClickShoot
    Right-clickHold while moving the mouse to strafe; double-click to open

    Automap

    KeyAction
    TabToggle the map
    -/=Zoom out, zoom in
    0Show the whole level
    FFollow mode; with it off the arrows scroll the map
    GGrid
    MPlace a marker
    CRemove all markers

    Menus

    KeyAction
    EscMain menu
    Up/DownHighlight an option
    EnterSelect
    BackspacePrevious menu
    Y/NConfirm or cancel

    Cheatsheet

    Arsenal

    1
    Fist, or the Ripsaw once you have it
    2
    Handgun (bullets)
    3
    Pump-action Shotgun or Double-barrelled Shotgun (shells)
    4
    Minigun (bullets)
    5
    Missile Launcher (missiles)
    6
    Polaric Energy Weapon (energy)
    7
    SKAG 1337 (energy)

    Monsters

    Zombie / Shotgun Zombie
    Drop a clip or a shotgun
    Minigun Zombie
    Locks on and keeps firing; take cover
    Serpentipede
    Claws up close, fireballs from range
    Flesh Worm / Stealth Worm
    Fast biters; the stealth one is near invisible
    Hatchling
    Flying larva that bodyslams
    Matribite
    Sends out hatchlings
    Trilobite
    Floating orb that spits plasma
    Pain Bringer / Pain Lord
    Need about three / five missiles
    Octaminator
    Fast and tough, homing fireballs
    Necromancer
    Sets you on fire and raises the dead
    Combat Slug
    Long-range flamethrowers
    Technospider
    Polaric energy support weapon
    Large Technospider
    Rapid minigun; immune to blast damage
    Assault Tripod
    Missile launcher; immune to blast damage

    Health and armor

    Health Boost / Armor Boost
    +1 each, up to 200%
    Small / Large Health Refill
    +10 / +25, up to 100%
    Ectoplasmic Surge
    +100 health, up to 200%
    Negentropic Surge
    200% health and 200% armor
    Force Field Armor Vest
    100% armor
    Attuned Force Field Armor Vest
    200% armor that absorbs half of each hit

    Tips

    1. Minigun Zombies and Necromancers lock on to you, and gunfire hits just as often whether you move or not. Break line of sight behind something solid before you trade shots.
    2. The Double-barrelled Shotgun gets almost 50% more hits per shell across a wider spread. Keep it for close range against groups and press 3 again for the pump-action when you need reach.
    3. Against a crowd, keep circling around it. Monsters always move toward you, so they bunch up into one easy target and start hitting each other.
    4. A Negentropic Surge tops you up to 200% health and armor in one go, so save it for just before a hard fight rather than grabbing it at 90% health.
    5. On Mayhem!, killed monsters come back after about 40 seconds and attack up to twice as fast, so push forward instead of clearing every room twice.

    Secrets

    Secret levels 31 and 32

    MAP15 Hostile Takeover has a hidden exit that leads to MAP31 Be Quiet, and MAP31 has its own hidden exit to MAP32 Not Sure. Leaving either by the normal exit puts you on MAP16.

    Invulnerability and weapons

    Type IDDQD in play to toggle god mode. IDKFA hands you every weapon, maximum ammo, armor and all six keys; IDFA does the same minus the keys. Except for IDCLEV and IDDT, the codes are switched off on Mayhem!.

    No clipping

    Type IDCLIP to pass through walls and monsters; type it again to switch it off.

    Jump to any map

    Type IDCLEV and a two-digit map number, such as IDCLEV07 for MAP07 or IDCLEV31 for the first secret level. It starts the map as a new game.

    Power-up codes

    IDBEHOLD plus a letter gives a power-up, and the same code again removes it: V Vanguard Device, S Strength Symbiote, I Invisibility Cloak, R Rescue Operations Suit, A Area Survey Map, L Low-Light Goggles. IDCHOPPERS adds the ripsaw, and IDMUS with a map number changes the music.

    Reveal the map

    With the map open, type IDDT once to draw the whole level, twice to add every monster and item, and a third time to reset it.