                          DEhackED for DUMMIES

                              By Nick Wightkin        
      for questions send e-mail to => dehacked@ixc.ixc.net
                        GOTO CHAPTER 6 FOR MORE DETAILS
      First of all, I'm not responsible for anything stupid you do. So if 
  you totally screw up you DOOM game, don't be crying to mom and having
  her send a bunch of junk to me about telling me what you did wrong.
                        
                        CHAPTER 1 - HIT POINTS, SPEED, WIDTH & HEIGTH, 
                                    MISSLE DAMAGE, and MASS
      
      First, I will start with the HIT POINTS. This will tell you how 
      much of a wimp the thing is or how powerful it is. With HIT
      POINTS set to 1, this thing will drop like a rock in one shot.
      With it set to 1000, you better be ready to fire a heck of
      a lot of missles, or at least 3 BFGs. (For some reason, setting
      the player's HIT POINTS to 1 or 1000, doesn't do anything for you, 
      but it does for the other players in 2-4 player modes.)  

      Next is SPEED. This feature is pretty cool, if you set the speed
      low.  Making it very fast makes it shoot crooked on all projectiles.
      But, with low speed, you can fire at an area and leave, before it 
      blows. For tricks using this feature, go down to CHAPTER 6.
                           WIDTH & HEIGTH
      Before jumping into conclusions, these settings do not make
      the images of the objects bigger, but they are bigger. The new 
      size is invisible, but the original image is still there. So if
      you make a barrel wider, it looks the same size, but if you shoot
      a little of of it, you still hit the new invisible size of it. 
      Sometimes this is a pain, since it gets in the way and is more
      of an obstacle.  The missle is the same size, and I recommend that
      you keep it the same, if you are going to fire some out around corners
      or windows, because the missle might hit the wall and blow you up,
      because of its enlarged size. But, the chance of hitting someone
      is greater, since the rocket is bigger.
                              MASS
      MASS determines how much you weigh. If you set it high, rockets
      and other projectiles, or bullets won't push you back on impact.
      But set to low, will make you fly back when they hit you. 
      
                             CHAPTER 2 - ALERT, ATTACK, PAIN, DEATH
                                         ACTION SOUND
      ALERT sounds are the sounds of projectiles firing and monsters
      after they heard or saw you. Press F5 to go through all the sounds 
      and press SPACE to hear the sound. (If you don't have DOOM II, you
      can't hear some of the sounds.) Then go back and enter the number 
      of the sound in the ALERT SOUNDS space. You can make the sound of
      shooting rocket a scream from a player dying, or enter 0 to make 
      the shot silent. It's cool to use in DEATHMATCH, because they 
      will never know what hit them! (This is only useful with projectile
      weapons.)

      ATTACK sounds are the sounds of projectile firing enemies, or
      ones that use their hands. (Imps, demons, Barons of Hell, etc..)
      If you get tired of hearing Imps ripping your face off, switch    
      the sounds to something different. That's about all I can say
      about that.

      PAIN sounds are what you hear when one is injured. Instead of 
      hearing a Trooper scream, how about hearing him roar! Turning
      the player's off will sometimes confuse your human opponent in
      thinking that he missed ya.

      DEATH sounds are the best ones to screw around with. By going to 
      player's DEATH sound and changing it to 82 you will hear him blow,
      instead of scream. (More on this later.)

      ACTION sounds aren't really fun to mess with, so I'm going leave 
      them like they are. Pressing SPACE while on this one will give you 
      sort of an idea of what this sound is.

                           CHAPTER 3 - ALL THE FRAMES
        Press F4 to look through the frames and view the ones you want.
      INITIAL frame is the first frame you see. (Should not be in motion.)
      With this you can make a rocket launcher shoot barrels or health
      kits. Basically, it's the first image you see of an object before
      it moves. (If it moves.) 

      FIRST MOVING frame is an enemie moving or person moving. This 
      could be used to make an enemie move like a player.

      The INJURY frame is the one that shows an enemie, player, or 
      object getting injured. (Making an injury frame a death frame
      does show the guy die, but another one is there.) So if you do that
      for an Imp, you will have to kill seven of them. (On my computer,
      the guys are invisible after shooting on, but are not when you
      shoot them again.

      CLOSE ATTACK frame is like an Imp clawing you, or a Demon biting you.
      Leave these alone, thaey are no fun, unless you are changing monsters
      around.

      FAR ATTACK frame is a player, Trooper, or Sargeant, etc..,shooting
      at you. This is also for Imps, and other fire throwing monsters.

      DEATH frame has to be the best frame there is. Changing EXPLODING to 
      DEATH will make the guy fall to pieces instead of just falling down.
      Changing the player's to an explosion, and editing the sounds and bits
      can make a player explode upon death. (This lets you take down a few
      on your way out.) Changing bullet puffs to explosions gives you a sure
      kill even with a miss. 

      EXPLODING frames show the guys fall to pieces when hit with a rocket,
      or anything else that explodes. I don't know why anyone would want to
      change this anyway, I think that it is fine just the way it is.

      RESPAWN frame; who cares?...you should figure out what it means.

                                CHAPTER 4 - BITS

      These are what really defines an object.
      0 = GETTABLE THING - like a medikit or ammo pack, meaning that you can 
                           get pick it up. (Picking something explosive will
                           give you an error.)
      1 = OBSTACLE - Gets in your way, you can't go through it unless it has
                     NO CLIPPING ON.
      2 = SHOOTABLE THING - meaning that you can shoot it. This can be used
                            to shoot items like missles or stimpacks. 
                            (Changing a player's to NO makes the enemies not 
                            move, or shoot.)
      3 = TOTAL INVISIBILITY - you can't see the thing, nothing can see it.
                               Not with iddt-iddt or anything. (To get the 
                               effect on the player, you must use multi-player. 
                               Playing alone just doesn't cut it!)
      4 = AUTOMATICS - haven't you always wondered why a rocket will sort of 
                       shoot crooked to go to an enemie? Well now you got,
                       I'm pretty sure that all projectiles have that on.
      5 = SEMI-DEAF - Can't hear you shooting until it sees you shooting.
      6 = IN PAIN - sees if it is in pain or not. >STUPID!<
      7 = ? Still UNKNOWN
      8 = HANGS FROM CEILING - self explanatory....(like a light or leg)
      9 = NO GRAVITY - you don't fall, and projectiles don't drop, they keep
                       on going.
      10 = TRAVELS OVER CLIFFS - for projectiles, players, and monsters. 
                                 If it can players and monsters can drop down
                                 cliffs, and projectiles can go over instead
                                 of exploding at the beginning of the dropoff
      11 = CAN PICK UP ITEMS - the object is able to pick up items.
      12 = NO CLIPPING - can walk through walls. (Player con only in multi-
                         player.)
      13 = UNKNOWN
      14 = FLOATING - the thing floats (Can't really help you here.)
      15 = SEMI-NO CLIPPING -  you can't walk through walls, but can walk up
                               high stairs or cliffs, or through windows.
      16 = PROJECTILES - something that is fired or thrown. (With this OFF,
                         the projectile will explode when you fire it, killing
                         you!)
      17 = DISAPPEARING WEAPON - when you drop a monster and take his weapon,
                                 it's not there for the other players.
      18 = PARTIAL INVISIBILITY - just like in the game, or like the SPECTRE.
      19 = PUFFS (VS. BLEEDS) - barrels PUFF, enemies BLEED....enough said.
      20 = SLIDING HELPLESS - don't know, just a word to take place of 
                              UNKNOWN.
      21 = UNKNOWN
      22 = COUNT FOR KILL % = if you kill it, it counts at the talley at the 
                              end.
      23 = COUNT FOR ITEM % = same as #22, but for items.
      24 = RUNNING - what do you think it means!
      25 = NOT IN DEATHMATCH - self explanatory
      26 = COLOR 1 (BLA-BLA) - SOMETHING STUPID!
      27 = SAME AS 26
      28 - 31 ARE UNKNOWN

                               CHAPTER 5 - WEAPONS/AMMO

      PAGE UP & PAGE DOWN SWITCH BETWEEN WEAPONS

                               CHAPTER 6

      This section would be filled with alot of cool things that you
      could do, and it will, if you buy the new DOOM EDIT PACK for 
      versions 1.2 - 1.9 of DOOM >REGISTERED<. It consists of a LEVEL
      CREATOR, DOOM.EXE EDITORS, IMAGE EDITOR, and SOUND EDITOR. 
      All for just $5. Or for just the complete DEhackED for DUMMIES,
      Send $2 to me at:
                          Nick Wightkin
                          418 East Washington
                          Pontiac, Illinois  61764

   For any questions, mail me or e-mail me at DEHACKED@IXC.IXC.NET 
                  
                  This price is to pay for the time it took to create this 
                  file and the long-distance calls I had to make to upload 
                  this file. 

   P.S.  I'm not keeping all the money, most of it is going to the authors of
         these programs
                  
