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1994-12-02
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* * * D O O M I I * * *
Beginners Guide
by John L. Jiemback
Table of Contents
Welcome to The Neighborhood - Introduction . . . . . . .. . . . . . . . 4
How to Make Friends and Influence People - Weapons . . .. . . . . . . . 4
HANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
CHAIN SAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PISTOL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
SHOTGUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
*SUPER SHOTGUN . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
ROCKET LAUNCHER . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PLASMA RIFLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
BFG9000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The People in Your Neighborhood - Enemies . . . . . . . .. . . . . . . . 6
RIFLEMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
*CHAINGUNNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
IMP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
SPECTRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
LOST SOUL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
CACODEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
*HELL KNIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
BARON OF HELL . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
*ARACHNOTRON . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
*PAIN ELEMENTAL . . . . . . . . . . . . . . . . . . . . . . . . . . 8
*REVENANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
*MANCUBUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
*ARCH-VILE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
SPIDER-DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
CYBER-DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
*BOSS BRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Things You'll Find in Your Neighborhood - Items . . . . .. . . . . . . . 9
ARMOR BONUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
BACKPACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
BERZERKER PACK . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
BOX OF BULLETS . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
BOX OF ROCKETS . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
BOX OF SHELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
BULLETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
CELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
COMBAT ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
COMPUTER MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
HEALTH BONUS . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
INVULNERABILITY . . . . . . . . . . . . . . . . . . . . . . . . . 10
KEYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
LIGHT AMPLIFICATION . . . . . . . . . . . . . . . . . . . . . . . 10
MEDKIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
*MEGASPHERE . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
PARTIAL INVISIBILITY . . . . . . . . . . . . . . . . . . . . . . . 10
RADIATION SUIT . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SECURITY ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SHELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SUPERCHARGE . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
STIMP PACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Sights to See Around The Neighborhood - Obstacles . . . .. . . . . . . 11
BUTTONS/SWITCHES . . . . . . . . . . . . . . . . . . . . . . . . . 11
DOORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
LIFTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
NUKAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
SECRET DOORS . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
TELEPORTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
How to Make Your Visit More Enjoyable - Survival . . . .. . . . . . . 12
-------------------------------------------------------------------------
Welcome to The Neighborhood - Introduction
-------------------------------------------------------------------------
Let me be the first to welcome you to the DOOM II neighborhood.
It's a nice place to visit. Sure, the neighbors get a little rowdy
sometimes. You know, shooting at you, throwing balls of fire or plasma
at you, possible trying to bite your arm off. It shouldn't be a problem
for a space marine like you. Just let your neighbor's know who's the
boss and everything will be fine...
This document is targeted at the first time DOOM player who really
needs to buy a clue, but any of you old war dogs who get your paws on
this might find a few tidbits of useful information. The document covers
five basic areas: weapons, enemies, items, obstacles and survival. Any
items in this document tagged with an asterisk (*) are new to DOOM II.
-------------------------------------------------------------------------
How to Make Friends and Influence People - Weapons
-------------------------------------------------------------------------
Once you're settled in I'm sure you'll be dying to take a stroll
around the neighborhood, but you'll have to be prepared incase you meet
up with some of the local residents. Local customs are a little strange
around here. People are very outgoing and as soon as they see you
they'll start sending gifts your way. Of course, it's better to give
then to receive...
Here is a list of the toys you'll be playing with while taking that
stroll. Each has its good points and, of course, its draw backs. The
numbers in parenthesis indicate what number to press on the keyboard to
select the appropriate weapon, assuming you have one. The weapons are
listed in order from weakest to strongest. which happens to be the order
they are in on the keyboard. Note that keys one and three have more than
one weapon assigned to them. For key one, once you have the chain saw
you can no longer use your bare hands; pressing one will always bring up
the chain saw. The shotgun key works differently. If you only have one
of the shotguns, pressing the number three key will ready whichever you
have, but if you have both the number three key will toggle between the
regular and super shotguns. When you first switch to a shotgun it will
default to the super shotgun if you have both.
HANDS - (1) Using your hands should be an absolute last resort. It
requires you to rub more than just noses with your intended victim
which can be a real problem, especially if said victim is firing at
you the whole time. Of course, if your out of ammunition what else
can you do? Another problem with using your hands is that they
don't do as much damage to your opponent as the other weapons do.
CHAIN SAW - (1) What an interesting and useful weapon, sometimes.
Whenever you're facing a critter (or two or three or...) that
doesn't fire at you the chain saw is an incredibly efficient weapon.
It doesn't use ammunition, never runs out of gas, and can deal out a
large amount of damage quickly. Of course you have to be rubbing
noses with your intended victim for the chain saw to do its job. If
you are every completely out of ammunition for the weapons you have,
the chain saw (or your bare hands if you haven't found the chain
saw) will be your best buddy.
PISTOL - (2) When you first start a game (or restart if you got killed)
you always have the pea shooter and 50 bullets. The pistol is not
the most effective weapon in your arsenal, but it gets the job done
with most of the little guys (like Sargents, Riflemen and Imps).
SHOTGUN - (3) Probably the most useful weapon in the game, the shotgun
is the one to keep ready when you don't know what's coming. When
the shot gun is fired it releases several pellets that spread out as
they travel. So, if a critter standing right in front of you and
you blast it with the shot gun it's likely to fall over (or at least
take notice). At a distance, the pellets released by the shot gun
spread out doing less damage to individual targets, but possibly
hitting several targets at once. Also, shotgun shells are usually
easy to come by so you can maintain a good supply of ammunition.
*SUPER SHOTGUN - (3) The super shotgun is just like the regular shotgun
with a few important differences. First, every time you pull the
trigger this puppy fires off two shells instead of just one making
it twice as deadly as the regular shot gun. Its a very effective
weapon. On the down side it's pretty slow reloading which can be a
problem if a bunch of guys are breathing down your neck. Also, you
tend to go through your supply of shell pretty quick if you
continuously use the super shotgun.
CHAIN GUN - (4) What a beautiful weapon. Hold down the fire button and
this baby will lay down a continuous stream of bullets that can
clear a room pretty quick (assuming there is nothing too formidable
in the room). On the down side, this thing likes to eat a lot of
bullets. Fortunately, bullets are usually easy to come by.
ROCKET LAUNCHER - (5) Can be quite a deadly weapon for you as well as
your enemies. A well placed rocket shot can be a thing of true
beauty as it clears a room in one blast, but if you happen to shot
the wall next to you by mistake then your probably face down on the
floor. So, be extra careful when playing with the rocket launcher.
PLASMA RIFLE - (6) The plasma rifle is one of the best weapons
available. It uses cells as a power source and spits out balls of
plasma at a furious rate. Although a single shot from a plasma
rifle probable won't kill most targets the rate of fire will more
than make up for it. The only problem with this fine piece of
hardware is that you can burn through your supply of cells very
quickly, and cells can be hard to come by.
BFG9000 - (7) Your first question about the BFG9000 is probably "What
does BFG stand for?" Well, it stands for big @*&%$#! gun, which is
exactly what it is. This is the most powerful weapon you can get
your paws on. But, before you go toting one of these on your
shoulder there are a few details you need to know. First, the
BFG9000 has a very slow rate of fire. Once you press the fire
button there is a significant delay until the thing burps a ball of
energy. Second, the BFG eats cells like candy. Every time your
pull the trigger 40 cells get sucked dry. Now, that doesn't mean
you shouldn't use the BFG9000, it just means you should pick your
shots very carefully.
-------------------------------------------------------------------------
The People in Your Neighborhood - Enemies
-------------------------------------------------------------------------
While taking a leisurely stroll around the neighborhood you'll meet
all sorts of interesting and different "people". Be sure to stop and say
hello because the folks in these parts just hate to be ignored.
The following is a list of the enemies that will find you during
your visits to the DOOM II world. A description is provided along with
information about any weakness the creature might have. The list is
ordered from the weakest to the most impossible to defeat opponent.
RIFLEMAN - The low man on the totem pole, Riflemen look like men in brown
uniforms. They go down with a few pistol shots or a decent shotgun
blast. Don't waste something like a rocket on one of these guys
unless your trying to clear a whole room of them. Riflemen shot at
you with pistols, and usually leave you a clip of bullets when they
go down.
SARGENT - A little tougher then Riflemen, Sargents tote shotguns, and
usually leave you a shotgun with a few shells in it when you kill
them. Sargents look a lot like Riflemen except they wear gray
uniforms instead of brown. Again, a few pistol shots will take down
a Sargent, but I find a shotgun does the job a little better.
*CHAINGUNNER - As the name implies, this guy carries a chaingun, which
can rip a few holes in you pretty quick. Fortunately, Chaingunners
have pretty bad aim, but when they do hit it hurts. Chaingunners
look like oversized Riflemen. You'll know one when you see it.
IMP - Imps are an annoying bunch because you rarely meet up with just
one. The fact that they toss fireballs at you doesn't help either.
Imps are easy to recognize by there all brown suits, but you'll
usually meet the fireball first. A shotgun blast is a great way to
return an Imp's greeting.
DEMON - Demons are easy to recognize thanks to their distinctive pink
color. They attack by biting and clawing at you, and are not
capable of shooting any kind of missile object. That means the
beast has to rub noses with you to hurt you. In most situations,
the chain saw is the best weapon against Demons, as long as you can
keep the beast in front of you. If used properly, the Demon will
not be able to reach you while your wielding the chain saw, so you
won't suffer any damage.
SPECTRE - Spectres are basically Demons with partial invisibility. They
attack the same way as Demons and the chain saw works just as well
on them. They only problem is spotting a Spectre, but once you know
what to look for its not that hard to see them. Basically, a
Spectre looks like the surrounding scenery but with a constantly
shifting, wavy effect.
LOST SOUL - These critters look like floating skulls that are on fire
because they are. Lost Souls attack by flying at you and then
biting you (I think) if they get close enough. The best way to take
on a Lost Soul is to have the shotgun ready. Wait for the Lost Soul
to fly at you and then blast it. The force of the shotgun blast
will push the Lost Soul backward, and it won't get close enough to
hurt you.
CACODEMON - These guys look like big, red, floating eye balls, and they
spit nasty red balls of energy that can make short work of any space
marine that gets in the way. Fortunately, they move a lot slower
than you and seem to have a problem shooting back if you pelt them
with a continuous stream of fire (i.e. the chain gun or plasma
rifle).
*HELL KNIGHT - A Hell Knight is an exact copy of a Baron Of Hell shrunk
down a bit. It fires they same pain full green energy balls (only
less deadly) and is easier to kill. It even looks the same, like a
half man, half bull creature with horns. Of course, this guy is a
little smaller than his big brother. Their is no particular tactic
or weapon to use against a Hell Knight other than the obvious advice
to avoid being hit by its energy balls.
BARON OF HELL - The Baron Of Hell is a half man, half bull creature with
horns on its head, and it is about one and a half times as tall as
you. Needless to say, its big. It also like to greet you with
these nice green balls of energy that will put major dents in your
armor (if you have any). When returning a Baron's greeting be sure
to use an appropriately large weapon if one is available, and of
course, don't get hit.
*ARACHNOTRON - Smaller in size then its big brother, the Spider-demon,
these mechanical critters still pack a mean punch. They fire green
plasma balls that don't exactly tickle when they hit you. On the up
side, baby spider demons are easier to kill then their larger
counter parts and they have a hard time returning fire if you hits
them with a continuous barrage of weapons fire (like from a chain
gun or plasma rifle).
*PAIN ELEMENTAL - Pain Elementals are just like the Cacodemon described
above, with two small differences. First, Pain Elementals are gray
instead of red, and the other minor change is that the shoot Lost
Souls (also described above) instead of the boring red projectiles
the Cacodemon spits. A plasma rifle is probably the weapon of
choice if you meet up with one of these critters, but a rocket
launcher works well too.
*REVENANT - These skeletal looking dudes are nasty. They fire what are
know as tracer rockets which can home in on and follow its intended
victim (even around corners). As if that's not bad enough Revenants
aren't lightweights; they can take a hit. If you come across one of
these guys I suggest you pull out a big gun.
*MANCUBUS - These hulking creatures move kind of slow (I think their just
too big to move fast), but the two fireball shooters they have for
arms more than make up for the speed problem. Words of wisdom when
fighting a Mancubus: don't get hit by a fireball. This is another
situation where you want to put a big gun to use.
*ARCH-VILE - Arch-Viles are tall, skinny, very fast moving creatures with
some interesting abilities. To attack, the Arch-Vile raises its
hands and a glowing aura forms around it. The next thing you'll
notice is a burst of energy exploding up from the ground under your
feet (unless you moved in time), that will probably lift you right
off the ground. This experience does not feel good. As if that
wasn't bad enough, the Arch-Vile can also resurrect any dead
critters he happens to "pray" over. His aura is reddish when he is
performing a resurrection. If you meet up with an Arch-Vile pull
out a big gun, shoot it a lot, and don't stand still for too long.
SPIDER-DEMON - These mechanical spider dudes like to say hello with a
chain gun that will rip you apart pretty quick. You'll recognize a
Spider-demon when you see it because it looks like a large,
mechanical spider. The plasma rifle works well if you have it, but
any big gun can get the job done. Just don't stand still to long.
CYBER-DEMON - A really large (about three times as tall as you), fast,
brown, fur covered dude who looks like kind of like a Baron Of
Hell's big, big brother. If you see a Cyber-demon your probably
already dead. If you can, run away, save the game, then try coming
back. This guy fires rockets as fast as you fire the pistol and
takes a huge amount of damage to kill. If a Cyber-demon is between
you and the exit, expect delays...
*BOSS BRAIN - I don't want to scare anyone away so lets leave this one a
mystery.
-------------------------------------------------------------------------
Things You'll Find in Your Neighborhood - Items
-------------------------------------------------------------------------
As you take a tour around the neighborhood you'll find all sorts of
great things that you'll want to pick up and take with you. Just be
careful because some of the people in the neighborhood might decide that
what you just took belongs to them and they want it back.
The following alphabetical lists gives a brief description of all
the items you'll find in DOOM II, and what those items do.
ARMOR BONUS - These little helmets will add 1% to your current armor
rating up to a maximum of 200%. Grab them when you can.
BACKPACK - When you pick up the backpack (you'll know it when you find
it, it looks like a backpack), you'll receive some ammo (20 bullets,
8 shells, 2 rockets, and 40 cells), and the amount of ammo you can
carry will be doubled.
BERZERKER PACK - A berzerker pack is a gray box with a red plus sign on
it. When you take the berzerker pack it will put you current health
to 100%, if your health is less then 100%, and will also temporarily
increase the amount of damage you do when attacking with your bare
hands. Be warned that when you pick up a berzerker your weapon
automatically changes to bare hands.
BOX OF BULLETS - This is a large green box will add 100 bullets to your
inventory. Very helpful if you like to use the chaingun.
BOX OF ROCKETS - Pick up this tan colored box and add ten rockets to your
arsenal.
BOX OF SHELLS - Grabbing a box of shells will give you another 40 rounds.
Pump up that shotgun...
BULLETS - If you find a clip just laying around it will add 20 bullets to
your inventory, but one grab off a dead guy will only give you ten.
Also, if you take out a Chaingunner he will drop his chaingun. Even
if you already have the chaingun pick up the new one because it will
have extra ammo in it.
CELLS - Cells are boxes with bright green lines on the side that boosts
your sell count by 200 when you pick them up.
COMBAT ARMOR - This item looks like a blue set of football shoulder pads
and will boost your armor to the maximum of 200%.
COMPUTER MAP - Grab this item then take a look at the map (press the TAB
key). You now have a map of the entire level. Gray areas are where
you haven't been yet, while red lines indicate areas you have
already visited.
HEALTH BONUS - These handy little blue bottles give you an extra 1% of
health up to the maximum of 200%.
INVULNERABILITY - This green sphere, with the face on it, will
temporarily make you Superman. Nothing will be able to hurt you in
any way, shape, or form. When you grab this item the screen will
turn white. When the screen starts to blink the invulnerability is
wearing off so be ready. Don't pick up an invulnerability sphere
just because you found it. Be sure your ready to put it to good use
so it doesn't go to waste.
KEYS - Keys are used to open doors. If you try to open a door a message
will appear on screen telling you what color key you need. Keys
come in three colors: red, blue, or yellow, and either look like
credit cards or skulls of the appropriate color.
LIGHT AMPLIFICATION - This item looks like a pair of sun glasses but does
quite the opposite when you pick it up. Everywhere you go it will
seem like somebody turned the lights to full brightness. Even rooms
with those annoying blinking lights won't bother you.
Unfortunately, the effect wears off after a while.
MEDKIT - A medkit will heal add 30%, to you current heath, up to 100%.
*MEGASPHERE - The megasphere appears as a gray sphere with a face on it,
and when you grab it both your health and armor jump to a full
200%.
PARTIAL INVISIBILITY - Picking up this multi-colored sphere
will give you partial invisibility. Basically, you look the
same as a Spectre to the weaker creature (Imps, Chaingunners,
etc.). Tougher enemies can still see you with no problem.
The effects of this sphere are only temporary.
RADIATION SUIT - This handy item will let you walk around in nukage (see
next section) without suffering any damage. When you grab a
radiation suit (which looks like a white jump suit) your screen will
have an annoying green tint. When the screen starts to blink the
suit is wearing off so you better get out of the slimy stuff.
SECURITY ARMOR - This green colored set of shoulder pads will bring your
current armor level up to 100% if it isn't already up there.
SHELLS - Shells look like a bunch of red shell casings standing up (big
surprise). When you grab them and addition eight shells will be
added to your shell count. When Sargents get killed they leave
behind shotguns which have four shells left in them, so be sure to
grab them.
SUPERCHARGE - A supercharge is a blue sphere that will crank your health
up to 200%.
STIMP PACK - Same as a medkit except that it only boosts your health by
10% up to a maximum of 100%.
-------------------------------------------------------------------------
Sights to See Around The Neighborhood - Obstacles
-------------------------------------------------------------------------
This place is great! There is always something new and exciting to
find. Just the other day I was walking along and boom. The floor
dropped and there was with size or seven Imps who wanted to have a big
party. You never can tell what's going to happen when you take that next
step...
BUTTONS/SWITCHES - Be careful whenever you pull a switch or press a
button because almost anything can happen. A lift could move, the
light could go out, a wall could go up letting out a bunch of
critters. There are vast possibilities so be prepared.
DOORS - A Door will be area of a wall that stands out because it's a
different color or style then the rest of the wall. Doors really
aren't to hard to spot (they aren't suppose to be). Also, they
appear as yellow lines on the map. Whenever you open a door expect
something to be waiting on the other side. In fact, once a door
starts to open you may want to start taking a few steps back. Don't
be fooled if you open a door and don't see something immediately.
Often guys are hiding just out of sight. If a door has a red,
yellow or blue border this usually means a key of that color is
needed to open the door, but try the door anyway. You never know.
LIFTS - Lifts and moving floors are a common in DOOM II, and they can be
activated in many different ways. You have to be on guard at all
times because the floor could suddenly go up or down, taking you
with it. Also, you never know what will be at the top or bottom of
a lift ride so be very wary when the floor starts to move.
NUKAGE - This stuff comes in different colors and has greatly varying
properties. On the first few levels of DOOM II you are free to run
around in all the blue nukage and nothing happens, but in later
levels the nukage becomes deadly and will drain health from you. In
general, blue nukage is safe and green or red will harm you. Of
course this is not a hard and fast rule. Any of these could be safe
on one level and very harmful on the next.
SECRET DOORS - Obviously, these types of doors will not be easy to spot
like normal doors are. They wouldn't be very secret then, would
they. Usually though, there is some indication that a door is
around. Often, the wall pattern will be slightly off, or a can will
be in front of the door. Sometimes, the door will even appear on
the map as a yellow line.
TELEPORTERS - Teleporters are a lot like lifts. They move you from one
location to another and you don't know what you'll find when you get
there. So, all the warnings for using lifts apply for teleporters
too.
-------------------------------------------------------------------------
How to Make Your Visit More Enjoyable - Survival
-------------------------------------------------------------------------
Well, now that you've had an introduction to this quiet, peaceful
resort let me give you a few last words of advice:
Go slow. Yes the game times how long it takes you to clear a level but
who cares. By going slow you can stay alive longer and find more
secret areas. If you go cruising through a level you'll must likely
find yourself dead.
Check your map frequently. It is a great source of information, and you
can even pause the game while you check out the map.
Don't take supplies unless you really need them. For example, if you
have 49 shells don't pick up a whole box of shells to top off your
ammo because, since you can only carry fifty shells (without the
backpack) you'll add one to your inventory and the other 39 will be
wasted.
Don't die. This one sounds obvious but it is very important. When you
die you loose everything. All the weapons, ammo and power-ups
you've collect go away and you restart with 100% health, a pistol,
and 50 bullets. So, don't take unnecessary risks.
Don't waste ammo. Yes it is a lot of fun to shoot an imp with the rocket
launcher, but why waste a rocket when a single shotgun shell will do
the trick. That rocket could be a lot more useful later when it
takes out a whole group of guys.
Learn how to slide. Holding down the Alt key and moving left or right
will make your guys sidestep. This is a very handy thing to do when
your being shot at. For example, you can slide out from behind a
wall, peel off a few shots, then slide back behind the wall for
cover.
Let the enemy fight itself. Sometimes, one of the guys, like an Imp,
might toss a fireball and hit a Sargent by mistake. Usually, the
Sargent will turn and fire on the Imp and there you go. As long as
you don't remind them that your there they will fight with each
other. This only works between different types of guys. For
example, this trick won't work in a room full of Imps, but toss in
some Rifleman and it could be party time.