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- Table of Contents
- I. THE STORY
- A. Background
- B. Prelude to Destruction
- II. INSTALLING QUAKE
- A. Installation
- B. README.TXT
- C. MANUAL.TXT
- D. TECHINFO.TXT
- III. THE BASICS OF PLAY
- A. Goal of the Game
- B. Skill
- C. Episode
- D. Getting About
- E. Finding Things
- IV. CONTROLS
- A. Keyboard Commands
- B. The Main Menu
- C. Console
- D. Command Line
- E. Cheat Codes
- V. THE GAME
- A. The Screen
- B. Messages
- C Ending a Level
- D. Ending a Dimension
- VI. YOUR NEW ENVIRONMENT
- A. Firepower
- B. Ammo
- C. Power-ups
- D. Bad Guys
- E. Environmental Hazards and Effects
- VII. MULTIPLAYER ACTION
- A. Cooperative
- B. Deathmatch
- C. Team Games
- VIII. COMMONLY ASKED QUESTIONS
- IX. TECH SUPPORT
- A. Tech Support Options
- B. In Europe
- C. Problems
- X. LEVELS AND DESIGNERS
- XI. LEGAL BOILERPLATE
- ****************
- I. THE STORY
- A. Background
- You get the phone call at 4 a.m. By 5:30 you're in the secret
- installation. The commander explains tersely, "It's about the Slipgate
- device. Once we perfect these, we'll be able to use them to transport
- people and cargo from one place to another instantly.
- "An enemy codenamed Quake, is using his own slipgates to insert death
- squads inside our bases to kill, steal, and kidnap..
- "The hell of it is we have no idea where he's from. Our top scientists
- think Quake's not from Earth, but another dimension. They say Quake's
- preparing to unleash his real army, whatever that is.
- "You're our best man. This is Operation Counterstrike and you're in
- charge. Find Quake, and stop him ... or it ... You have full authority
- to requisition anything you need. If the eggheads are right, all our
- lives are expendable.."
- B. Prelude to Destruction
- While scouting the neighborhood, you hear shots back at the base Damn,
- that Quake bastard works fast! He heard about Operation Counterstrike,
- and hit first. Racing back, you see the place is overrun. You are almost
- certainly the only survivor. Operation Counterstrike is over. Except for
- you.
- You know that the heart of the installation holds a slipgate.
- Since Quake's killers came through, it is still set to his dimension.
- You can use it to get loose in his hometown. Maybe you can get to the
- asshole personally. You pump a round into your shotgun, and get moving.
-
- II. INSTALLING QUAKE
- A. Installation
- You must install Quake before you can play it. It will not run off the
- CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
- 'INSTALL'. If you have downloaded Quake via modem, simply go to the
- directory you've placed Quake in, unzip it, and type 'INSTALL'.
- B. README.TXT
- After you install Quake, you go right into the README.TXT file, which is
- henceforth available in your Quake directory. This is a full listing of
- Quake's technical parameters, and is constantly updated with new versions
- of Quake. We strongly recommend that after you install Quake, you glance
- through README.TXT.
- You may wish to print this file out, so you can have a copy of it on hand
- while playing Quake.
- C. MANUAL.TXT
- Also available in your Quake directory is a file labeled MANUAL.TXT.
- This is the file you are now reading.
- D. TECHINFO.TXT
- For those who are more technically inclined, or to fill out a bug report,
- check out TECHINFO.TXT. Information on filling out a bug report is located
- at the end of TECHINFO.TXT.
- III. THE BASICS OF PLAY
- A. Goal of the Game
- Quake has two basic goals. First, stay alive. Second, get out of the
- place you're in. The first level of each episode ends in a slipgate --
- these signify that
you're entering another dimension. When you complete
- an entire
dimension (this takes six to eight levels), you'll find a
- Rune and another slipgate, which returns you to the start.
- B. Skill
- The start area has three short hallways. The one you go down selects
- the Skill you wish to play at.
- Easy -- This is meant for little kids and grandmas.
- Medium -- Most people should start Quake at Medium skill.
- Hard -- Here at id, we play Hard skill, and we think you should too,
- once you're ready.
- (Nightmare) -- This is so bad that the entry is hidden, so people
- won't wander in by accident. If you find it, don't say we didn't warn
- you.
- C. Episode
- After the Skill halls, you're in a room with four exits. Each exit
- leads to a different military complex, at the end of which is a
- slipgate leading to a new dimension. If you have not registered, the
- first episode, Dimension of the Doomed, is the only place you can go.
- After registration, all four episodes are available. The other three
- episodes, in order from second to fourth, are Realm of Black Magic,
- Netherworld, and The Elder World.
- =============================================================================
- == TIP -- From episode 1 to episode 4, the dimensions become progressively ==
- == more difficult. We suggest you play the episodes in the proper order to ==
- == get the maximum fun out of Quake. ==
- =============================================================================
- D. Getting About
- The specific keys named below can be changed by using the Configure Keys
- Menu. If you have renamed Run as the R key, for instance, then the Shift
- key will not double your speed.
- Walk
- Use the arrow keys or the mouse. To walk steadily forward, hold down
- the Forward key (up arrow or center mouse button). Turn left or right
- with the left or right arrow keys or sliding your mouse to the left or
- right.
- Run
- Hold down Run (the Shift key) to double your speed.
- Jumping
- Tap the Jump key (the space bar or Enter key). You jump further if
- you're moving forward, and you jump higher if you're moving up a slope at
- the time. You'll be surprised at the spots you can reach in a jump. You
- can even avoid some attacks by jumping at the right time.
- Swimming
- When underwater, aim yourself in the direction you wish to go, and
- move forward. You have full three-dimensional freedom. Unfortunately,
- as in real life, you may lose your bearings while underwater. Use
- jump (the space bar or Enter key) to kick straight up towards the
- surface. Once on the surface, tread water by holding down jump.
- To get out of the drink, swim towards the shore. Once there, use jump
- to clamber up. If you're down a well or you can't get a grip, you may
- not be able to climb out. There is always another way out, but you may
- have to submerge to find it.
- Shooting
- Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
- down to
keep firing.
- Use
- Quake has no "Use" function. To push a button or open a door, walk up
- to it. To ride a platform up or down, step atop it. If a door won't open
- or a platform won't lower, you may need to do something special to
- activate it.
- Picking up stuff
- To pick up items, weapons, and power-ups, walk over them. If you can't
- pick up something, it means you already have the maximum possible of
- that thing. If it is armor, it means the stuff you're trying to get is
- worse than what you now have.
- E. Finding Things
- Buttons and Floorplates
- Buttons activate with a touch, and floorplates must be stepped on.
- If you see a distinctive-looking button in a spot you cannot reach,
- it's probably a shootable button-- fire at it.
- Doors
- Most doors open at your approach. If one doesn't, seek a button,
- floorplate, or key.
- Secret Doors
- Some doors are camouflaged. Almost all secret doors open when they are
- shot or hit with an axe. The rest are opened by hidden pressure plates
- or buttons.
- Platforms
- Most platforms only go up and down, while some follow tracks around
- rooms or levels. When you step atop of a platform, it rises to its
- full height, and usually only lowers when you step off. Some platforms
- must be activated via button or pressure plate.
- Pressure Plates & Motion Detectors
- Invisible or visible sensors which open doors, unleash traps, warn
- monsters, etc.
- Uncovering Secrets
- Secrets are hidden lots of ways. You might need to shoot a button, kill
- a monster, walk through a secret motion detector, etc.
- The Secret of Secrets
- All secrets in Quake are indicated by clues. Don't waste your time
- hacking at every wall. It's much more productive (and fun) to use your
- brain and your eyes. Look up. An angled texture, a light shining under
- a wall, a strange sound -- anything -- might be the clue. Something
- prominent in a room might be decoration ... or it might be the clue.
- =============================================================================
- == TIP -- Bouncing a grenade off a shootable button or secret door won't ==
- == open it, but if the grenade's explosion goes off nearby, this may ==
- == activate such secrets. ==
- =============================================================================
- IV. CONTROLS
- A. Keyboard Commands
- By using the key configuration option from the Main Menu, you can
- customize the keyboard to suit your fancy, except for the Function keys,
- the Escape key, and the ~ (tilde) key.
- FUNCTION KEYS
- Help F1
- Save Game F2
- Load Game F3
- Options Menu F4
- Multiplayer Menu F5
- Quicksave F6
- Quickload F9
- Quit to operating system F10
- Screenshot F12
- WEAPONS
- Axe 1
- Shotgun 2
- Double Barrelled Shotgun 3
- Nailgun 4
- Supernailgun 5
- Grenade Launcher 6
- Rocket Launcher 7
- Thunderbolt 8
- Change to next weapon /
- MOVEMENT
- Move / Turn arrow keys
- Jump / Swim Space bar or Enter
- Run Shift
- Sidestep Left . or >
- Sidestep Right , or <
- Strafe * Alt
- Swim Up D
- Swim Down C
- OTHER CONTROLS
- Main Menu Escape
- Console ~ (tilde)
- Look Up A or PgDn
- Look Down Z or Del
- Center View X or End
- Mouse Look ** \ or center mouse button
- Keyboard Look *** Ins
- * Turning right or left sidesteps instead while the Strafe key is pressed.
- ** Sliding your mouse forward and back looks up and down while the Mouse
- Look key is pressed.
- *** The walk forward/backpedal arrows will look up and down while the
- Keyboard Look key is pressed.
- B. The Main Menu
- Tap the Escape key to pop up the Main Menu. While you are in the menu,
- the game is paused.
- Use the arrow keys to move the Quake icon up and down the menu. Place
- the icon before the desired option, and tap the Enter key. To return to the
- Main Menu, tap the Escape key again. To exit the menu and return to the
- game, tap the Escape key when you are on the Main Menu.
- NEW GAME
- Discards the game you're playing, and starts anew.
- MULTIPLAYER
- Controls multiplayer game starting and details...
- Name
- Type your name or alias here, and all messages about you will use
- this. So the computer says stuff like, "Josephine rides Bad Bill's
- rocket."
- Shirt Color
- Lets you select your character's uniform color from 14 different
- options (numbered 0-13).
- Pants Color
- As above, but your pants color also determines what team you're on,
- if in team play. (After all, pants are more important than shirts.)
- Communications Configuration
- Takes you to a separate menu on which you can change communications
- settings.
- Com Port
- Selects the COM Port to use for Communications. A null modem or
- modem must be connected to this port.
- Baud Rate
- Selects the COM port baud rate (9600-57600bps). This is NOT the
- same as setting the modem speed. The COM port speed must be AT
- LEAST the same speed as the modem speed.
- Device
- Selects the type of connection, either direct (null-modem) or
- modem.
- Modem Init String
- The Initialization string for the modem.
-
- Start a Multiplayer Game
- If you want your machine to be the host for a multiplayer game
- (Note: if you are starting a listen server, id Software strongly
- recommends that the fastest machine act as the host! If you are
- playing a game with more than 4 players, we suggest using a
- dedicated server as the host!), select this option, and you'll get
- the following menu ...
- Begin Game
- Starts up the game. Now all your friends have to do is log on,
- using either "search for local network games" or "join a
- running game at..." Multiplayer options (see below).
- Maximum Players
- You can have up to 16 players. You need at least 2, or it's not
- "multiplayer", right?
- Game Type
- Toggles between cooperative and deathmatch.
- Team Color Rules
- Toggles between "none" and "no friendly fire". In the latter mode,
- your shots won't injure someone wearing the exact same color
- pants as you.
- Skill
- Chooses skill level. Only applicable in a cooperative game.
- Frag Limit
- From none to 100, in ten-frag increments. When someone reaches
- the frag limit, by killing the 40th (or whatever) person, then
- the game ends immediately, and final scores are printed. If your
- frag limit is none, the game won't end till someone exits the
- level or the time limit expires.
- Time Limit
- From none to 60 minutes, in 10 minute increments. When the time
- limit is up, the game ends immediately, and final scores are
- printed. If your time limit is none, the game won't end till
- someone exits the level or the frag limit is reached.
- Start Map
- Lets you choose what map you'd like to play on. The top line
- gives you the episode name, and the lower line is the level's
- name. Note that all levels in Quake are fun to play, but the
- episode Deathmatch Arena is composed of special levels that are
- solely-designed for deathmatch play. Try them, you'll like them.
- Search For Local Network Games
- Has your computer look through your network. It will list all the
- games it finds on the console, and you can choose to join one of
- them by typing connect <server>.
- Join A Running Game At ...
- Lets you join a game either by typing its net address (for a net
- game) or your friend's modem phone number (for a modem game).
- If necessary, ensure your modem and network connections are operative
- by checking your Communications Configuration menu.
- SAVE
- Brings up a list of saved games. Highlight the desired slot, and tap the
Enter key. Each saved game is identified by the level's name, plus the
- proportion of kills you have achieved so far.
- LOAD
- Brings up a list of saved games. Highlight the desired slot, and tap the
- Enter key.
- OPTIONS
- Miscellaneous game options ...
- Configure Keys
- Permits you to customize Quake so every action is linked to the
- button or key that you prefer.
- First, move the cursor (via the arrow keys) to the action you
- wish to change. Then tap the Enter key. Now press the key or
- button you want to bind to that action. For instance, if you wish
- to use the Alt key for Jump, move the cursor to Jump / Swim, tap
- the Enter key, then press the Alt key.
- Each action can have two different keys assigned to it. If you
- already have two keys in an entry, you cannot add more from this
- menu.
- To clear the keys bound to an action, move the cursor to that
- action and tap the Backspace or Delete key instead of the Enter
- key. This will clear the keys formerly bound to that action,
- leaving it blank.
- You can bind any key to an action except Function keys, the
- Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll
- Lock, Print Screen, etc. may or may not work, depending on your
- machine, but why bother?
-
- Attack
- Fires your weapon
- Change Weapon
- Switches to the weapon "above" the one you're now using. Wraps
- around to the axe.
- Jump / Swim Up
- If you're on land, jumps. If you're underwater, kicks you
- towards the surface. If you're right at the water's edge, pops
- you up out of the water, if you combine it with forward
- movement.
- Walk Forward
- Backpedal
- Turn Left
- Turn Right
- Run
- Press this while moving, and you move at double speed.
- Step Left
- Sidesteps (strafes) left
- Step Right
- Sidesteps (strafes) right
- Sidestep
- Press this when using turn left or turn right and you sidestep
- (strafe) instead.
- Look Up
- Lets you angle your view upwards. Your view returns to
- horizontal when you start walking forward.
- Look Down
- Lets you angle your view upwards. Your view returns to
- horizontal when you start walking forward.
- Center View
- If you're looking up or down, returns your view to dead
- center.
- Mouse Look
- Press this to allow your mouse to look up or down (by
- sliding it forward and back), and to remain looking up or
- down even if you move forward.
- Keyboard Look
- Press this to use your movement keys to look up or down.
- Go To Console
- Brings down the Console. Also possible by tapping the
- ~ (tilde) key.
- Reset To Defaults
- Everything you've changed in the options menu is reset by
- this option. Consider it an "Oops" key.
- Screen Size
- A slider which enlarges or shrinks your view area. All
- Quake's sliders use the right and left arrow keys.
- Brightness
- Pretty much self-explanatory. Choose a brightness which
- doesn't strain your eyes.
- Mouse Speed
- Adjusts mouse sensitivity. The further you set the slider
- to the right, the quicker your mouse reacts.
- Music Volume
- Self-explanatory
- Sound Effects Volume
- Self-explanatory
- Always Run
- When this is selected, you do not need the Run key -- you
- are always at double speed.
- Invert Mouse Up / Down
- This gives your mouse "airplane-style" controls. This means
- that pushing the mouse forward "noses down", and pulling it
- back "noses up". Some people prefer this control technique.
- Lookspring
- Returns your view immediately to straight ahead when you
- release the look up / down key. Otherwise, you must move
- forward for a step or two before your view snaps back.
- Lookspring does not work while you are underwater.
- Lookstrafe
- If you are using the look up / down key, then this option
- causes you to sidestep instead of turn when you try to move
- left or right.
- HELP / ORDERING
- Lists the default keyboard and mouse commands. Also contains the
- information you need to register Quake.
- QUIT
- Exits Quake at once.
- =============================================================================
- == TIP -- Quake saves your current key configuration when you quit, so ==
- == next time you play, you have the same configuration. ==
- =============================================================================
- C. Console
- Tap the ~ (tilde) key to bring down the console. As with the Main Menu,
- when the console is down, a singleplayer game is paused. A wide variety of
- esoteric commands can be entered at the console. If your keyboard has no
- ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option.
- D. Command Line
- For special command line parameters, see README.TXT.
- E. Cheat Codes
- id Software, as in our previous games, has removed all cheat codes from
- Quake.
- V. THE GAME
- A. The Screen
- The large top part of the screen is the view area, in which you see
- monsters and architecture. Immediately below is the Inventory, beneath
- which is the Status Bar. You can enlarge the viewing area (tap the + key),
- so much that it engulfs first the Inventory Bar and then the Status Bar.
- The - key shrinks the view area.
- Inventory Bar
- Lists ammo, weapons, deathmatch scores, and power-ups.
- The active weapon is lit up. Each weapon has a number by it -- type
- the appropriate number key to switch to that weapon.
- In addition, this gives the amount of ammo you have of each type,
- any keys you possess, and any power=ups currently active. Plus it shows
- how many and which of the four Runes you possess.
- In Deathmatch, it shows the top four scores in the game.
- Status Bar
- A vital part of the screen. When your armor, hit points, or ammo get
- low, the number turns red.
- From left to right, the big numbers represent: Armor Points, Health,
- and Ammo (of the current weapon). Icons show the Armor Type (green,
- yellow, or red), your adorable face, and your Ammo Type).
- Score Bar
- Hold down theTab key to replace the Status Bar with the Score Bar.
- This lists the proportion of monsters you've killed, secrets you've
- found, and time you've spent, along with the level name.
- In Deathmatch, the Score bar lists the top six scorers, along with
- their names.
- B. Messages
- Quake talks to you from time to time. Some messages appear at the top of
- the screen. These are non-critical, and tell you that you've picked up an
- object, or you've died in an interesting fashion. Ignore these messages if
- you please.
- Certain messages appear inconveniently in the middle of your view. These
- are always important, and you do not want to ignore them!
- D Ending a Level
- Once you finish a level, you'll find a slipgate or a distinctive archway
- leading to the next level. Pass through to emerge onto a new level.
- You start the new level with the same armor, weapons, and ammo you had at
- the end of the previous one. If a power-up was active at the end of the
- previous level, it is now, sadly, gone. Make the best of it. If your hit
- points were over 100 or under 50, they are altered to 100 or 50,
- respectively. Otherwise, your hit points are unchanged.
- D. Ending a Dimension
- Once you've finished all the levels in a particular dimension, you return
- to the starting hall. New dimensions are started from scratch -- you, your
- shotgun, and axe.
- VI. Your New Environment
- A. Firepower
- You are blessed with eight different Means o' Mass Destruction. Each has
- its place in a balanced diet.
- Axe
- The last resort. Face it -- going toe-to-toe with the uglies in Quake
- demonstrates all the good sense of a man parachuting into an alligator
- farm.
- Shotgun
- The basic gun, to which all other guns compare favorably.
- Double-barrelled Shotgun
- A worthy weapon with three minor drawbacks: first, it uses up 2 shells
- per blast; second, it's slow; third, its shot pattern is very loose at
- long range. But in general, once you find this puppy, the other shotgun
- starts rusting from disuse.
- Nailgun
- A two-barrel dingus that prickles bad guys with armor-piercing darts,
- technically termed "nails".
- Supernailgun
- The great equalizer. Four cyclic barrels that hose out spikes like
- crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
- Grenade Launcher
- Thumps neat exploding bombs into the air. You can even bounce a grenade
- off the wall or floor.. When a grenade hits someone, it explodes.
- If it misses, the bomb sits on the floor for a moment, then explodes.
- Even though I sometimes bounce grenades into myself, this gun's still
- my favorite.
- Rocket Launcher
- For when a grenade positively, absolutely, has to be there on time.
- Thunderbolt
- Try it. You'll like it. Use the same technique as watering your
- rosebush.
- Switching Between Weapons
- If you are firing a weapon and run out of ammo, Quake automatically
- switches you to another weapon. It will never switch to the grenade
- launcher or rocket launcher, however, for reasons that ought to be
- obvious. So if you're firing away happily and suddenly switch to the
- axe, it doesn't mean you're out of all ammo -- you may still have
- grenades. But Quake requires you to select such dangerous
- explosives on your own.
- =============================================================================
- == TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==
- == cells in every direction in a single gigantic KA-ZAP, with you at the ==
- == center. Don't try this at home. ==
- =============================================================================
- B. Ammo
- The eight weapons use four types of ammo. Each ammo type comes in two
- flavors -- small and large. The large boxes carry twice as much as the
- small.
- Shells
- For shotguns and double-barrelled shotguns. A small box holds 20.
- Flechettes
- For nailguns and supernailgunss. A small box holds 25.
- Grenades
- For grenade launchers and rocket launchers. A small crate holds 5.
- Cells
- For Mr. Thunderbolt. A small battery has 6 charges, lasting a little
- over a second.
- C. Power-ups
- All power-ups except armor burn out after a while, so smoke 'em while you
- got 'em.
- Armor
- Comes in three flavors; green, yellow, and red, from weakest to most
- powerful.
- Megahealth
- Gives you 100 additional hit points. After a few seconds, all hit points
- over 100 start slowing draining away, because it's too much for the human
- frame to hold. Still, it's nice while it lasts.
- Biosuit
- lets you breathe underwater and swim through slime without harm. Does
- not protect against lava.
- Ring of Shadows
- Renders you almost totally invisible. Only your eyes can be seen.
- Monsters don't detect you unless you do something stupid. Like shoot.
- Pentagram of Protection
- Renders you invulnerable.
- Quad Damage
- Magnum upgrade! You now deliver four times the pain!
- =============================================================================
- == TIP -- When quad damage is activated, use the grenade or rocket ==
- == launcher with care -- their bursts are four times as deadly to you, as ==
- == well as your enemies. ==
- =============================================================================
- D. Bad Guys
- Quake critters are extremely tough, but you have the firepower to vent
- your grievances on them anyway. Good hunting.
- Rottweiler
- Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
- Grunt
- Goons with probes inserted into their pleasure centers; wired up so
- when they kill someone, they get paroxysms of ecstasy. In essence,
- customized serial killers. Easy to kill, and they tote shotgun shells.
- It's like a little Christmas each time you blow a Grunt away!
- Enforcer (registered only)
- Grunt, Mark Two. Recruits who are surlier and beefier than the rest get
- outfitted in combat armor and built-in blasters.
- Knight
- Canned meat. Open 'er up and see if it's still fresh.
- Death Knight (registered only)
- This particular canned meat tends to open you up instead.
- Rotfish (registered only)
- Disgusting little critters who dish it out, but can't take it.
- Zombie
- Thou canst not kill that which doth not live. But you can blast it
- into chunky kibbles.
- Scrag
- Floats like a butterfly, stings like a bee. Ugly as hell. They're not
- real tough, but like to bushwhack you.
- Ogre
- What's worse than a cannibal monster eight feet tall? One with a
- chainsaw. And a sack of grenades.
- Spawn (registered)
- A merrily bouncing blob as dangerous to kill as to ignore. Blech.
- Fiend
- In essence, organic buzzsaws, rife with pummeling power!
- Vore (registered)
- A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
- Shambler
- Even other monsters fear him, so expect a clobbering. He shrugs off
- explosions. Good luck.
- =============================================================================
- == TIP -- Some weapons are better vs. particular monsters than others. If ==
- == a new monster seems real tough, switch weapons. ==
- =============================================================================
- E. Environmental Hazards and Effects
- Explosions
- Radioactive containers are in some military bases. Shooting these
- things unleashes a big boom, so be careful -- you may not want to
- stand too close in a firefight.
- Your own grenades and rockets cause explosions too, of course -- the
- blast can hurt you if you're too close.
- Water
- Safe enough unless you stay under so long you start to drown. Come up
- for air periodically to prevent this.
- Slime
- Hurts you instantly and keeps on hurting. Stay out of slime unless you
- have a very good reason to take a dip.
- Lava
- If you're quick and the lava's shallow, you might escape before you're
- burnt to a crisp, but don't bet on it.
- Traps
- Quake has many different traps. Don't be paranoid, because traps aren't
- really very common, but be aware of their existence. Traps can't be
- classified because they come in many varieties -- monsters in ambush,
- spike shooters, crushing walls, trapdoors, etc.
- Teleporters
- These are distinctive in appearance and emit a unique sound. When you
- step into a teleporter, you're instantly transported to another
- teleporter, or atop a teleport pad. If you teleport directly right atop
- of somebody else, he or she is killed instantly.
- =============================================================================
- == TIP -- Monsters are smart enough not to activate their own traps, but ==
- == if you activate the traps, the monsters can get caught by them. ==
- =============================================================================
- VII. Multiplayer Action
- Quake can be even more fun when you're playing with friends than when
- you're playing by yourself.
- When you are using the console or Main Menu in multiplayer, the game does
- not pause. Irresponsible players and monsters can freely shoot you, and
- your only recourse is bloodthirsty vengeance.
- The Talk function is useful here. When you talk, the message appears at
- the top of all players' screens, preceded by the speaker's name.
- To talk, press 'T' and start typing your message. Press ENTER to set
- the message to everyone.
- To set up, run, or join a multiplayer game, use the Main Menu Multiplayer
- option. README.TXT contains details that may be useful if your network or
- modem need special configurations.
- A. Cooperative
- In a co-op game, you and your friends work together to finish the level.
- When one person exits, everyone else exits too, wherever they might be. If
- you are killed in co-op, you reappear at the start area, and have to catch
- up to your buddies. Use Talk to find out where they are. See the
- Multiplayer options on the Main Menu for more info.
- B. Deathmatch
- In a deathmatch, play is totally cutthroat. No monsters exist, and when
- you are killed, you reappear in a random spot. After you pick up an item,
- it respawns (i.e. pops back into existence) after a while. (Some items
- take longer to respawn than others.) Every time you kill someone, you get
- a Frag. The person with the most Frags wins, so wreak slaughter amongst
- your pals!
- If you kill yourself, whether intentionally or by accident, you lose a
- Frag. This includes drowning, getting crushed, and so forth. See the
- Multiplayer options on the Main Menu for more info.
- C. Team Games
- Team play is a cool combination of co-op and deathmatch. Each team picks
- a "uniform" and everyone on that team changes their color to the team
- color. The team with the most Frags wins. See README.TXT or the Main Menu
- for details.
- =============================================================================
- == TIP -- if you have the Team Color Rules set to No Friendly Fire, your ==
- == weapons won't hurt other players wearing the same color pants as you. ==
- == (You can still have differently-colored shirts.) Your shots still wear ==
- == down their armor, and your own grenade and rocket explosions still hurt ==
- == YOU, just not them. ==
- =============================================================================
- VIII. Commonly Asked Questions
- Q. I'm stuck. How do I get through the level?
- A. Take a stroll around and look for a place you haven't been yet. Sometimes
- you have to kill a particular monster in order to progress, so exterminate
- them all!
- Q. How can I find all the secrets?
- A. Don't worry about it. You never have to find a secret to finish a level..
- Also, some secrets are intentionally hard to find.
- Q. I've cleared out the whole level, but my monster kill score isn't 100%.
- Where are they hiding?
- A. Some monsters hide inside secrets, or are released by them. You won't be
- able to kill those monsters until you find their secrets. Also, some monsters
- might lurk underwater. Good fishing.
- Q. Don't you worry that Quake teaches people that all problems can be solved
- by the misuse of deadly force?
- A. No.
- Q. Did I really see two monsters fighting each other?
- A. Probably. Some monsters hate one another almost as much as they hate you.
- You can use this to your advantage (exercise left up to the reader).
- Q. How do I prevent motion sickness when watching Quake?
- A. If you're one of the unlucky sufferers from motion sickness in Quake,
- we're sorry to say the answer seems to differs from person to person. Try
- sitting closer to the screen, or further away. Dim the lights in your room,
- or turn them up high. Adjust screen brightness up or down. Take a break from
- Quake and rest your eyes every hour or so. One or more of these tricks, or a
- combination, ought to work.
- Q. Are you guys Satan-worshipers?
- A. No.
- IX. Tech Support
- Any of the information listed below could change. Check the id software Web
- Site, at www.idsoftware.com, for updates.
- A. Tech Support Options
- id Software does charge for technical support, but we strive to offer this
- service at the lowest cost possible. Because volume on the support lines
- dictates costs, we periodically adjust our rates for Voice Tech Support.
- Check our web site for current pricing.
- Paying for Voice or Automated Support
- 1 -- You can get Voice Support using a major credit card for a one-time
- shot. The system asks for your credit card number and expiration date, then
- pre-authorizes your credit card for the tech support call. You will only be
- billed for the number of minutes actually used.
- 2 -- You can assign yourself a rechargeable PIN account. The system
- prompts you for your credit card information, and assigns you a PIN account
- number. You can use the PIN to access Voice Support, Automated Support and
- the Game Hints Line. Once your account runs out, you can charge it up
- again.
- 3 -- You may also charge up a PIN account using the number
- 1 (900) call-2-id. Then call back at 1 (800) id-games, and use your
- new PIN to receive all the support and hints you wish.
- Voice Support
- Telephone -- 1 (800) id-games
- Lines Open from 12 noon to 10pm Central Time
- 7 Days a week ($1.75 per minute maximum as of this printing)
- Closed some holidays
- Please have the following information handy.
- 1. Game title and version number. (The version number can be found in the
- lower right-hand corner of the console.)
- 2. Your operating system, processor, processor speed and amount of RAM.
- 3. If you are having a sound, video or modem problem, we need to know the
- device brand name and model.
- Automated Support
- Telephone -- 1 (800) id-games
- Lines Open 24 hours a day, 365 days a year (366 in Leap year)
- ($0.25 per minute)
- Please have pencil and paper handy
- E-mail Support
- Just send your e-mail to support@idsoftware.com
- We will respond within 48 hours after receiving your e-mail. When sending
- e-mail, cut and paste the following into your e-mail message and fill
- in the blanks --
- Date:
- Name:
- Phone number:
- E-mail address: (please include this, we redirect tons of mail)
- Game Title:
- Version #:
- Operating system (eg., DOS 6.0 or Windows 95):
- Computer type:
- Processor type:
- Processor speed:
- Video card brand and model: (only if video problem)
- Audio card brand and model: (only if audio problem)
- Modem brand and model: (only if modem problem)
- Network card brand and model: (only if netgame problem)
- Network configuration (eg., NET.CFG file): (only if netgame problem)
- Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
- v2.33, and ipxodi v3.01) (only if netgame problem)
- If there were any error messages or fault information, report them
- here:
- Please state the problem you encountered:
- Please state how to reproduce the problem:
- Web Support
- Found at www.idsoftware.com
- Our web support pages provide the same information that's available via
- Automated Support, except it's free!
- News Sites
- For information, FAQ, or announcements, check out
- rec.games.computer.quake.announce
- For editing and hecking Quake-related files, check out
- rec.games.computer.quake.editing
- For general Quake discussion, check out
- rec.games.computer.quake.misc
- Game Hints Line
- Telephone -- 1 (800) id-games or 1 (900) call-2-id
- Lines Open 24 hours a day, 365 days a year (366 in Leap year)
- ($0.85 per minute)
- B. In Europe
- Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday.
- English: +44 01923 209145
- German: +44 (0)1923 209151
- French: +44 (0)1923 209148
- C. Problems
- If you have an unfavorable experience using our services, please send
- e-mail to support@idsoftware.com. Kindly include your full name,
- address, phone number, and the problem encountered.
- X. LEVELS & DESIGNERS
- ***************************************
- The Beginning
- start -- Welcome to Quake -- by John Romero
- ***************************************
- Dimension of the Doomed (shareware episode)
- e1m1: Slipgate Complex -- by John Romero
- e1m2: Castle of the Damned -- by Tim Willits
- e1m3: The Necropolis -- by Tim Willits
- e1m4: The Grisly Grotto -- by Tim Willits
- e1m5: Gloom Keep -- by Tim Willits
- e1m6: The Door To Chthon -- by American McGee
- e1m7: The House of Chthon -- by American McGee
- ***************************************
- Realm of Black Magic
- e2m1: The Installation -- by John Romero
- e2m2: Ogre Citadel -- by John Romero
- e2m3: Crypt of Decay -- by John Romero
- e2m4: The Ebon Fortress -- by John Romero
- e2m5: The Wizard's Manse -- by John Romero
- e2m6: The Dismal Oubliette -- by John Romero
- ***************************************
- Netherworld
- e3m1: Termination Central -- by John Romero
- e3m2: The Vaults of Zin -- by American McGee
- e3m3: The Tomb of Terror -- by American McGee
- e3m4: Satan's Dark Delight -- by American McGee
- e3m5: Wind Tunnels --by Tim Willits
- e3m6: Chambers of Torment -- by American McGee & Tim Willits
- ***************************************
- The Elder World
- e4m1: The Sewage System -- by Tim Willits
- e4m2: The Tower of Despair --by Sandy Petersen
- e4m3: The Elder God Shrine --by Sandy Petersen
- e4m4: The Palace of Hate --by Sandy Petersen
- e4m5: Hell's Atrium --by Sandy Petersen
- e4m6: The Pain Maze --by Sandy Petersen
- e4m7: Azure Agony --by Sandy Petersen
- ***************************************
- The End
- end: Shub-Niggurath's Pit --by John Romero
- ***************************************
- The Deathmatch Arenas
- dm1: Place of Two Deaths --by Tim Willits
- dm2: Claustrophobopolis --by American McGee
- dm3: The Abandoned Base --by John Romero
- dm4: The Bad Place --by American McGee
- dm5: The Cistern --by Tim Willits
- dm6: The Dark Zone --by Tim Willits
- ***************************************
- ???
- Ziggurat Vertigo --by American McGee
- Underearth --by Tim Willits
- The Haunted Halls -- by American McGee
- The Nameless City -- by Sandy Petersen
- ***************************************
- XI. Legal Boilerplate
- Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are
- the property of their respective companies. For full information on the
- legal issues of owning and using Quake, please refer to the files
- LICINFO.TXT and ORDER.TXT.
- The program you've purchased was produced through the effort of many people.
- Don't make copies for others who have not paid for the right to the
- registered version of Quake. To report copyright violations to the Software
- Publishers Association, call 1 (800) 388-PIR8 or write:
- Software Publishers Association
- Suite 901
- 1101 Connecticut Avenue NW
- Washington, DC 20036
- XII. MUSIC CREDITS
- Titles of Songs or Themes (C) 1996 TVT/Interscope Records.
- All Rights Reserved.
- Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music.
- ASCAP All Rights Reserved.
- Note: music is ONLY available on CD. See your local software retailer
- or order Quake today at 1-800-idgames!
- XIII. Thanks
- id Software would like to give special thanks to:
- Sean Barrett
- Raymond Chen
- DJ Delorie
- Andy Glew
- Lance Hacking
- Chris Hecker
- Todd Laney
- Terje Mathisen
- Charles Sandmann
- Jon Vondrak
- Billy Zelsnack
- The GameTech crew
- Syntrillium Software for CoolEdit
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