MANUAL.TXT 43 KB

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  1. Table of Contents
  2. I. THE STORY
  3. A. Background
  4. B. Prelude to Destruction
  5. II. INSTALLING QUAKE
  6. A. Installation
  7. B. README.TXT
  8. C. MANUAL.TXT
  9. D. TECHINFO.TXT
  10. III. THE BASICS OF PLAY
  11. A. Goal of the Game
  12. B. Skill
  13. C. Episode
  14. D. Getting About
  15. E. Finding Things
  16. IV. CONTROLS
  17. A. Keyboard Commands
  18. B. The Main Menu
  19. C. Console
  20. D. Command Line
  21. E. Cheat Codes
  22. V. THE GAME
  23. A. The Screen
  24. B. Messages
  25. C Ending a Level
  26. D. Ending a Dimension
  27. VI. YOUR NEW ENVIRONMENT
  28. A. Firepower
  29. B. Ammo
  30. C. Power-ups
  31. D. Bad Guys
  32. E. Environmental Hazards and Effects
  33. VII. MULTIPLAYER ACTION
  34. A. Cooperative
  35. B. Deathmatch
  36. C. Team Games
  37. VIII. COMMONLY ASKED QUESTIONS
  38. IX. TECH SUPPORT
  39. A. Tech Support Options
  40. B. In Europe
  41. C. Problems
  42. X. LEVELS AND DESIGNERS
  43. XI. LEGAL BOILERPLATE
  44. ****************
  45. I. THE STORY
  46. A. Background
  47. You get the phone call at 4 a.m. By 5:30 you're in the secret
  48. installation. The commander explains tersely, "It's about the Slipgate
  49. device. Once we perfect these, we'll be able to use them to transport
  50. people and cargo from one place to another instantly.
  51. "An enemy codenamed Quake, is using his own slipgates to insert death
  52. squads inside our bases to kill, steal, and kidnap..
  53. "The hell of it is we have no idea where he's from. Our top scientists
  54. think Quake's not from Earth, but another dimension. They say Quake's
  55. preparing to unleash his real army, whatever that is.
  56. "You're our best man. This is Operation Counterstrike and you're in
  57. charge. Find Quake, and stop him ... or it ... You have full authority
  58. to requisition anything you need. If the eggheads are right, all our
  59. lives are expendable.."
  60. B. Prelude to Destruction
  61. While scouting the neighborhood, you hear shots back at the base Damn,
  62. that Quake bastard works fast! He heard about Operation Counterstrike,
  63. and hit first. Racing back, you see the place is overrun. You are almost
  64. certainly the only survivor. Operation Counterstrike is over. Except for
  65. you.
  66. You know that the heart of the installation holds a slipgate.
  67. Since Quake's killers came through, it is still set to his dimension.
  68. You can use it to get loose in his hometown. Maybe you can get to the
  69. asshole personally. You pump a round into your shotgun, and get moving.
  70. II. INSTALLING QUAKE
  71. A. Installation
  72. You must install Quake before you can play it. It will not run off the
  73. CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
  74. 'INSTALL'. If you have downloaded Quake via modem, simply go to the
  75. directory you've placed Quake in, unzip it, and type 'INSTALL'.
  76. B. README.TXT
  77. After you install Quake, you go right into the README.TXT file, which is
  78. henceforth available in your Quake directory. This is a full listing of
  79. Quake's technical parameters, and is constantly updated with new versions
  80. of Quake. We strongly recommend that after you install Quake, you glance
  81. through README.TXT.
  82. You may wish to print this file out, so you can have a copy of it on hand
  83. while playing Quake.
  84. C. MANUAL.TXT
  85. Also available in your Quake directory is a file labeled MANUAL.TXT.
  86. This is the file you are now reading.
  87. D. TECHINFO.TXT
  88. For those who are more technically inclined, or to fill out a bug report,
  89. check out TECHINFO.TXT. Information on filling out a bug report is located
  90. at the end of TECHINFO.TXT.
  91. III. THE BASICS OF PLAY
  92. A. Goal of the Game
  93. Quake has two basic goals. First, stay alive. Second, get out of the
  94. place you're in. The first level of each episode ends in a slipgate --
  95. these signify that you're entering another dimension. When you complete
  96. an entire dimension (this takes six to eight levels), you'll find a
  97. Rune and another slipgate, which returns you to the start.
  98. B. Skill
  99. The start area has three short hallways. The one you go down selects
  100. the Skill you wish to play at.
  101. Easy -- This is meant for little kids and grandmas.
  102. Medium -- Most people should start Quake at Medium skill.
  103. Hard -- Here at id, we play Hard skill, and we think you should too,
  104. once you're ready.
  105. (Nightmare) -- This is so bad that the entry is hidden, so people
  106. won't wander in by accident. If you find it, don't say we didn't warn
  107. you.
  108. C. Episode
  109. After the Skill halls, you're in a room with four exits. Each exit
  110. leads to a different military complex, at the end of which is a
  111. slipgate leading to a new dimension. If you have not registered, the
  112. first episode, Dimension of the Doomed, is the only place you can go.
  113. After registration, all four episodes are available. The other three
  114. episodes, in order from second to fourth, are Realm of Black Magic,
  115. Netherworld, and The Elder World.
  116. =============================================================================
  117. == TIP -- From episode 1 to episode 4, the dimensions become progressively ==
  118. == more difficult. We suggest you play the episodes in the proper order to ==
  119. == get the maximum fun out of Quake. ==
  120. =============================================================================
  121. D. Getting About
  122. The specific keys named below can be changed by using the Configure Keys
  123. Menu. If you have renamed Run as the R key, for instance, then the Shift
  124. key will not double your speed.
  125. Walk
  126. Use the arrow keys or the mouse. To walk steadily forward, hold down
  127. the Forward key (up arrow or center mouse button). Turn left or right
  128. with the left or right arrow keys or sliding your mouse to the left or
  129. right.
  130. Run
  131. Hold down Run (the Shift key) to double your speed.
  132. Jumping
  133. Tap the Jump key (the space bar or Enter key). You jump further if
  134. you're moving forward, and you jump higher if you're moving up a slope at
  135. the time. You'll be surprised at the spots you can reach in a jump. You
  136. can even avoid some attacks by jumping at the right time.
  137. Swimming
  138. When underwater, aim yourself in the direction you wish to go, and
  139. move forward. You have full three-dimensional freedom. Unfortunately,
  140. as in real life, you may lose your bearings while underwater. Use
  141. jump (the space bar or Enter key) to kick straight up towards the
  142. surface. Once on the surface, tread water by holding down jump.
  143. To get out of the drink, swim towards the shore. Once there, use jump
  144. to clamber up. If you're down a well or you can't get a grip, you may
  145. not be able to climb out. There is always another way out, but you may
  146. have to submerge to find it.
  147. Shooting
  148. Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
  149. down to keep firing.
  150. Use
  151. Quake has no "Use" function. To push a button or open a door, walk up
  152. to it. To ride a platform up or down, step atop it. If a door won't open
  153. or a platform won't lower, you may need to do something special to
  154. activate it.
  155. Picking up stuff
  156. To pick up items, weapons, and power-ups, walk over them. If you can't
  157. pick up something, it means you already have the maximum possible of
  158. that thing. If it is armor, it means the stuff you're trying to get is
  159. worse than what you now have.
  160. E. Finding Things
  161. Buttons and Floorplates
  162. Buttons activate with a touch, and floorplates must be stepped on.
  163. If you see a distinctive-looking button in a spot you cannot reach,
  164. it's probably a shootable button-- fire at it.
  165. Doors
  166. Most doors open at your approach. If one doesn't, seek a button,
  167. floorplate, or key.
  168. Secret Doors
  169. Some doors are camouflaged. Almost all secret doors open when they are
  170. shot or hit with an axe. The rest are opened by hidden pressure plates
  171. or buttons.
  172. Platforms
  173. Most platforms only go up and down, while some follow tracks around
  174. rooms or levels. When you step atop of a platform, it rises to its
  175. full height, and usually only lowers when you step off. Some platforms
  176. must be activated via button or pressure plate.
  177. Pressure Plates & Motion Detectors
  178. Invisible or visible sensors which open doors, unleash traps, warn
  179. monsters, etc.
  180. Uncovering Secrets
  181. Secrets are hidden lots of ways. You might need to shoot a button, kill
  182. a monster, walk through a secret motion detector, etc.
  183. The Secret of Secrets
  184. All secrets in Quake are indicated by clues. Don't waste your time
  185. hacking at every wall. It's much more productive (and fun) to use your
  186. brain and your eyes. Look up. An angled texture, a light shining under
  187. a wall, a strange sound -- anything -- might be the clue. Something
  188. prominent in a room might be decoration ... or it might be the clue.
  189. =============================================================================
  190. == TIP -- Bouncing a grenade off a shootable button or secret door won't ==
  191. == open it, but if the grenade's explosion goes off nearby, this may ==
  192. == activate such secrets. ==
  193. =============================================================================
  194. IV. CONTROLS
  195. A. Keyboard Commands
  196. By using the key configuration option from the Main Menu, you can
  197. customize the keyboard to suit your fancy, except for the Function keys,
  198. the Escape key, and the ~ (tilde) key.
  199. FUNCTION KEYS
  200. Help F1
  201. Save Game F2
  202. Load Game F3
  203. Options Menu F4
  204. Multiplayer Menu F5
  205. Quicksave F6
  206. Quickload F9
  207. Quit to operating system F10
  208. Screenshot F12
  209. WEAPONS
  210. Axe 1
  211. Shotgun 2
  212. Double Barrelled Shotgun 3
  213. Nailgun 4
  214. Supernailgun 5
  215. Grenade Launcher 6
  216. Rocket Launcher 7
  217. Thunderbolt 8
  218. Change to next weapon /
  219. MOVEMENT
  220. Move / Turn arrow keys
  221. Jump / Swim Space bar or Enter
  222. Run Shift
  223. Sidestep Left . or >
  224. Sidestep Right , or <
  225. Strafe * Alt
  226. Swim Up D
  227. Swim Down C
  228. OTHER CONTROLS
  229. Main Menu Escape
  230. Console ~ (tilde)
  231. Look Up A or PgDn
  232. Look Down Z or Del
  233. Center View X or End
  234. Mouse Look ** \ or center mouse button
  235. Keyboard Look *** Ins
  236. * Turning right or left sidesteps instead while the Strafe key is pressed.
  237. ** Sliding your mouse forward and back looks up and down while the Mouse
  238. Look key is pressed.
  239. *** The walk forward/backpedal arrows will look up and down while the
  240. Keyboard Look key is pressed.
  241. B. The Main Menu
  242. Tap the Escape key to pop up the Main Menu. While you are in the menu,
  243. the game is paused.
  244. Use the arrow keys to move the Quake icon up and down the menu. Place
  245. the icon before the desired option, and tap the Enter key. To return to the
  246. Main Menu, tap the Escape key again. To exit the menu and return to the
  247. game, tap the Escape key when you are on the Main Menu.
  248. NEW GAME
  249. Discards the game you're playing, and starts anew.
  250. MULTIPLAYER
  251. Controls multiplayer game starting and details...
  252. Name
  253. Type your name or alias here, and all messages about you will use
  254. this. So the computer says stuff like, "Josephine rides Bad Bill's
  255. rocket."
  256. Shirt Color
  257. Lets you select your character's uniform color from 14 different
  258. options (numbered 0-13).
  259. Pants Color
  260. As above, but your pants color also determines what team you're on,
  261. if in team play. (After all, pants are more important than shirts.)
  262. Communications Configuration
  263. Takes you to a separate menu on which you can change communications
  264. settings.
  265. Com Port
  266. Selects the COM Port to use for Communications. A null modem or
  267. modem must be connected to this port.
  268. Baud Rate
  269. Selects the COM port baud rate (9600-57600bps). This is NOT the
  270. same as setting the modem speed. The COM port speed must be AT
  271. LEAST the same speed as the modem speed.
  272. Device
  273. Selects the type of connection, either direct (null-modem) or
  274. modem.
  275. Modem Init String
  276. The Initialization string for the modem.
  277. Start a Multiplayer Game
  278. If you want your machine to be the host for a multiplayer game
  279. (Note: if you are starting a listen server, id Software strongly
  280. recommends that the fastest machine act as the host! If you are
  281. playing a game with more than 4 players, we suggest using a
  282. dedicated server as the host!), select this option, and you'll get
  283. the following menu ...
  284. Begin Game
  285. Starts up the game. Now all your friends have to do is log on,
  286. using either "search for local network games" or "join a
  287. running game at..." Multiplayer options (see below).
  288. Maximum Players
  289. You can have up to 16 players. You need at least 2, or it's not
  290. "multiplayer", right?
  291. Game Type
  292. Toggles between cooperative and deathmatch.
  293. Team Color Rules
  294. Toggles between "none" and "no friendly fire". In the latter mode,
  295. your shots won't injure someone wearing the exact same color
  296. pants as you.
  297. Skill
  298. Chooses skill level. Only applicable in a cooperative game.
  299. Frag Limit
  300. From none to 100, in ten-frag increments. When someone reaches
  301. the frag limit, by killing the 40th (or whatever) person, then
  302. the game ends immediately, and final scores are printed. If your
  303. frag limit is none, the game won't end till someone exits the
  304. level or the time limit expires.
  305. Time Limit
  306. From none to 60 minutes, in 10 minute increments. When the time
  307. limit is up, the game ends immediately, and final scores are
  308. printed. If your time limit is none, the game won't end till
  309. someone exits the level or the frag limit is reached.
  310. Start Map
  311. Lets you choose what map you'd like to play on. The top line
  312. gives you the episode name, and the lower line is the level's
  313. name. Note that all levels in Quake are fun to play, but the
  314. episode Deathmatch Arena is composed of special levels that are
  315. solely-designed for deathmatch play. Try them, you'll like them.
  316. Search For Local Network Games
  317. Has your computer look through your network. It will list all the
  318. games it finds on the console, and you can choose to join one of
  319. them by typing connect <server>.
  320. Join A Running Game At ...
  321. Lets you join a game either by typing its net address (for a net
  322. game) or your friend's modem phone number (for a modem game).
  323. If necessary, ensure your modem and network connections are operative
  324. by checking your Communications Configuration menu.
  325. SAVE
  326. 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
  327. proportion of kills you have achieved so far.
  328. LOAD
  329. Brings up a list of saved games. Highlight the desired slot, and tap the
  330. Enter key.
  331. OPTIONS
  332. Miscellaneous game options ...
  333. Configure Keys
  334. Permits you to customize Quake so every action is linked to the
  335. button or key that you prefer.
  336. First, move the cursor (via the arrow keys) to the action you
  337. wish to change. Then tap the Enter key. Now press the key or
  338. button you want to bind to that action. For instance, if you wish
  339. to use the Alt key for Jump, move the cursor to Jump / Swim, tap
  340. the Enter key, then press the Alt key.
  341. Each action can have two different keys assigned to it. If you
  342. already have two keys in an entry, you cannot add more from this
  343. menu.
  344. To clear the keys bound to an action, move the cursor to that
  345. action and tap the Backspace or Delete key instead of the Enter
  346. key. This will clear the keys formerly bound to that action,
  347. leaving it blank.
  348. You can bind any key to an action except Function keys, the
  349. Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll
  350. Lock, Print Screen, etc. may or may not work, depending on your
  351. machine, but why bother?
  352. Attack
  353. Fires your weapon
  354. Change Weapon
  355. Switches to the weapon "above" the one you're now using. Wraps
  356. around to the axe.
  357. Jump / Swim Up
  358. If you're on land, jumps. If you're underwater, kicks you
  359. towards the surface. If you're right at the water's edge, pops
  360. you up out of the water, if you combine it with forward
  361. movement.
  362. Walk Forward
  363. Backpedal
  364. Turn Left
  365. Turn Right
  366. Run
  367. Press this while moving, and you move at double speed.
  368. Step Left
  369. Sidesteps (strafes) left
  370. Step Right
  371. Sidesteps (strafes) right
  372. Sidestep
  373. Press this when using turn left or turn right and you sidestep
  374. (strafe) instead.
  375. Look Up
  376. Lets you angle your view upwards. Your view returns to
  377. horizontal when you start walking forward.
  378. Look Down
  379. Lets you angle your view upwards. Your view returns to
  380. horizontal when you start walking forward.
  381. Center View
  382. If you're looking up or down, returns your view to dead
  383. center.
  384. Mouse Look
  385. Press this to allow your mouse to look up or down (by
  386. sliding it forward and back), and to remain looking up or
  387. down even if you move forward.
  388. Keyboard Look
  389. Press this to use your movement keys to look up or down.
  390. Go To Console
  391. Brings down the Console. Also possible by tapping the
  392. ~ (tilde) key.
  393. Reset To Defaults
  394. Everything you've changed in the options menu is reset by
  395. this option. Consider it an "Oops" key.
  396. Screen Size
  397. A slider which enlarges or shrinks your view area. All
  398. Quake's sliders use the right and left arrow keys.
  399. Brightness
  400. Pretty much self-explanatory. Choose a brightness which
  401. doesn't strain your eyes.
  402. Mouse Speed
  403. Adjusts mouse sensitivity. The further you set the slider
  404. to the right, the quicker your mouse reacts.
  405. Music Volume
  406. Self-explanatory
  407. Sound Effects Volume
  408. Self-explanatory
  409. Always Run
  410. When this is selected, you do not need the Run key -- you
  411. are always at double speed.
  412. Invert Mouse Up / Down
  413. This gives your mouse "airplane-style" controls. This means
  414. that pushing the mouse forward "noses down", and pulling it
  415. back "noses up". Some people prefer this control technique.
  416. Lookspring
  417. Returns your view immediately to straight ahead when you
  418. release the look up / down key. Otherwise, you must move
  419. forward for a step or two before your view snaps back.
  420. Lookspring does not work while you are underwater.
  421. Lookstrafe
  422. If you are using the look up / down key, then this option
  423. causes you to sidestep instead of turn when you try to move
  424. left or right.
  425. HELP / ORDERING
  426. Lists the default keyboard and mouse commands. Also contains the
  427. information you need to register Quake.
  428. QUIT
  429. Exits Quake at once.
  430. =============================================================================
  431. == TIP -- Quake saves your current key configuration when you quit, so ==
  432. == next time you play, you have the same configuration. ==
  433. =============================================================================
  434. C. Console
  435. Tap the ~ (tilde) key to bring down the console. As with the Main Menu,
  436. when the console is down, a singleplayer game is paused. A wide variety of
  437. esoteric commands can be entered at the console. If your keyboard has no
  438. ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option.
  439. D. Command Line
  440. For special command line parameters, see README.TXT.
  441. E. Cheat Codes
  442. id Software, as in our previous games, has removed all cheat codes from
  443. Quake.
  444. V. THE GAME
  445. A. The Screen
  446. The large top part of the screen is the view area, in which you see
  447. monsters and architecture. Immediately below is the Inventory, beneath
  448. which is the Status Bar. You can enlarge the viewing area (tap the + key),
  449. so much that it engulfs first the Inventory Bar and then the Status Bar.
  450. The - key shrinks the view area.
  451. Inventory Bar
  452. Lists ammo, weapons, deathmatch scores, and power-ups.
  453. The active weapon is lit up. Each weapon has a number by it -- type
  454. the appropriate number key to switch to that weapon.
  455. In addition, this gives the amount of ammo you have of each type,
  456. any keys you possess, and any power=ups currently active. Plus it shows
  457. how many and which of the four Runes you possess.
  458. In Deathmatch, it shows the top four scores in the game.
  459. Status Bar
  460. A vital part of the screen. When your armor, hit points, or ammo get
  461. low, the number turns red.
  462. From left to right, the big numbers represent: Armor Points, Health,
  463. and Ammo (of the current weapon). Icons show the Armor Type (green,
  464. yellow, or red), your adorable face, and your Ammo Type).
  465. Score Bar
  466. Hold down theTab key to replace the Status Bar with the Score Bar.
  467. This lists the proportion of monsters you've killed, secrets you've
  468. found, and time you've spent, along with the level name.
  469. In Deathmatch, the Score bar lists the top six scorers, along with
  470. their names.
  471. B. Messages
  472. Quake talks to you from time to time. Some messages appear at the top of
  473. the screen. These are non-critical, and tell you that you've picked up an
  474. object, or you've died in an interesting fashion. Ignore these messages if
  475. you please.
  476. Certain messages appear inconveniently in the middle of your view. These
  477. are always important, and you do not want to ignore them!
  478. D Ending a Level
  479. Once you finish a level, you'll find a slipgate or a distinctive archway
  480. leading to the next level. Pass through to emerge onto a new level.
  481. You start the new level with the same armor, weapons, and ammo you had at
  482. the end of the previous one. If a power-up was active at the end of the
  483. previous level, it is now, sadly, gone. Make the best of it. If your hit
  484. points were over 100 or under 50, they are altered to 100 or 50,
  485. respectively. Otherwise, your hit points are unchanged.
  486. D. Ending a Dimension
  487. Once you've finished all the levels in a particular dimension, you return
  488. to the starting hall. New dimensions are started from scratch -- you, your
  489. shotgun, and axe.
  490. VI. Your New Environment
  491. A. Firepower
  492. You are blessed with eight different Means o' Mass Destruction. Each has
  493. its place in a balanced diet.
  494. Axe
  495. The last resort. Face it -- going toe-to-toe with the uglies in Quake
  496. demonstrates all the good sense of a man parachuting into an alligator
  497. farm.
  498. Shotgun
  499. The basic gun, to which all other guns compare favorably.
  500. Double-barrelled Shotgun
  501. A worthy weapon with three minor drawbacks: first, it uses up 2 shells
  502. per blast; second, it's slow; third, its shot pattern is very loose at
  503. long range. But in general, once you find this puppy, the other shotgun
  504. starts rusting from disuse.
  505. Nailgun
  506. A two-barrel dingus that prickles bad guys with armor-piercing darts,
  507. technically termed "nails".
  508. Supernailgun
  509. The great equalizer. Four cyclic barrels that hose out spikes like
  510. crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
  511. Grenade Launcher
  512. Thumps neat exploding bombs into the air. You can even bounce a grenade
  513. off the wall or floor.. When a grenade hits someone, it explodes.
  514. If it misses, the bomb sits on the floor for a moment, then explodes.
  515. Even though I sometimes bounce grenades into myself, this gun's still
  516. my favorite.
  517. Rocket Launcher
  518. For when a grenade positively, absolutely, has to be there on time.
  519. Thunderbolt
  520. Try it. You'll like it. Use the same technique as watering your
  521. rosebush.
  522. Switching Between Weapons
  523. If you are firing a weapon and run out of ammo, Quake automatically
  524. switches you to another weapon. It will never switch to the grenade
  525. launcher or rocket launcher, however, for reasons that ought to be
  526. obvious. So if you're firing away happily and suddenly switch to the
  527. axe, it doesn't mean you're out of all ammo -- you may still have
  528. grenades. But Quake requires you to select such dangerous
  529. explosives on your own.
  530. =============================================================================
  531. == TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==
  532. == cells in every direction in a single gigantic KA-ZAP, with you at the ==
  533. == center. Don't try this at home. ==
  534. =============================================================================
  535. B. Ammo
  536. The eight weapons use four types of ammo. Each ammo type comes in two
  537. flavors -- small and large. The large boxes carry twice as much as the
  538. small.
  539. Shells
  540. For shotguns and double-barrelled shotguns. A small box holds 20.
  541. Flechettes
  542. For nailguns and supernailgunss. A small box holds 25.
  543. Grenades
  544. For grenade launchers and rocket launchers. A small crate holds 5.
  545. Cells
  546. For Mr. Thunderbolt. A small battery has 6 charges, lasting a little
  547. over a second.
  548. C. Power-ups
  549. All power-ups except armor burn out after a while, so smoke 'em while you
  550. got 'em.
  551. Armor
  552. Comes in three flavors; green, yellow, and red, from weakest to most
  553. powerful.
  554. Megahealth
  555. Gives you 100 additional hit points. After a few seconds, all hit points
  556. over 100 start slowing draining away, because it's too much for the human
  557. frame to hold. Still, it's nice while it lasts.
  558. Biosuit
  559. lets you breathe underwater and swim through slime without harm. Does
  560. not protect against lava.
  561. Ring of Shadows
  562. Renders you almost totally invisible. Only your eyes can be seen.
  563. Monsters don't detect you unless you do something stupid. Like shoot.
  564. Pentagram of Protection
  565. Renders you invulnerable.
  566. Quad Damage
  567. Magnum upgrade! You now deliver four times the pain!
  568. =============================================================================
  569. == TIP -- When quad damage is activated, use the grenade or rocket ==
  570. == launcher with care -- their bursts are four times as deadly to you, as ==
  571. == well as your enemies. ==
  572. =============================================================================
  573. D. Bad Guys
  574. Quake critters are extremely tough, but you have the firepower to vent
  575. your grievances on them anyway. Good hunting.
  576. Rottweiler
  577. Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
  578. Grunt
  579. Goons with probes inserted into their pleasure centers; wired up so
  580. when they kill someone, they get paroxysms of ecstasy. In essence,
  581. customized serial killers. Easy to kill, and they tote shotgun shells.
  582. It's like a little Christmas each time you blow a Grunt away!
  583. Enforcer (registered only)
  584. Grunt, Mark Two. Recruits who are surlier and beefier than the rest get
  585. outfitted in combat armor and built-in blasters.
  586. Knight
  587. Canned meat. Open 'er up and see if it's still fresh.
  588. Death Knight (registered only)
  589. This particular canned meat tends to open you up instead.
  590. Rotfish (registered only)
  591. Disgusting little critters who dish it out, but can't take it.
  592. Zombie
  593. Thou canst not kill that which doth not live. But you can blast it
  594. into chunky kibbles.
  595. Scrag
  596. Floats like a butterfly, stings like a bee. Ugly as hell. They're not
  597. real tough, but like to bushwhack you.
  598. Ogre
  599. What's worse than a cannibal monster eight feet tall? One with a
  600. chainsaw. And a sack of grenades.
  601. Spawn (registered)
  602. A merrily bouncing blob as dangerous to kill as to ignore. Blech.
  603. Fiend
  604. In essence, organic buzzsaws, rife with pummeling power!
  605. Vore (registered)
  606. A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
  607. Shambler
  608. Even other monsters fear him, so expect a clobbering. He shrugs off
  609. explosions. Good luck.
  610. =============================================================================
  611. == TIP -- Some weapons are better vs. particular monsters than others. If ==
  612. == a new monster seems real tough, switch weapons. ==
  613. =============================================================================
  614. E. Environmental Hazards and Effects
  615. Explosions
  616. Radioactive containers are in some military bases. Shooting these
  617. things unleashes a big boom, so be careful -- you may not want to
  618. stand too close in a firefight.
  619. Your own grenades and rockets cause explosions too, of course -- the
  620. blast can hurt you if you're too close.
  621. Water
  622. Safe enough unless you stay under so long you start to drown. Come up
  623. for air periodically to prevent this.
  624. Slime
  625. Hurts you instantly and keeps on hurting. Stay out of slime unless you
  626. have a very good reason to take a dip.
  627. Lava
  628. If you're quick and the lava's shallow, you might escape before you're
  629. burnt to a crisp, but don't bet on it.
  630. Traps
  631. Quake has many different traps. Don't be paranoid, because traps aren't
  632. really very common, but be aware of their existence. Traps can't be
  633. classified because they come in many varieties -- monsters in ambush,
  634. spike shooters, crushing walls, trapdoors, etc.
  635. Teleporters
  636. These are distinctive in appearance and emit a unique sound. When you
  637. step into a teleporter, you're instantly transported to another
  638. teleporter, or atop a teleport pad. If you teleport directly right atop
  639. of somebody else, he or she is killed instantly.
  640. =============================================================================
  641. == TIP -- Monsters are smart enough not to activate their own traps, but ==
  642. == if you activate the traps, the monsters can get caught by them. ==
  643. =============================================================================
  644. VII. Multiplayer Action
  645. Quake can be even more fun when you're playing with friends than when
  646. you're playing by yourself.
  647. When you are using the console or Main Menu in multiplayer, the game does
  648. not pause. Irresponsible players and monsters can freely shoot you, and
  649. your only recourse is bloodthirsty vengeance.
  650. The Talk function is useful here. When you talk, the message appears at
  651. the top of all players' screens, preceded by the speaker's name.
  652. To talk, press 'T' and start typing your message. Press ENTER to set
  653. the message to everyone.
  654. To set up, run, or join a multiplayer game, use the Main Menu Multiplayer
  655. option. README.TXT contains details that may be useful if your network or
  656. modem need special configurations.
  657. A. Cooperative
  658. In a co-op game, you and your friends work together to finish the level.
  659. When one person exits, everyone else exits too, wherever they might be. If
  660. you are killed in co-op, you reappear at the start area, and have to catch
  661. up to your buddies. Use Talk to find out where they are. See the
  662. Multiplayer options on the Main Menu for more info.
  663. B. Deathmatch
  664. In a deathmatch, play is totally cutthroat. No monsters exist, and when
  665. you are killed, you reappear in a random spot. After you pick up an item,
  666. it respawns (i.e. pops back into existence) after a while. (Some items
  667. take longer to respawn than others.) Every time you kill someone, you get
  668. a Frag. The person with the most Frags wins, so wreak slaughter amongst
  669. your pals!
  670. If you kill yourself, whether intentionally or by accident, you lose a
  671. Frag. This includes drowning, getting crushed, and so forth. See the
  672. Multiplayer options on the Main Menu for more info.
  673. C. Team Games
  674. Team play is a cool combination of co-op and deathmatch. Each team picks
  675. a "uniform" and everyone on that team changes their color to the team
  676. color. The team with the most Frags wins. See README.TXT or the Main Menu
  677. for details.
  678. =============================================================================
  679. == TIP -- if you have the Team Color Rules set to No Friendly Fire, your ==
  680. == weapons won't hurt other players wearing the same color pants as you. ==
  681. == (You can still have differently-colored shirts.) Your shots still wear ==
  682. == down their armor, and your own grenade and rocket explosions still hurt ==
  683. == YOU, just not them. ==
  684. =============================================================================
  685. VIII. Commonly Asked Questions
  686. Q. I'm stuck. How do I get through the level?
  687. A. Take a stroll around and look for a place you haven't been yet. Sometimes
  688. you have to kill a particular monster in order to progress, so exterminate
  689. them all!
  690. Q. How can I find all the secrets?
  691. A. Don't worry about it. You never have to find a secret to finish a level..
  692. Also, some secrets are intentionally hard to find.
  693. Q. I've cleared out the whole level, but my monster kill score isn't 100%.
  694. Where are they hiding?
  695. A. Some monsters hide inside secrets, or are released by them. You won't be
  696. able to kill those monsters until you find their secrets. Also, some monsters
  697. might lurk underwater. Good fishing.
  698. Q. Don't you worry that Quake teaches people that all problems can be solved
  699. by the misuse of deadly force?
  700. A. No.
  701. Q. Did I really see two monsters fighting each other?
  702. A. Probably. Some monsters hate one another almost as much as they hate you.
  703. You can use this to your advantage (exercise left up to the reader).
  704. Q. How do I prevent motion sickness when watching Quake?
  705. A. If you're one of the unlucky sufferers from motion sickness in Quake,
  706. we're sorry to say the answer seems to differs from person to person. Try
  707. sitting closer to the screen, or further away. Dim the lights in your room,
  708. or turn them up high. Adjust screen brightness up or down. Take a break from
  709. Quake and rest your eyes every hour or so. One or more of these tricks, or a
  710. combination, ought to work.
  711. Q. Are you guys Satan-worshipers?
  712. A. No.
  713. IX. Tech Support
  714. Any of the information listed below could change. Check the id software Web
  715. Site, at www.idsoftware.com, for updates.
  716. A. Tech Support Options
  717. id Software does charge for technical support, but we strive to offer this
  718. service at the lowest cost possible. Because volume on the support lines
  719. dictates costs, we periodically adjust our rates for Voice Tech Support.
  720. Check our web site for current pricing.
  721. Paying for Voice or Automated Support
  722. 1 -- You can get Voice Support using a major credit card for a one-time
  723. shot. The system asks for your credit card number and expiration date, then
  724. pre-authorizes your credit card for the tech support call. You will only be
  725. billed for the number of minutes actually used.
  726. 2 -- You can assign yourself a rechargeable PIN account. The system
  727. prompts you for your credit card information, and assigns you a PIN account
  728. number. You can use the PIN to access Voice Support, Automated Support and
  729. the Game Hints Line. Once your account runs out, you can charge it up
  730. again.
  731. 3 -- You may also charge up a PIN account using the number
  732. 1 (900) call-2-id. Then call back at 1 (800) id-games, and use your
  733. new PIN to receive all the support and hints you wish.
  734. Voice Support
  735. Telephone -- 1 (800) id-games
  736. Lines Open from 12 noon to 10pm Central Time
  737. 7 Days a week ($1.75 per minute maximum as of this printing)
  738. Closed some holidays
  739. Please have the following information handy.
  740. 1. Game title and version number. (The version number can be found in the
  741. lower right-hand corner of the console.)
  742. 2. Your operating system, processor, processor speed and amount of RAM.
  743. 3. If you are having a sound, video or modem problem, we need to know the
  744. device brand name and model.
  745. Automated Support
  746. Telephone -- 1 (800) id-games
  747. Lines Open 24 hours a day, 365 days a year (366 in Leap year)
  748. ($0.25 per minute)
  749. Please have pencil and paper handy
  750. E-mail Support
  751. Just send your e-mail to support@idsoftware.com
  752. We will respond within 48 hours after receiving your e-mail. When sending
  753. e-mail, cut and paste the following into your e-mail message and fill
  754. in the blanks --
  755. Date:
  756. Name:
  757. Phone number:
  758. E-mail address: (please include this, we redirect tons of mail)
  759. Game Title:
  760. Version #:
  761. Operating system (eg., DOS 6.0 or Windows 95):
  762. Computer type:
  763. Processor type:
  764. Processor speed:
  765. Video card brand and model: (only if video problem)
  766. Audio card brand and model: (only if audio problem)
  767. Modem brand and model: (only if modem problem)
  768. Network card brand and model: (only if netgame problem)
  769. Network configuration (eg., NET.CFG file): (only if netgame problem)
  770. Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
  771. v2.33, and ipxodi v3.01) (only if netgame problem)
  772. If there were any error messages or fault information, report them
  773. here:
  774. Please state the problem you encountered:
  775. Please state how to reproduce the problem:
  776. Web Support
  777. Found at www.idsoftware.com
  778. Our web support pages provide the same information that's available via
  779. Automated Support, except it's free!
  780. News Sites
  781. For information, FAQ, or announcements, check out
  782. rec.games.computer.quake.announce
  783. For editing and hecking Quake-related files, check out
  784. rec.games.computer.quake.editing
  785. For general Quake discussion, check out
  786. rec.games.computer.quake.misc
  787. Game Hints Line
  788. Telephone -- 1 (800) id-games or 1 (900) call-2-id
  789. Lines Open 24 hours a day, 365 days a year (366 in Leap year)
  790. ($0.85 per minute)
  791. B. In Europe
  792. Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday.
  793. English: +44 01923 209145
  794. German: +44 (0)1923 209151
  795. French: +44 (0)1923 209148
  796. C. Problems
  797. If you have an unfavorable experience using our services, please send
  798. e-mail to support@idsoftware.com. Kindly include your full name,
  799. address, phone number, and the problem encountered.
  800. X. LEVELS & DESIGNERS
  801. ***************************************
  802. The Beginning
  803. start -- Welcome to Quake -- by John Romero
  804. ***************************************
  805. Dimension of the Doomed (shareware episode)
  806. e1m1: Slipgate Complex -- by John Romero
  807. e1m2: Castle of the Damned -- by Tim Willits
  808. e1m3: The Necropolis -- by Tim Willits
  809. e1m4: The Grisly Grotto -- by Tim Willits
  810. e1m5: Gloom Keep -- by Tim Willits
  811. e1m6: The Door To Chthon -- by American McGee
  812. e1m7: The House of Chthon -- by American McGee
  813. ***************************************
  814. Realm of Black Magic
  815. e2m1: The Installation -- by John Romero
  816. e2m2: Ogre Citadel -- by John Romero
  817. e2m3: Crypt of Decay -- by John Romero
  818. e2m4: The Ebon Fortress -- by John Romero
  819. e2m5: The Wizard's Manse -- by John Romero
  820. e2m6: The Dismal Oubliette -- by John Romero
  821. ***************************************
  822. Netherworld
  823. e3m1: Termination Central -- by John Romero
  824. e3m2: The Vaults of Zin -- by American McGee
  825. e3m3: The Tomb of Terror -- by American McGee
  826. e3m4: Satan's Dark Delight -- by American McGee
  827. e3m5: Wind Tunnels --by Tim Willits
  828. e3m6: Chambers of Torment -- by American McGee & Tim Willits
  829. ***************************************
  830. The Elder World
  831. e4m1: The Sewage System -- by Tim Willits
  832. e4m2: The Tower of Despair --by Sandy Petersen
  833. e4m3: The Elder God Shrine --by Sandy Petersen
  834. e4m4: The Palace of Hate --by Sandy Petersen
  835. e4m5: Hell's Atrium --by Sandy Petersen
  836. e4m6: The Pain Maze --by Sandy Petersen
  837. e4m7: Azure Agony --by Sandy Petersen
  838. ***************************************
  839. The End
  840. end: Shub-Niggurath's Pit --by John Romero
  841. ***************************************
  842. The Deathmatch Arenas
  843. dm1: Place of Two Deaths --by Tim Willits
  844. dm2: Claustrophobopolis --by American McGee
  845. dm3: The Abandoned Base --by John Romero
  846. dm4: The Bad Place --by American McGee
  847. dm5: The Cistern --by Tim Willits
  848. dm6: The Dark Zone --by Tim Willits
  849. ***************************************
  850. ???
  851. Ziggurat Vertigo --by American McGee
  852. Underearth --by Tim Willits
  853. The Haunted Halls -- by American McGee
  854. The Nameless City -- by Sandy Petersen
  855. ***************************************
  856. XI. Legal Boilerplate
  857. Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are
  858. the property of their respective companies. For full information on the
  859. legal issues of owning and using Quake, please refer to the files
  860. LICINFO.TXT and ORDER.TXT.
  861. The program you've purchased was produced through the effort of many people.
  862. Don't make copies for others who have not paid for the right to the
  863. registered version of Quake. To report copyright violations to the Software
  864. Publishers Association, call 1 (800) 388-PIR8 or write:
  865. Software Publishers Association
  866. Suite 901
  867. 1101 Connecticut Avenue NW
  868. Washington, DC 20036
  869. XII. MUSIC CREDITS
  870. Titles of Songs or Themes (C) 1996 TVT/Interscope Records.
  871. All Rights Reserved.
  872. Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music.
  873. ASCAP All Rights Reserved.
  874. Note: music is ONLY available on CD. See your local software retailer
  875. or order Quake today at 1-800-idgames!
  876. XIII. Thanks
  877. id Software would like to give special thanks to:
  878. Sean Barrett
  879. Raymond Chen
  880. DJ Delorie
  881. Andy Glew
  882. Lance Hacking
  883. Chris Hecker
  884. Todd Laney
  885. Terje Mathisen
  886. Charles Sandmann
  887. Jon Vondrak
  888. Billy Zelsnack
  889. The GameTech crew
  890. Syntrillium Software for CoolEdit