1031 lines
43 KiB
Text
1031 lines
43 KiB
Text
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Table of Contents
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I. THE STORY
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A. Background
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B. Prelude to Destruction
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II. INSTALLING QUAKE
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A. Installation
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B. README.TXT
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C. MANUAL.TXT
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D. TECHINFO.TXT
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III. THE BASICS OF PLAY
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A. Goal of the Game
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B. Skill
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C. Episode
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D. Getting About
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E. Finding Things
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IV. CONTROLS
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A. Keyboard Commands
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B. The Main Menu
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C. Console
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D. Command Line
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E. Cheat Codes
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V. THE GAME
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A. The Screen
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B. Messages
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C Ending a Level
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D. Ending a Dimension
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VI. YOUR NEW ENVIRONMENT
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A. Firepower
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B. Ammo
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C. Power-ups
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D. Bad Guys
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E. Environmental Hazards and Effects
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VII. MULTIPLAYER ACTION
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A. Cooperative
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B. Deathmatch
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C. Team Games
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VIII. COMMONLY ASKED QUESTIONS
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IX. TECH SUPPORT
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A. Tech Support Options
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B. In Europe
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C. Problems
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X. LEVELS AND DESIGNERS
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XI. LEGAL BOILERPLATE
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****************
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I. THE STORY
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A. Background
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You get the phone call at 4 a.m. By 5:30 you're in the secret
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installation. The commander explains tersely, "It's about the Slipgate
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device. Once we perfect these, we'll be able to use them to transport
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people and cargo from one place to another instantly.
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"An enemy codenamed Quake, is using his own slipgates to insert death
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squads inside our bases to kill, steal, and kidnap..
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"The hell of it is we have no idea where he's from. Our top scientists
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think Quake's not from Earth, but another dimension. They say Quake's
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preparing to unleash his real army, whatever that is.
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"You're our best man. This is Operation Counterstrike and you're in
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charge. Find Quake, and stop him ... or it ... You have full authority
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to requisition anything you need. If the eggheads are right, all our
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lives are expendable.."
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B. Prelude to Destruction
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While scouting the neighborhood, you hear shots back at the base Damn,
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that Quake bastard works fast! He heard about Operation Counterstrike,
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and hit first. Racing back, you see the place is overrun. You are almost
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certainly the only survivor. Operation Counterstrike is over. Except for
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you.
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You know that the heart of the installation holds a slipgate.
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Since Quake's killers came through, it is still set to his dimension.
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You can use it to get loose in his hometown. Maybe you can get to the
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asshole personally. You pump a round into your shotgun, and get moving.
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II. INSTALLING QUAKE
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A. Installation
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You must install Quake before you can play it. It will not run off the
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CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
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'INSTALL'. If you have downloaded Quake via modem, simply go to the
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directory you've placed Quake in, unzip it, and type 'INSTALL'.
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B. README.TXT
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After you install Quake, you go right into the README.TXT file, which is
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henceforth available in your Quake directory. This is a full listing of
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Quake's technical parameters, and is constantly updated with new versions
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of Quake. We strongly recommend that after you install Quake, you glance
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through README.TXT.
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You may wish to print this file out, so you can have a copy of it on hand
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while playing Quake.
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C. MANUAL.TXT
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Also available in your Quake directory is a file labeled MANUAL.TXT.
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This is the file you are now reading.
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D. TECHINFO.TXT
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For those who are more technically inclined, or to fill out a bug report,
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check out TECHINFO.TXT. Information on filling out a bug report is located
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at the end of TECHINFO.TXT.
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III. THE BASICS OF PLAY
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A. Goal of the Game
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Quake has two basic goals. First, stay alive. Second, get out of the
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place you're in. The first level of each episode ends in a slipgate --
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these signify that
you're entering another dimension. When you complete
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an entire
dimension (this takes six to eight levels), you'll find a
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Rune and another slipgate, which returns you to the start.
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B. Skill
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The start area has three short hallways. The one you go down selects
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the Skill you wish to play at.
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Easy -- This is meant for little kids and grandmas.
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Medium -- Most people should start Quake at Medium skill.
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Hard -- Here at id, we play Hard skill, and we think you should too,
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once you're ready.
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(Nightmare) -- This is so bad that the entry is hidden, so people
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won't wander in by accident. If you find it, don't say we didn't warn
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you.
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C. Episode
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After the Skill halls, you're in a room with four exits. Each exit
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leads to a different military complex, at the end of which is a
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slipgate leading to a new dimension. If you have not registered, the
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first episode, Dimension of the Doomed, is the only place you can go.
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After registration, all four episodes are available. The other three
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episodes, in order from second to fourth, are Realm of Black Magic,
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Netherworld, and The Elder World.
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=============================================================================
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== TIP -- From episode 1 to episode 4, the dimensions become progressively ==
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== more difficult. We suggest you play the episodes in the proper order to ==
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== get the maximum fun out of Quake. ==
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=============================================================================
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D. Getting About
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The specific keys named below can be changed by using the Configure Keys
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Menu. If you have renamed Run as the R key, for instance, then the Shift
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key will not double your speed.
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Walk
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Use the arrow keys or the mouse. To walk steadily forward, hold down
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the Forward key (up arrow or center mouse button). Turn left or right
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with the left or right arrow keys or sliding your mouse to the left or
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right.
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Run
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Hold down Run (the Shift key) to double your speed.
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Jumping
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Tap the Jump key (the space bar or Enter key). You jump further if
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you're moving forward, and you jump higher if you're moving up a slope at
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the time. You'll be surprised at the spots you can reach in a jump. You
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can even avoid some attacks by jumping at the right time.
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Swimming
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When underwater, aim yourself in the direction you wish to go, and
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move forward. You have full three-dimensional freedom. Unfortunately,
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as in real life, you may lose your bearings while underwater. Use
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jump (the space bar or Enter key) to kick straight up towards the
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surface. Once on the surface, tread water by holding down jump.
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To get out of the drink, swim towards the shore. Once there, use jump
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to clamber up. If you're down a well or you can't get a grip, you may
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not be able to climb out. There is always another way out, but you may
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have to submerge to find it.
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Shooting
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Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
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down to
keep firing.
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Use
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Quake has no "Use" function. To push a button or open a door, walk up
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to it. To ride a platform up or down, step atop it. If a door won't open
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or a platform won't lower, you may need to do something special to
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activate it.
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Picking up stuff
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To pick up items, weapons, and power-ups, walk over them. If you can't
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pick up something, it means you already have the maximum possible of
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that thing. If it is armor, it means the stuff you're trying to get is
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worse than what you now have.
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E. Finding Things
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Buttons and Floorplates
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Buttons activate with a touch, and floorplates must be stepped on.
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If you see a distinctive-looking button in a spot you cannot reach,
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it's probably a shootable button-- fire at it.
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Doors
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Most doors open at your approach. If one doesn't, seek a button,
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floorplate, or key.
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Secret Doors
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Some doors are camouflaged. Almost all secret doors open when they are
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shot or hit with an axe. The rest are opened by hidden pressure plates
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or buttons.
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Platforms
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Most platforms only go up and down, while some follow tracks around
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rooms or levels. When you step atop of a platform, it rises to its
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full height, and usually only lowers when you step off. Some platforms
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must be activated via button or pressure plate.
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Pressure Plates & Motion Detectors
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Invisible or visible sensors which open doors, unleash traps, warn
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monsters, etc.
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Uncovering Secrets
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Secrets are hidden lots of ways. You might need to shoot a button, kill
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a monster, walk through a secret motion detector, etc.
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The Secret of Secrets
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All secrets in Quake are indicated by clues. Don't waste your time
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hacking at every wall. It's much more productive (and fun) to use your
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brain and your eyes. Look up. An angled texture, a light shining under
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a wall, a strange sound -- anything -- might be the clue. Something
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prominent in a room might be decoration ... or it might be the clue.
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=============================================================================
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== TIP -- Bouncing a grenade off a shootable button or secret door won't ==
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== open it, but if the grenade's explosion goes off nearby, this may ==
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== activate such secrets. ==
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=============================================================================
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IV. CONTROLS
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A. Keyboard Commands
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By using the key configuration option from the Main Menu, you can
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customize the keyboard to suit your fancy, except for the Function keys,
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the Escape key, and the ~ (tilde) key.
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FUNCTION KEYS
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Help F1
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Save Game F2
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Load Game F3
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Options Menu F4
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Multiplayer Menu F5
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Quicksave F6
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Quickload F9
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Quit to operating system F10
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Screenshot F12
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WEAPONS
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Axe 1
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Shotgun 2
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Double Barrelled Shotgun 3
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Nailgun 4
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Supernailgun 5
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Grenade Launcher 6
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Rocket Launcher 7
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Thunderbolt 8
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Change to next weapon /
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MOVEMENT
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Move / Turn arrow keys
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Jump / Swim Space bar or Enter
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Run Shift
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Sidestep Left . or >
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Sidestep Right , or <
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Strafe * Alt
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Swim Up D
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Swim Down C
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OTHER CONTROLS
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Main Menu Escape
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Console ~ (tilde)
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Look Up A or PgDn
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Look Down Z or Del
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Center View X or End
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Mouse Look ** \ or center mouse button
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Keyboard Look *** Ins
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* Turning right or left sidesteps instead while the Strafe key is pressed.
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** Sliding your mouse forward and back looks up and down while the Mouse
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Look key is pressed.
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*** The walk forward/backpedal arrows will look up and down while the
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Keyboard Look key is pressed.
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B. The Main Menu
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Tap the Escape key to pop up the Main Menu. While you are in the menu,
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the game is paused.
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Use the arrow keys to move the Quake icon up and down the menu. Place
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the icon before the desired option, and tap the Enter key. To return to the
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Main Menu, tap the Escape key again. To exit the menu and return to the
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game, tap the Escape key when you are on the Main Menu.
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NEW GAME
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Discards the game you're playing, and starts anew.
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MULTIPLAYER
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Controls multiplayer game starting and details...
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Name
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Type your name or alias here, and all messages about you will use
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this. So the computer says stuff like, "Josephine rides Bad Bill's
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rocket."
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Shirt Color
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Lets you select your character's uniform color from 14 different
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options (numbered 0-13).
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Pants Color
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As above, but your pants color also determines what team you're on,
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if in team play. (After all, pants are more important than shirts.)
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Communications Configuration
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Takes you to a separate menu on which you can change communications
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settings.
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Com Port
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Selects the COM Port to use for Communications. A null modem or
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modem must be connected to this port.
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Baud Rate
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Selects the COM port baud rate (9600-57600bps). This is NOT the
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same as setting the modem speed. The COM port speed must be AT
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LEAST the same speed as the modem speed.
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Device
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Selects the type of connection, either direct (null-modem) or
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modem.
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Modem Init String
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The Initialization string for the modem.
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Start a Multiplayer Game
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If you want your machine to be the host for a multiplayer game
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(Note: if you are starting a listen server, id Software strongly
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recommends that the fastest machine act as the host! If you are
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playing a game with more than 4 players, we suggest using a
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dedicated server as the host!), select this option, and you'll get
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the following menu ...
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Begin Game
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Starts up the game. Now all your friends have to do is log on,
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using either "search for local network games" or "join a
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running game at..." Multiplayer options (see below).
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Maximum Players
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You can have up to 16 players. You need at least 2, or it's not
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"multiplayer", right?
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Game Type
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Toggles between cooperative and deathmatch.
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Team Color Rules
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Toggles between "none" and "no friendly fire". In the latter mode,
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your shots won't injure someone wearing the exact same color
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pants as you.
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Skill
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Chooses skill level. Only applicable in a cooperative game.
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Frag Limit
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From none to 100, in ten-frag increments. When someone reaches
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the frag limit, by killing the 40th (or whatever) person, then
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the game ends immediately, and final scores are printed. If your
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frag limit is none, the game won't end till someone exits the
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level or the time limit expires.
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Time Limit
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From none to 60 minutes, in 10 minute increments. When the time
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limit is up, the game ends immediately, and final scores are
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printed. If your time limit is none, the game won't end till
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someone exits the level or the frag limit is reached.
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Start Map
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Lets you choose what map you'd like to play on. The top line
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gives you the episode name, and the lower line is the level's
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name. Note that all levels in Quake are fun to play, but the
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episode Deathmatch Arena is composed of special levels that are
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solely-designed for deathmatch play. Try them, you'll like them.
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Search For Local Network Games
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Has your computer look through your network. It will list all the
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games it finds on the console, and you can choose to join one of
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them by typing connect <server>.
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Join A Running Game At ...
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Lets you join a game either by typing its net address (for a net
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game) or your friend's modem phone number (for a modem game).
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If necessary, ensure your modem and network connections are operative
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by checking your Communications Configuration menu.
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SAVE
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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
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proportion of kills you have achieved so far.
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LOAD
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Brings up a list of saved games. Highlight the desired slot, and tap the
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Enter key.
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OPTIONS
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Miscellaneous game options ...
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Configure Keys
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Permits you to customize Quake so every action is linked to the
|
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button or key that you prefer.
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First, move the cursor (via the arrow keys) to the action you
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wish to change. Then tap the Enter key. Now press the key or
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button you want to bind to that action. For instance, if you wish
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to use the Alt key for Jump, move the cursor to Jump / Swim, tap
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the Enter key, then press the Alt key.
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Each action can have two different keys assigned to it. If you
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already have two keys in an entry, you cannot add more from this
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menu.
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To clear the keys bound to an action, move the cursor to that
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action and tap the Backspace or Delete key instead of the Enter
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key. This will clear the keys formerly bound to that action,
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leaving it blank.
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You can bind any key to an action except Function keys, the
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Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll
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Lock, Print Screen, etc. may or may not work, depending on your
|
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machine, but why bother?
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Attack
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Fires your weapon
|
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Change Weapon
|
||
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Switches to the weapon "above" the one you're now using. Wraps
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around to the axe.
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Jump / Swim Up
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If you're on land, jumps. If you're underwater, kicks you
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towards the surface. If you're right at the water's edge, pops
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you up out of the water, if you combine it with forward
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movement.
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Walk Forward
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Backpedal
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Turn Left
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Turn Right
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Run
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Press this while moving, and you move at double speed.
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Step Left
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Sidesteps (strafes) left
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Step Right
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Sidesteps (strafes) right
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||
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Sidestep
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Press this when using turn left or turn right and you sidestep
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(strafe) instead.
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Look Up
|
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Lets you angle your view upwards. Your view returns to
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horizontal when you start walking forward.
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||
|
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
|