From 0023db327bc1db00068284b70e1db45857aeee35 Mon Sep 17 00:00:00 2001 From: Travis Bradshaw Date: Tue, 31 Jan 2012 14:32:09 -0600 Subject: The Quake sources as originally release under the GPL license on December 21, 1999 --- WinQuake/data/MANUAL.TXT | 1030 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1030 insertions(+) create mode 100644 WinQuake/data/MANUAL.TXT (limited to 'WinQuake/data/MANUAL.TXT') diff --git a/WinQuake/data/MANUAL.TXT b/WinQuake/data/MANUAL.TXT new file mode 100644 index 0000000..bc674d6 --- /dev/null +++ b/WinQuake/data/MANUAL.TXT @@ -0,0 +1,1030 @@ +Table of Contents + I. THE STORY + A. Background + B. Prelude to Destruction + + II. INSTALLING QUAKE + A. Installation + B. README.TXT + C. MANUAL.TXT + D. TECHINFO.TXT + + III. THE BASICS OF PLAY + A. Goal of the Game + B. Skill + C. Episode + D. Getting About + E. Finding Things + + IV. CONTROLS + A. Keyboard Commands + B. The Main Menu + C. Console + D. Command Line + E. Cheat Codes + + V. THE GAME + A. The Screen + B. Messages + C Ending a Level + D. Ending a Dimension + + VI. YOUR NEW ENVIRONMENT + A. Firepower + B. Ammo + C. Power-ups + D. Bad Guys + E. Environmental Hazards and Effects + + VII. MULTIPLAYER ACTION + A. Cooperative + B. Deathmatch + C. Team Games + + VIII. COMMONLY ASKED QUESTIONS + + IX. TECH SUPPORT + A. Tech Support Options + B. In Europe + C. Problems + + X. LEVELS AND DESIGNERS + + XI. LEGAL BOILERPLATE +**************** +I. THE STORY +A. Background + You get the phone call at 4 a.m. By 5:30 you're in the secret + installation. The commander explains tersely, "It's about the Slipgate + device. Once we perfect these, we'll be able to use them to transport + people and cargo from one place to another instantly. + + "An enemy codenamed Quake, is using his own slipgates to insert death + squads inside our bases to kill, steal, and kidnap.. + + "The hell of it is we have no idea where he's from. Our top scientists + think Quake's not from Earth, but another dimension. They say Quake's + preparing to unleash his real army, whatever that is. + + "You're our best man. This is Operation Counterstrike and you're in + charge. Find Quake, and stop him ... or it ... You have full authority + to requisition anything you need. If the eggheads are right, all our + lives are expendable.." + +B. Prelude to Destruction + While scouting the neighborhood, you hear shots back at the base Damn, + that Quake bastard works fast! He heard about Operation Counterstrike, + and hit first. Racing back, you see the place is overrun. You are almost + certainly the only survivor. Operation Counterstrike is over. Except for + you. + + You know that the heart of the installation holds a slipgate. + Since Quake's killers came through, it is still set to his dimension. + You can use it to get loose in his hometown. Maybe you can get to the + asshole personally. You pump a round into your shotgun, and get moving. + +II. INSTALLING QUAKE +A. Installation + You must install Quake before you can play it. It will not run off the + CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type + 'INSTALL'. If you have downloaded Quake via modem, simply go to the + directory you've placed Quake in, unzip it, and type 'INSTALL'. + +B. README.TXT + After you install Quake, you go right into the README.TXT file, which is + henceforth available in your Quake directory. This is a full listing of + Quake's technical parameters, and is constantly updated with new versions + of Quake. We strongly recommend that after you install Quake, you glance + through README.TXT. + + You may wish to print this file out, so you can have a copy of it on hand + while playing Quake. + +C. MANUAL.TXT + Also available in your Quake directory is a file labeled MANUAL.TXT. + This is the file you are now reading. + +D. TECHINFO.TXT + For those who are more technically inclined, or to fill out a bug report, + check out TECHINFO.TXT. Information on filling out a bug report is located + at the end of TECHINFO.TXT. + + +III. THE BASICS OF PLAY +A. Goal of the Game + Quake has two basic goals. First, stay alive. Second, get out of the + place you're in. The first level of each episode ends in a slipgate -- + these signify that you're entering another dimension. When you complete + an entire dimension (this takes six to eight levels), you'll find a + Rune and another slipgate, which returns you to the start. + +B. Skill + The start area has three short hallways. The one you go down selects + the Skill you wish to play at. + Easy -- This is meant for little kids and grandmas. + Medium -- Most people should start Quake at Medium skill. + Hard -- Here at id, we play Hard skill, and we think you should too, + once you're ready. + (Nightmare) -- This is so bad that the entry is hidden, so people + won't wander in by accident. If you find it, don't say we didn't warn + you. + +C. Episode + After the Skill halls, you're in a room with four exits. Each exit + leads to a different military complex, at the end of which is a + slipgate leading to a new dimension. If you have not registered, the + first episode, Dimension of the Doomed, is the only place you can go. + After registration, all four episodes are available. The other three + episodes, in order from second to fourth, are Realm of Black Magic, + Netherworld, and The Elder World. + +============================================================================= +== TIP -- From episode 1 to episode 4, the dimensions become progressively == +== more difficult. We suggest you play the episodes in the proper order to == +== get the maximum fun out of Quake. == +============================================================================= + +D. Getting About + The specific keys named below can be changed by using the Configure Keys + Menu. If you have renamed Run as the R key, for instance, then the Shift + key will not double your speed. + Walk + Use the arrow keys or the mouse. To walk steadily forward, hold down + the Forward key (up arrow or center mouse button). Turn left or right + with the left or right arrow keys or sliding your mouse to the left or + right. + Run + Hold down Run (the Shift key) to double your speed. + Jumping + Tap the Jump key (the space bar or Enter key). You jump further if + you're moving forward, and you jump higher if you're moving up a slope at + the time. You'll be surprised at the spots you can reach in a jump. You + can even avoid some attacks by jumping at the right time. + Swimming + When underwater, aim yourself in the direction you wish to go, and + move forward. You have full three-dimensional freedom. Unfortunately, + as in real life, you may lose your bearings while underwater. Use + jump (the space bar or Enter key) to kick straight up towards the + surface. Once on the surface, tread water by holding down jump. + To get out of the drink, swim towards the shore. Once there, use jump + to clamber up. If you're down a well or you can't get a grip, you may + not be able to climb out. There is always another way out, but you may + have to submerge to find it. + Shooting + Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it + down to keep firing. + Use + Quake has no "Use" function. To push a button or open a door, walk up + to it. To ride a platform up or down, step atop it. If a door won't open + or a platform won't lower, you may need to do something special to + activate it. + Picking up stuff + To pick up items, weapons, and power-ups, walk over them. If you can't + pick up something, it means you already have the maximum possible of + that thing. If it is armor, it means the stuff you're trying to get is + worse than what you now have. + +E. Finding Things + Buttons and Floorplates + Buttons activate with a touch, and floorplates must be stepped on. + If you see a distinctive-looking button in a spot you cannot reach, + it's probably a shootable button-- fire at it. + Doors + Most doors open at your approach. If one doesn't, seek a button, + floorplate, or key. + Secret Doors + Some doors are camouflaged. Almost all secret doors open when they are + shot or hit with an axe. The rest are opened by hidden pressure plates + or buttons. + Platforms + Most platforms only go up and down, while some follow tracks around + rooms or levels. When you step atop of a platform, it rises to its + full height, and usually only lowers when you step off. Some platforms + must be activated via button or pressure plate. + Pressure Plates & Motion Detectors + Invisible or visible sensors which open doors, unleash traps, warn + monsters, etc. + Uncovering Secrets + Secrets are hidden lots of ways. You might need to shoot a button, kill + a monster, walk through a secret motion detector, etc. + The Secret of Secrets + All secrets in Quake are indicated by clues. Don't waste your time + hacking at every wall. It's much more productive (and fun) to use your + brain and your eyes. Look up. An angled texture, a light shining under + a wall, a strange sound -- anything -- might be the clue. Something + prominent in a room might be decoration ... or it might be the clue. + +============================================================================= +== TIP -- Bouncing a grenade off a shootable button or secret door won't == +== open it, but if the grenade's explosion goes off nearby, this may == +== activate such secrets. == +============================================================================= + +IV. CONTROLS +A. Keyboard Commands + By using the key configuration option from the Main Menu, you can + customize the keyboard to suit your fancy, except for the Function keys, + the Escape key, and the ~ (tilde) key. + +FUNCTION KEYS +Help F1 +Save Game F2 +Load Game F3 +Options Menu F4 +Multiplayer Menu F5 +Quicksave F6 +Quickload F9 +Quit to operating system F10 +Screenshot F12 + +WEAPONS +Axe 1 +Shotgun 2 +Double Barrelled Shotgun 3 +Nailgun 4 +Supernailgun 5 +Grenade Launcher 6 +Rocket Launcher 7 +Thunderbolt 8 +Change to next weapon / + +MOVEMENT +Move / Turn arrow keys +Jump / Swim Space bar or Enter +Run Shift +Sidestep Left . or > +Sidestep Right , or < +Strafe * Alt +Swim Up D +Swim Down C + +OTHER CONTROLS +Main Menu Escape +Console ~ (tilde) +Look Up A or PgDn +Look Down Z or Del +Center View X or End +Mouse Look ** \ or center mouse button +Keyboard Look *** Ins + + * Turning right or left sidesteps instead while the Strafe key is pressed. + ** Sliding your mouse forward and back looks up and down while the Mouse + Look key is pressed. +*** The walk forward/backpedal arrows will look up and down while the + Keyboard Look key is pressed. + +B. The Main Menu + Tap the Escape key to pop up the Main Menu. While you are in the menu, + the game is paused. + Use the arrow keys to move the Quake icon up and down the menu. Place + the icon before the desired option, and tap the Enter key. To return to the + Main Menu, tap the Escape key again. To exit the menu and return to the + game, tap the Escape key when you are on the Main Menu. + + NEW GAME + Discards the game you're playing, and starts anew. + + MULTIPLAYER + Controls multiplayer game starting and details... + Name + Type your name or alias here, and all messages about you will use + this. So the computer says stuff like, "Josephine rides Bad Bill's + rocket." + Shirt Color + Lets you select your character's uniform color from 14 different + options (numbered 0-13). + Pants Color + As above, but your pants color also determines what team you're on, + if in team play. (After all, pants are more important than shirts.) + Communications Configuration + Takes you to a separate menu on which you can change communications + settings. + Com Port + Selects the COM Port to use for Communications. A null modem or + modem must be connected to this port. + Baud Rate + Selects the COM port baud rate (9600-57600bps). This is NOT the + same as setting the modem speed. The COM port speed must be AT + LEAST the same speed as the modem speed. + Device + Selects the type of connection, either direct (null-modem) or + modem. + Modem Init String + The Initialization string for the modem. + + Start a Multiplayer Game + If you want your machine to be the host for a multiplayer game + (Note: if you are starting a listen server, id Software strongly + recommends that the fastest machine act as the host! If you are + playing a game with more than 4 players, we suggest using a + dedicated server as the host!), select this option, and you'll get + the following menu ... + Begin Game + Starts up the game. Now all your friends have to do is log on, + using either "search for local network games" or "join a + running game at..." Multiplayer options (see below). + Maximum Players + You can have up to 16 players. You need at least 2, or it's not + "multiplayer", right? + Game Type + Toggles between cooperative and deathmatch. + Team Color Rules + Toggles between "none" and "no friendly fire". In the latter mode, + your shots won't injure someone wearing the exact same color + pants as you. + Skill + Chooses skill level. Only applicable in a cooperative game. + Frag Limit + From none to 100, in ten-frag increments. When someone reaches + the frag limit, by killing the 40th (or whatever) person, then + the game ends immediately, and final scores are printed. If your + frag limit is none, the game won't end till someone exits the + level or the time limit expires. + Time Limit + From none to 60 minutes, in 10 minute increments. When the time + limit is up, the game ends immediately, and final scores are + printed. If your time limit is none, the game won't end till + someone exits the level or the frag limit is reached. + Start Map + Lets you choose what map you'd like to play on. The top line + gives you the episode name, and the lower line is the level's + name. Note that all levels in Quake are fun to play, but the + episode Deathmatch Arena is composed of special levels that are + solely-designed for deathmatch play. Try them, you'll like them. + Search For Local Network Games + Has your computer look through your network. It will list all the + games it finds on the console, and you can choose to join one of + them by typing connect . + Join A Running Game At ... + Lets you join a game either by typing its net address (for a net + game) or your friend's modem phone number (for a modem game). + If necessary, ensure your modem and network connections are operative + by checking your Communications Configuration menu. + + SAVE + Brings up a list of saved games. Highlight the desired slot, and tap the Enter key. Each saved game is identified by the level's name, plus the + proportion of kills you have achieved so far. + LOAD + Brings up a list of saved games. Highlight the desired slot, and tap the + Enter key. + OPTIONS + Miscellaneous game options ... + Configure Keys + Permits you to customize Quake so every action is linked to the + button or key that you prefer. + First, move the cursor (via the arrow keys) to the action you + wish to change. Then tap the Enter key. Now press the key or + button you want to bind to that action. For instance, if you wish + to use the Alt key for Jump, move the cursor to Jump / Swim, tap + the Enter key, then press the Alt key. + Each action can have two different keys assigned to it. If you + already have two keys in an entry, you cannot add more from this + menu. + To clear the keys bound to an action, move the cursor to that + action and tap the Backspace or Delete key instead of the Enter + key. This will clear the keys formerly bound to that action, + leaving it blank. + You can bind any key to an action except Function keys, the + Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll + Lock, Print Screen, etc. may or may not work, depending on your + machine, but why bother? + + Attack + Fires your weapon + Change Weapon + Switches to the weapon "above" the one you're now using. Wraps + around to the axe. + Jump / Swim Up + If you're on land, jumps. If you're underwater, kicks you + towards the surface. If you're right at the water's edge, pops + you up out of the water, if you combine it with forward + movement. + Walk Forward + Backpedal + Turn Left + Turn Right + Run + Press this while moving, and you move at double speed. + Step Left + Sidesteps (strafes) left + Step Right + Sidesteps (strafes) right + Sidestep + Press this when using turn left or turn right and you sidestep + (strafe) instead. + Look Up + Lets you angle your view upwards. Your view returns to + horizontal when you start walking forward. + Look Down + Lets you angle your view upwards. Your view returns to + horizontal when you start walking forward. + Center View + If you're looking up or down, returns your view to dead + center. + Mouse Look + Press this to allow your mouse to look up or down (by + sliding it forward and back), and to remain looking up or + down even if you move forward. + Keyboard Look + Press this to use your movement keys to look up or down. + Go To Console + Brings down the Console. Also possible by tapping the + ~ (tilde) key. + Reset To Defaults + Everything you've changed in the options menu is reset by + this option. Consider it an "Oops" key. + Screen Size + A slider which enlarges or shrinks your view area. All + Quake's sliders use the right and left arrow keys. + Brightness + Pretty much self-explanatory. Choose a brightness which + doesn't strain your eyes. + Mouse Speed + Adjusts mouse sensitivity. The further you set the slider + to the right, the quicker your mouse reacts. + Music Volume + Self-explanatory + Sound Effects Volume + Self-explanatory + Always Run + When this is selected, you do not need the Run key -- you + are always at double speed. + Invert Mouse Up / Down + This gives your mouse "airplane-style" controls. This means + that pushing the mouse forward "noses down", and pulling it + back "noses up". Some people prefer this control technique. + Lookspring + Returns your view immediately to straight ahead when you + release the look up / down key. Otherwise, you must move + forward for a step or two before your view snaps back. + Lookspring does not work while you are underwater. + Lookstrafe + If you are using the look up / down key, then this option + causes you to sidestep instead of turn when you try to move + left or right. + + HELP / ORDERING + Lists the default keyboard and mouse commands. Also contains the + information you need to register Quake. + QUIT + Exits Quake at once. + +============================================================================= +== TIP -- Quake saves your current key configuration when you quit, so == +== next time you play, you have the same configuration. == +============================================================================= + +C. Console + Tap the ~ (tilde) key to bring down the console. As with the Main Menu, + when the console is down, a singleplayer game is paused. A wide variety of + esoteric commands can be entered at the console. If your keyboard has no + ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option. + +D. Command Line + For special command line parameters, see README.TXT. + +E. Cheat Codes + id Software, as in our previous games, has removed all cheat codes from + Quake. + +V. THE GAME +A. The Screen + The large top part of the screen is the view area, in which you see + monsters and architecture. Immediately below is the Inventory, beneath + which is the Status Bar. You can enlarge the viewing area (tap the + key), + so much that it engulfs first the Inventory Bar and then the Status Bar. + The - key shrinks the view area. + + Inventory Bar + Lists ammo, weapons, deathmatch scores, and power-ups. + The active weapon is lit up. Each weapon has a number by it -- type + the appropriate number key to switch to that weapon. + In addition, this gives the amount of ammo you have of each type, + any keys you possess, and any power=ups currently active. Plus it shows + how many and which of the four Runes you possess. + In Deathmatch, it shows the top four scores in the game. + + Status Bar + A vital part of the screen. When your armor, hit points, or ammo get + low, the number turns red. + From left to right, the big numbers represent: Armor Points, Health, + and Ammo (of the current weapon). Icons show the Armor Type (green, + yellow, or red), your adorable face, and your Ammo Type). + + Score Bar + Hold down theTab key to replace the Status Bar with the Score Bar. + This lists the proportion of monsters you've killed, secrets you've + found, and time you've spent, along with the level name. + In Deathmatch, the Score bar lists the top six scorers, along with + their names. + +B. Messages + Quake talks to you from time to time. Some messages appear at the top of + the screen. These are non-critical, and tell you that you've picked up an + object, or you've died in an interesting fashion. Ignore these messages if + you please. + Certain messages appear inconveniently in the middle of your view. These + are always important, and you do not want to ignore them! + +D Ending a Level + Once you finish a level, you'll find a slipgate or a distinctive archway + leading to the next level. Pass through to emerge onto a new level. + You start the new level with the same armor, weapons, and ammo you had at + the end of the previous one. If a power-up was active at the end of the + previous level, it is now, sadly, gone. Make the best of it. If your hit + points were over 100 or under 50, they are altered to 100 or 50, + respectively. Otherwise, your hit points are unchanged. + +D. Ending a Dimension + Once you've finished all the levels in a particular dimension, you return + to the starting hall. New dimensions are started from scratch -- you, your + shotgun, and axe. + +VI. Your New Environment +A. Firepower + You are blessed with eight different Means o' Mass Destruction. Each has + its place in a balanced diet. + + Axe + The last resort. Face it -- going toe-to-toe with the uglies in Quake + demonstrates all the good sense of a man parachuting into an alligator + farm. + + Shotgun + The basic gun, to which all other guns compare favorably. + + Double-barrelled Shotgun + A worthy weapon with three minor drawbacks: first, it uses up 2 shells + per blast; second, it's slow; third, its shot pattern is very loose at + long range. But in general, once you find this puppy, the other shotgun + starts rusting from disuse. + + Nailgun + A two-barrel dingus that prickles bad guys with armor-piercing darts, + technically termed "nails". + + Supernailgun + The great equalizer. Four cyclic barrels that hose out spikes like + crazy. Pro: foes drop like flies. Con: eats ammo like popcorn. + + Grenade Launcher + Thumps neat exploding bombs into the air. You can even bounce a grenade + off the wall or floor.. When a grenade hits someone, it explodes. + If it misses, the bomb sits on the floor for a moment, then explodes. + Even though I sometimes bounce grenades into myself, this gun's still + my favorite. + + Rocket Launcher + For when a grenade positively, absolutely, has to be there on time. + + Thunderbolt + Try it. You'll like it. Use the same technique as watering your + rosebush. + + Switching Between Weapons + If you are firing a weapon and run out of ammo, Quake automatically + switches you to another weapon. It will never switch to the grenade + launcher or rocket launcher, however, for reasons that ought to be + obvious. So if you're firing away happily and suddenly switch to the + axe, it doesn't mean you're out of all ammo -- you may still have + grenades. But Quake requires you to select such dangerous + explosives on your own. + +============================================================================= +== TIP -- If you shoot the Thunderbolt underwater, it discharges all its == +== cells in every direction in a single gigantic KA-ZAP, with you at the == +== center. Don't try this at home. == +============================================================================= + +B. Ammo + The eight weapons use four types of ammo. Each ammo type comes in two + flavors -- small and large. The large boxes carry twice as much as the + small. + + Shells + For shotguns and double-barrelled shotguns. A small box holds 20. + + Flechettes + For nailguns and supernailgunss. A small box holds 25. + + Grenades + For grenade launchers and rocket launchers. A small crate holds 5. + + Cells + For Mr. Thunderbolt. A small battery has 6 charges, lasting a little + over a second. + +C. Power-ups + All power-ups except armor burn out after a while, so smoke 'em while you + got 'em. + + Armor + Comes in three flavors; green, yellow, and red, from weakest to most + powerful. + + Megahealth + Gives you 100 additional hit points. After a few seconds, all hit points + over 100 start slowing draining away, because it's too much for the human + frame to hold. Still, it's nice while it lasts. + + Biosuit + lets you breathe underwater and swim through slime without harm. Does + not protect against lava. + + Ring of Shadows + Renders you almost totally invisible. Only your eyes can be seen. + Monsters don't detect you unless you do something stupid. Like shoot. + + Pentagram of Protection + Renders you invulnerable. + + Quad Damage + Magnum upgrade! You now deliver four times the pain! + +============================================================================= +== TIP -- When quad damage is activated, use the grenade or rocket == +== launcher with care -- their bursts are four times as deadly to you, as == +== well as your enemies. == +============================================================================= + +D. Bad Guys + Quake critters are extremely tough, but you have the firepower to vent + your grievances on them anyway. Good hunting. + + Rottweiler + Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog! + + Grunt + Goons with probes inserted into their pleasure centers; wired up so + when they kill someone, they get paroxysms of ecstasy. In essence, + customized serial killers. Easy to kill, and they tote shotgun shells. + It's like a little Christmas each time you blow a Grunt away! + + Enforcer (registered only) + Grunt, Mark Two. Recruits who are surlier and beefier than the rest get + outfitted in combat armor and built-in blasters. + + Knight + Canned meat. Open 'er up and see if it's still fresh. + + Death Knight (registered only) + This particular canned meat tends to open you up instead. + + Rotfish (registered only) + Disgusting little critters who dish it out, but can't take it. + + Zombie + Thou canst not kill that which doth not live. But you can blast it + into chunky kibbles. + + Scrag + Floats like a butterfly, stings like a bee. Ugly as hell. They're not + real tough, but like to bushwhack you. + + Ogre + What's worse than a cannibal monster eight feet tall? One with a + chainsaw. And a sack of grenades. + + Spawn (registered) + A merrily bouncing blob as dangerous to kill as to ignore. Blech. + + Fiend + In essence, organic buzzsaws, rife with pummeling power! + + Vore (registered) + A spideresque hybrid horror. Keep your eye on the energy pod he hurls. + + Shambler + Even other monsters fear him, so expect a clobbering. He shrugs off + explosions. Good luck. + +============================================================================= +== TIP -- Some weapons are better vs. particular monsters than others. If == +== a new monster seems real tough, switch weapons. == +============================================================================= + +E. Environmental Hazards and Effects + + Explosions + Radioactive containers are in some military bases. Shooting these + things unleashes a big boom, so be careful -- you may not want to + stand too close in a firefight. + Your own grenades and rockets cause explosions too, of course -- the + blast can hurt you if you're too close. + + Water + Safe enough unless you stay under so long you start to drown. Come up + for air periodically to prevent this. + + Slime + Hurts you instantly and keeps on hurting. Stay out of slime unless you + have a very good reason to take a dip. + + Lava + If you're quick and the lava's shallow, you might escape before you're + burnt to a crisp, but don't bet on it. + + Traps + Quake has many different traps. Don't be paranoid, because traps aren't + really very common, but be aware of their existence. Traps can't be + classified because they come in many varieties -- monsters in ambush, + spike shooters, crushing walls, trapdoors, etc. + + Teleporters + These are distinctive in appearance and emit a unique sound. When you + step into a teleporter, you're instantly transported to another + teleporter, or atop a teleport pad. If you teleport directly right atop + of somebody else, he or she is killed instantly. + +============================================================================= +== TIP -- Monsters are smart enough not to activate their own traps, but == +== if you activate the traps, the monsters can get caught by them. == +============================================================================= + +VII. Multiplayer Action + Quake can be even more fun when you're playing with friends than when + you're playing by yourself. + When you are using the console or Main Menu in multiplayer, the game does + not pause. Irresponsible players and monsters can freely shoot you, and + your only recourse is bloodthirsty vengeance. + The Talk function is useful here. When you talk, the message appears at + the top of all players' screens, preceded by the speaker's name. + To talk, press 'T' and start typing your message. Press ENTER to set + the message to everyone. + To set up, run, or join a multiplayer game, use the Main Menu Multiplayer + option. README.TXT contains details that may be useful if your network or + modem need special configurations. + +A. Cooperative + In a co-op game, you and your friends work together to finish the level. + When one person exits, everyone else exits too, wherever they might be. If + you are killed in co-op, you reappear at the start area, and have to catch + up to your buddies. Use Talk to find out where they are. See the + Multiplayer options on the Main Menu for more info. + +B. Deathmatch + In a deathmatch, play is totally cutthroat. No monsters exist, and when + you are killed, you reappear in a random spot. After you pick up an item, + it respawns (i.e. pops back into existence) after a while. (Some items + take longer to respawn than others.) Every time you kill someone, you get + a Frag. The person with the most Frags wins, so wreak slaughter amongst + your pals! + If you kill yourself, whether intentionally or by accident, you lose a + Frag. This includes drowning, getting crushed, and so forth. See the + Multiplayer options on the Main Menu for more info. + +C. Team Games + Team play is a cool combination of co-op and deathmatch. Each team picks + a "uniform" and everyone on that team changes their color to the team + color. The team with the most Frags wins. See README.TXT or the Main Menu + for details. + +============================================================================= +== TIP -- if you have the Team Color Rules set to No Friendly Fire, your == +== weapons won't hurt other players wearing the same color pants as you. == +== (You can still have differently-colored shirts.) Your shots still wear == +== down their armor, and your own grenade and rocket explosions still hurt == +== YOU, just not them. == +============================================================================= + +VIII. Commonly Asked Questions + +Q. I'm stuck. How do I get through the level? +A. Take a stroll around and look for a place you haven't been yet. Sometimes +you have to kill a particular monster in order to progress, so exterminate +them all! + +Q. How can I find all the secrets? +A. Don't worry about it. You never have to find a secret to finish a level.. +Also, some secrets are intentionally hard to find. + +Q. I've cleared out the whole level, but my monster kill score isn't 100%. +Where are they hiding? +A. Some monsters hide inside secrets, or are released by them. You won't be +able to kill those monsters until you find their secrets. Also, some monsters +might lurk underwater. Good fishing. + +Q. Don't you worry that Quake teaches people that all problems can be solved +by the misuse of deadly force? +A. No. + +Q. Did I really see two monsters fighting each other? +A. Probably. Some monsters hate one another almost as much as they hate you. +You can use this to your advantage (exercise left up to the reader). + +Q. How do I prevent motion sickness when watching Quake? +A. If you're one of the unlucky sufferers from motion sickness in Quake, +we're sorry to say the answer seems to differs from person to person. Try +sitting closer to the screen, or further away. Dim the lights in your room, +or turn them up high. Adjust screen brightness up or down. Take a break from +Quake and rest your eyes every hour or so. One or more of these tricks, or a +combination, ought to work. + +Q. Are you guys Satan-worshipers? +A. No. + +IX. Tech Support + Any of the information listed below could change. Check the id software Web +Site, at www.idsoftware.com, for updates. + +A. Tech Support Options +id Software does charge for technical support, but we strive to offer this +service at the lowest cost possible. Because volume on the support lines +dictates costs, we periodically adjust our rates for Voice Tech Support. +Check our web site for current pricing. + +Paying for Voice or Automated Support + 1 -- You can get Voice Support using a major credit card for a one-time + shot. The system asks for your credit card number and expiration date, then + pre-authorizes your credit card for the tech support call. You will only be + billed for the number of minutes actually used. + + 2 -- You can assign yourself a rechargeable PIN account. The system + prompts you for your credit card information, and assigns you a PIN account + number. You can use the PIN to access Voice Support, Automated Support and + the Game Hints Line. Once your account runs out, you can charge it up + again. + + 3 -- You may also charge up a PIN account using the number + 1 (900) call-2-id. Then call back at 1 (800) id-games, and use your + new PIN to receive all the support and hints you wish. + +Voice Support +Telephone -- 1 (800) id-games + Lines Open from 12 noon to 10pm Central Time + 7 Days a week ($1.75 per minute maximum as of this printing) + Closed some holidays +Please have the following information handy. + 1. Game title and version number. (The version number can be found in the + lower right-hand corner of the console.) + 2. Your operating system, processor, processor speed and amount of RAM. + 3. If you are having a sound, video or modem problem, we need to know the + device brand name and model. + +Automated Support +Telephone -- 1 (800) id-games + Lines Open 24 hours a day, 365 days a year (366 in Leap year) + ($0.25 per minute) +Please have pencil and paper handy + +E-mail Support + Just send your e-mail to support@idsoftware.com + We will respond within 48 hours after receiving your e-mail. When sending + e-mail, cut and paste the following into your e-mail message and fill + in the blanks -- + +Date: +Name: +Phone number: +E-mail address: (please include this, we redirect tons of mail) +Game Title: +Version #: +Operating system (eg., DOS 6.0 or Windows 95): +Computer type: +Processor type: +Processor speed: +Video card brand and model: (only if video problem) +Audio card brand and model: (only if audio problem) +Modem brand and model: (only if modem problem) +Network card brand and model: (only if netgame problem) +Network configuration (eg., NET.CFG file): (only if netgame problem) +Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi +v2.33, and ipxodi v3.01) (only if netgame problem) +If there were any error messages or fault information, report them +here: +Please state the problem you encountered: +Please state how to reproduce the problem: + +Web Support + Found at www.idsoftware.com + Our web support pages provide the same information that's available via + Automated Support, except it's free! + +News Sites + For information, FAQ, or announcements, check out + rec.games.computer.quake.announce + + For editing and hecking Quake-related files, check out + rec.games.computer.quake.editing + + For general Quake discussion, check out + rec.games.computer.quake.misc + +Game Hints Line +Telephone -- 1 (800) id-games or 1 (900) call-2-id + Lines Open 24 hours a day, 365 days a year (366 in Leap year) + ($0.85 per minute) + +B. In Europe + Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday. + + English: +44 01923 209145 + German: +44 (0)1923 209151 + French: +44 (0)1923 209148 + +C. Problems + If you have an unfavorable experience using our services, please send + e-mail to support@idsoftware.com. Kindly include your full name, + address, phone number, and the problem encountered. + +X. LEVELS & DESIGNERS + +*************************************** +The Beginning +start -- Welcome to Quake -- by John Romero +*************************************** +Dimension of the Doomed (shareware episode) +e1m1: Slipgate Complex -- by John Romero +e1m2: Castle of the Damned -- by Tim Willits +e1m3: The Necropolis -- by Tim Willits +e1m4: The Grisly Grotto -- by Tim Willits +e1m5: Gloom Keep -- by Tim Willits +e1m6: The Door To Chthon -- by American McGee +e1m7: The House of Chthon -- by American McGee +*************************************** +Realm of Black Magic +e2m1: The Installation -- by John Romero +e2m2: Ogre Citadel -- by John Romero +e2m3: Crypt of Decay -- by John Romero +e2m4: The Ebon Fortress -- by John Romero +e2m5: The Wizard's Manse -- by John Romero +e2m6: The Dismal Oubliette -- by John Romero +*************************************** +Netherworld +e3m1: Termination Central -- by John Romero +e3m2: The Vaults of Zin -- by American McGee +e3m3: The Tomb of Terror -- by American McGee +e3m4: Satan's Dark Delight -- by American McGee +e3m5: Wind Tunnels --by Tim Willits +e3m6: Chambers of Torment -- by American McGee & Tim Willits +*************************************** +The Elder World +e4m1: The Sewage System -- by Tim Willits +e4m2: The Tower of Despair --by Sandy Petersen +e4m3: The Elder God Shrine --by Sandy Petersen +e4m4: The Palace of Hate --by Sandy Petersen +e4m5: Hell's Atrium --by Sandy Petersen +e4m6: The Pain Maze --by Sandy Petersen +e4m7: Azure Agony --by Sandy Petersen +*************************************** +The End +end: Shub-Niggurath's Pit --by John Romero +*************************************** +The Deathmatch Arenas +dm1: Place of Two Deaths --by Tim Willits +dm2: Claustrophobopolis --by American McGee +dm3: The Abandoned Base --by John Romero +dm4: The Bad Place --by American McGee +dm5: The Cistern --by Tim Willits +dm6: The Dark Zone --by Tim Willits +*************************************** +??? +Ziggurat Vertigo --by American McGee +Underearth --by Tim Willits +The Haunted Halls -- by American McGee +The Nameless City -- by Sandy Petersen +*************************************** + +XI. Legal Boilerplate + Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are + the property of their respective companies. For full information on the + legal issues of owning and using Quake, please refer to the files + LICINFO.TXT and ORDER.TXT. + +The program you've purchased was produced through the effort of many people. +Don't make copies for others who have not paid for the right to the +registered version of Quake. To report copyright violations to the Software +Publishers Association, call 1 (800) 388-PIR8 or write: + + Software Publishers Association + Suite 901 + 1101 Connecticut Avenue NW + Washington, DC 20036 + +XII. MUSIC CREDITS + +Titles of Songs or Themes (C) 1996 TVT/Interscope Records. +All Rights Reserved. +Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music. +ASCAP All Rights Reserved. + +Note: music is ONLY available on CD. See your local software retailer +or order Quake today at 1-800-idgames! + +XIII. Thanks + +id Software would like to give special thanks to: + +Sean Barrett +Raymond Chen +DJ Delorie +Andy Glew +Lance Hacking +Chris Hecker +Todd Laney +Terje Mathisen +Charles Sandmann +Jon Vondrak +Billy Zelsnack +The GameTech crew +Syntrillium Software for CoolEdit -- cgit v1.2.3