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1Table of Contents
2        I. THE STORY
3                A. Background
4                B. Prelude to Destruction
5
6        II. INSTALLING QUAKE
7                A. Installation
8                B. README.TXT
9                C. MANUAL.TXT
10                D. TECHINFO.TXT
11
12        III. THE BASICS OF PLAY
13		A. Goal of the Game
14		B. Skill
15		C. Episode
16		D. Getting About
17		E. Finding Things
18
19        IV. CONTROLS
20		A. Keyboard Commands
21		B. The Main Menu
22		C. Console
23		D. Command Line
24		E. Cheat Codes
25
26        V. THE GAME
27		A. The Screen
28		B. Messages
29		C  Ending a Level
30		D. Ending a Dimension
31
32        VI. YOUR NEW ENVIRONMENT
33		A. Firepower
34		B. Ammo
35		C. Power-ups
36		D. Bad Guys
37		E. Environmental Hazards and Effects
38
39        VII. MULTIPLAYER ACTION
40		A. Cooperative
41		B. Deathmatch
42		C. Team Games
43
44        VIII. COMMONLY ASKED QUESTIONS
45
46        IX. TECH SUPPORT
47		A. Tech Support Options
48		B. In Europe
49		C. Problems
50
51	X. LEVELS AND DESIGNERS
52
53	XI. LEGAL BOILERPLATE
54****************
55I. THE STORY
56A. Background
57      You get the phone call at 4 a.m. By 5:30 you're in the secret
58   installation. The commander explains tersely, "It's about the Slipgate
59   device. Once we perfect these, we'll be able to use them to transport
60   people and cargo from one place to another instantly.
61
62      "An enemy codenamed Quake, is using his own slipgates to insert death
63   squads inside our bases to kill, steal, and kidnap..
64
65      "The hell of it is we have no idea where he's from. Our top scientists
66   think Quake's not from Earth, but another dimension. They say Quake's
67   preparing to unleash his real army, whatever that is.
68
69      "You're our best man. This is Operation Counterstrike and you're in
70   charge. Find Quake, and stop him ... or it ... You have full authority
71   to requisition anything you need. If the eggheads are right, all our
72   lives are expendable.."
73
74B. Prelude to Destruction
75      While scouting the neighborhood, you hear shots back at the base Damn,
76   that Quake bastard works fast! He heard about Operation Counterstrike,
77   and hit first. Racing back, you see the place is overrun. You are almost
78   certainly the only survivor. Operation Counterstrike is over. Except for
79   you.
80
81      You know that the heart of the installation holds a slipgate.
82   Since Quake's killers came through, it is still set to his dimension.
83   You can use it to get loose in his hometown. Maybe you can get to the
84   asshole personally. You pump a round into your shotgun, and get moving.
85
86II. INSTALLING QUAKE
87A. Installation
88   You must install Quake before you can play it. It will not run off the
89   CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
90   'INSTALL'. If you have downloaded Quake via modem, simply go to the
91   directory you've placed Quake in, unzip it, and type 'INSTALL'.
92
93B. README.TXT
94   After you install Quake, you go right into the README.TXT file, which is
95   henceforth available in your Quake directory. This is a full listing of
96   Quake's technical parameters, and is constantly updated with new versions
97   of Quake. We strongly recommend that after you install Quake, you glance
98   through README.TXT.
99
100   You may wish to print this file out, so you can have a copy of it on hand
101   while playing Quake.
102
103C. MANUAL.TXT
104   Also available in your Quake directory is a file labeled MANUAL.TXT.
105   This is the file you are now reading.
106
107D. TECHINFO.TXT
108   For those who are more technically inclined, or to fill out a bug report,
109   check out TECHINFO.TXT. Information on filling out a bug report is located
110   at the end of TECHINFO.TXT.
111
112
113III. THE BASICS OF PLAY
114A. Goal of the Game
115	Quake has two basic goals. First, stay alive. Second, get out of the
116        place you're in. The first level of each episode ends in a slipgate --
117        these signify that
118you're entering another dimension. When you complete
119        an entire
120dimension (this takes six to eight levels), you'll find a
121        Rune and another slipgate, which returns you to the start.
122
123B. Skill
124	The start area has three short hallways. The one you go down selects
125        the Skill you wish to play at.
126	Easy -- This is meant for little kids and grandmas.
127	Medium --  Most people should start Quake at Medium skill.
128	Hard -- Here at id, we play Hard skill, and we think you should too,
129        once you're ready.
130	(Nightmare) -- This is so bad that the entry is hidden, so people
131        won't wander in by accident. If you find it, don't say we didn't warn
132        you.
133
134C. Episode
135	After the Skill halls, you're in a room with four exits. Each exit
136        leads to a different military complex, at the end of which is a
137        slipgate leading to a new dimension. If you have not registered, the
138        first episode, Dimension of the Doomed, is the only place you can go.
139        After registration, all four episodes are available. The other three
140        episodes, in order from second to fourth, are Realm of Black Magic,
141        Netherworld, and The Elder World.
142
143=============================================================================
144== TIP -- From episode 1 to episode 4, the dimensions become progressively ==
145== more difficult. We suggest you play the episodes in the proper order to ==
146== get the maximum fun out of Quake.                                       ==
147=============================================================================
148
149D. Getting About
150      The specific keys named below can be changed by using the Configure Keys
151      Menu. If you have renamed Run as the R key, for instance, then the Shift
152      key will not double your speed.
153   Walk
154      Use the arrow keys or the mouse. To walk steadily forward, hold down
155      the Forward key (up arrow or center mouse button). Turn left or right
156      with the left or right arrow keys or sliding your mouse to the left or
157      right.
158   Run
159      Hold down Run (the Shift key) to double your speed.
160   Jumping
161      Tap the Jump key (the space bar or Enter key). You jump further if
162      you're moving forward, and you jump higher if you're moving up a slope at
163      the time. You'll be surprised at the spots you can reach in a jump. You
164      can even avoid some attacks by jumping at the right time.
165   Swimming
166      When underwater, aim yourself in the direction you wish to go, and
167      move forward. You have full three-dimensional freedom. Unfortunately,
168      as in real life, you may lose your bearings while underwater. Use
169      jump (the space bar or Enter key) to kick straight up towards the
170      surface. Once on the surface, tread water by holding down jump.
171      To get out of the drink, swim towards the shore. Once there, use jump
172      to clamber up. If you're down a well or you can't get a grip, you may
173      not be able to climb out. There is always another way out, but you may
174      have to submerge to find it.
175   Shooting
176      Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
177      down to
178keep firing.
179   Use
180      Quake has no "Use" function. To push a button or open a door, walk up
181      to it. To ride a platform up or down, step atop it. If a door won't open
182      or a platform won't lower, you may need to do something special to
183      activate it.
184   Picking up stuff
185      To pick up items, weapons, and power-ups, walk over them. If you can't
186      pick up something, it means you already have the maximum possible of
187      that thing. If it is armor, it means the stuff you're trying to get is
188      worse than what you now have.
189
190E. Finding Things
191   Buttons and Floorplates
192      Buttons activate with a touch, and floorplates must be stepped on.
193      If you see a distinctive-looking button in a spot you cannot reach,
194      it's probably a shootable button-- fire at it.
195   Doors
196      Most doors open at your approach. If one doesn't, seek a button,
197      floorplate, or key.
198   Secret Doors
199      Some doors are camouflaged. Almost all secret doors open when they are
200      shot or hit with an axe. The rest are opened by hidden pressure plates
201      or buttons.
202   Platforms
203      Most platforms only go up and down, while some follow tracks around
204      rooms or levels. When you step atop of a platform, it rises to its
205      full height, and usually only lowers when you step off. Some platforms
206      must be activated via button or pressure plate.
207   Pressure Plates & Motion Detectors
208      Invisible or visible sensors which open doors, unleash traps, warn
209      monsters, etc.
210   Uncovering Secrets
211      Secrets are hidden lots of ways. You might need to shoot a button, kill
212      a monster, walk through a secret motion detector, etc.
213   The Secret of Secrets
214      All secrets in Quake are indicated by clues. Don't waste your time
215      hacking at every wall. It's much more productive (and fun) to use your
216      brain and your eyes. Look up. An angled texture, a light shining under
217      a wall, a strange sound -- anything -- might be the clue. Something
218      prominent in a room might be decoration ... or it might be the clue.
219
220=============================================================================
221== TIP -- Bouncing a grenade off a shootable button or secret door won't   ==
222== open it, but if the grenade's explosion goes off nearby, this may       ==
223== activate such secrets.                                                  ==
224=============================================================================
225
226IV. CONTROLS
227A. Keyboard Commands
228   By using the key configuration option from the Main Menu, you can
229   customize the keyboard to suit your fancy, except for the Function keys,
230   the Escape key, and the ~ (tilde) key.
231
232FUNCTION KEYS
233Help				F1
234Save Game			F2
235Load Game			F3
236Options Menu			F4
237Multiplayer Menu		F5
238Quicksave			F6
239Quickload			F9
240Quit to operating system        F10
241Screenshot                      F12
242
243WEAPONS
244Axe				1
245Shotgun				2
246Double Barrelled Shotgun	3
247Nailgun				4
248Supernailgun			5
249Grenade Launcher		6
250Rocket Launcher			7
251Thunderbolt			8
252Change to next weapon		/
253
254MOVEMENT
255Move / Turn	arrow keys
256Jump / Swim	Space bar or Enter
257Run		Shift
258Sidestep Left	. or >
259Sidestep Right	, or <
260Strafe *	Alt
261Swim Up         D
262Swim Down       C
263
264OTHER CONTROLS
265Main Menu		Escape
266Console			~ (tilde)
267Look Up			A or PgDn
268Look Down		Z or Del
269Center View		X or End
270Mouse Look **		\ or center mouse button
271Keyboard Look ***	Ins
272
273  * Turning right or left sidesteps instead while the Strafe key is pressed.
274 ** Sliding your mouse forward and back looks up and down while the Mouse
275    Look key is pressed.
276*** The walk forward/backpedal arrows will look up and down while the
277    Keyboard Look key is pressed.
278
279B. The Main Menu
280   Tap the Escape key to pop  up the Main Menu. While you are in the menu,
281   the game is paused.
282      Use the arrow keys to move the Quake icon up and down the menu. Place
283   the icon before the desired option, and tap the Enter key. To return to the
284   Main Menu, tap the Escape key again. To exit the menu and return to the
285   game, tap the Escape key when you are on the Main Menu.
286
287   NEW GAME
288      Discards the game you're playing, and starts anew.
289
290   MULTIPLAYER
291      Controls multiplayer game starting and details...
292      Name
293         Type your name or alias here, and all messages about you will use
294         this. So the computer says stuff like, "Josephine rides Bad Bill's
295         rocket."
296      Shirt Color
297         Lets you select your character's uniform color from 14 different
298         options (numbered 0-13).
299      Pants Color
300         As above, but your pants color also determines what team you're on,
301         if in team play. (After all, pants are more important than shirts.)
302      Communications Configuration
303         Takes you to a separate menu on which you can change communications
304         settings.
305         Com Port
306            Selects the COM Port to use for Communications. A null modem or
307            modem must be connected to this port.
308         Baud Rate
309            Selects the COM port baud rate (9600-57600bps). This is NOT the
310            same as setting the modem speed. The COM port speed must be AT
311            LEAST the same speed as the modem speed.
312         Device
313            Selects the type of connection, either direct (null-modem) or
314            modem.
315         Modem Init String
316            The Initialization string for the modem.
317
318      Start a Multiplayer Game
319         If you want your machine to be the host for a multiplayer game
320         (Note: if you are starting a listen server, id Software strongly
321         recommends that the fastest machine act as the host! If you are
322         playing a game with more than 4 players, we suggest using a
323         dedicated server as the host!), select this option, and you'll get
324         the following menu  ...
325         Begin Game
326            Starts up the game. Now all your friends have to do is log on,
327            using either "search for local network games" or "join a
328            running game at..." Multiplayer options (see below).
329         Maximum Players
330            You can have up to 16 players. You need at least 2, or it's not
331            "multiplayer", right?
332         Game Type
333            Toggles between cooperative and deathmatch.
334         Team Color Rules
335            Toggles between "none" and "no friendly fire". In the latter mode,
336            your shots won't injure someone wearing the exact same color
337            pants as you.
338         Skill
339            Chooses skill level. Only applicable in a cooperative game.
340         Frag Limit
341            From none to 100, in ten-frag increments. When someone reaches
342            the frag limit, by killing the 40th (or whatever) person, then
343            the game ends immediately, and final scores are printed. If your
344            frag limit is none, the game won't end till someone exits the
345            level or the time limit expires.
346         Time Limit
347            From none to 60 minutes, in 10 minute increments. When the time
348            limit is up, the game ends immediately, and final scores are
349            printed. If your time limit is none, the game won't end till
350            someone exits the level or the frag limit is reached.
351         Start Map
352            Lets you choose what map you'd like to play on. The top line
353            gives you the episode name, and the lower line is the level's
354            name. Note that all levels in Quake are fun to play, but the
355            episode Deathmatch Arena is composed of special levels that are
356            solely-designed for deathmatch play. Try them, you'll like them.
357      Search For Local Network Games
358         Has your computer look through your network. It will list all the
359         games it finds on the console, and you can choose to join one of
360         them by typing connect <server>.
361      Join A Running Game At ...
362         Lets you join a game either by typing its net address (for a net
363         game) or your friend's modem phone number (for a modem game).
364         If necessary, ensure your modem and network connections are operative
365         by checking your Communications Configuration menu.
366
367   SAVE
368      Brings up a list of saved games. Highlight the desired slot, and tap the
369     Enter key. Each saved game is identified by the level's name, plus the
370      proportion of kills you have achieved so far.
371   LOAD
372      Brings up a list of saved games. Highlight the desired slot, and tap the
373      Enter key.
374   OPTIONS
375      Miscellaneous game options ...
376         Configure Keys
377            Permits you to customize Quake so every action is linked to the
378            button or key that you prefer.
379               First, move the cursor (via the arrow keys) to the action you
380            wish to change. Then tap the Enter key. Now press the key or
381            button you want to bind to that action. For instance, if you wish
382            to use the Alt key for Jump, move the cursor to Jump / Swim, tap
383            the Enter key, then press the Alt key.
384               Each action can have two different keys assigned to it. If you
385            already have two keys in an entry, you cannot add more from this
386            menu.
387               To clear the keys bound to an action, move the cursor to that
388            action and tap the Backspace or Delete key instead of the Enter
389            key. This will clear the keys formerly bound to that action,
390            leaving it blank.
391               You can bind any key to an action except Function keys, the
392            Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll
393            Lock, Print Screen, etc. may or may not work, depending on your
394            machine, but why bother?
395
396            Attack
397               Fires your weapon
398            Change Weapon
399               Switches to the weapon "above" the one you're now using. Wraps
400               around to the axe.
401            Jump / Swim Up
402               If you're on land, jumps. If you're underwater, kicks you
403               towards the surface. If you're right at the water's edge, pops
404               you up out of the water, if you combine it with forward
405               movement.
406            Walk Forward
407            Backpedal
408            Turn Left
409            Turn Right
410            Run
411               Press this while moving, and you move at double speed.
412            Step Left
413               Sidesteps (strafes) left
414            Step Right
415               Sidesteps (strafes) right
416            Sidestep
417               Press this when using turn left or turn right and you sidestep
418              (strafe) instead.
419            Look Up
420               Lets you angle your view upwards. Your view returns to
421               horizontal when you start walking forward.
422             Look Down
423               Lets you angle your view upwards. Your view returns to
424               horizontal when you start walking forward.
425             Center View
426                If  you're looking up or down, returns your view to dead
427                center.
428             Mouse Look
429                Press this to allow your mouse to look up or down (by
430                sliding it forward and back), and to remain looking up or
431                down even if you move forward.
432             Keyboard Look
433                Press this to use your movement keys to look up or down.
434             Go To Console
435                Brings down the Console. Also possible by tapping the
436                ~ (tilde) key.
437             Reset To Defaults
438                Everything you've changed in the options menu is reset by
439                this option. Consider it an "Oops" key.
440             Screen Size
441                A slider which enlarges or shrinks your view area. All
442                Quake's sliders use the right and left arrow keys.
443             Brightness
444                Pretty much self-explanatory. Choose a brightness which
445                doesn't strain your eyes.
446             Mouse Speed
447                Adjusts mouse sensitivity. The further you set the slider
448                to the right, the quicker your mouse reacts.
449             Music Volume
450                Self-explanatory
451             Sound Effects Volume
452                Self-explanatory
453             Always Run
454                When this is selected, you do not need the Run key -- you
455                are always at double speed.
456             Invert Mouse Up / Down
457                This gives your mouse "airplane-style" controls. This means
458                that pushing the mouse forward "noses down", and pulling it
459                back "noses up". Some people prefer this control technique.
460              Lookspring
461                 Returns your view immediately to straight ahead when you
462                 release the look up / down key. Otherwise, you must move
463                 forward for a step or two before your view snaps back.
464                 Lookspring does not work while you are underwater.
465              Lookstrafe
466                 If you are using the look up / down key, then this option
467                 causes you to sidestep instead of turn when you try to move
468                 left or right.
469
470   HELP / ORDERING
471      Lists the default keyboard and mouse commands. Also contains the
472      information you need to register Quake.
473    QUIT
474      Exits Quake at once.
475
476=============================================================================
477== TIP -- Quake saves your current key configuration when you quit, so     ==
478== next time you play, you have the same configuration.                    ==
479=============================================================================
480
481C. Console
482      Tap the ~ (tilde) key to bring down the console. As with the Main Menu,
483   when the console is down, a singleplayer game is paused. A wide variety of
484   esoteric commands can be entered at the console. If your keyboard has no
485   ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option.
486
487D. Command Line
488   For special command line parameters, see README.TXT.
489
490E. Cheat Codes
491   id Software, as in our previous games, has removed all cheat codes from
492   Quake.
493
494V. THE GAME
495A. The Screen
496      The large top part of the screen is the view area, in which you see
497   monsters and architecture. Immediately below is the Inventory, beneath
498   which is the Status Bar. You can enlarge the viewing area (tap the + key),
499   so much that it engulfs first the Inventory Bar and then the Status Bar.
500   The - key shrinks the view area.
501
502   Inventory Bar
503      Lists ammo, weapons, deathmatch scores, and power-ups.
504         The active weapon is lit up. Each weapon has a number by it -- type
505      the appropriate number key to switch to that weapon.
506         In addition, this gives the amount of ammo you have of each type,
507      any keys you possess, and any power=ups currently active. Plus it shows
508      how many and which of the four Runes you possess.
509         In Deathmatch, it shows the top four scores in the game.
510
511   Status Bar
512      A vital part of the screen. When your armor, hit points, or ammo get
513      low, the number turns red.
514         From left to right, the big numbers represent: Armor Points, Health,
515      and Ammo (of the current weapon). Icons show the Armor Type (green,
516      yellow, or red), your adorable face, and your Ammo Type).
517
518   Score Bar
519      Hold down theTab key to replace the Status Bar with the Score Bar.
520         This lists the proportion of monsters you've killed, secrets you've
521      found, and time you've spent, along with the level name.
522         In Deathmatch, the Score bar lists the top six scorers, along with
523      their names.
524
525B.  Messages
526   Quake talks to you from time to time. Some messages appear at the top of
527   the screen. These are non-critical, and tell you that you've picked up an
528   object, or you've died in an interesting fashion. Ignore these messages if
529   you please.
530      Certain messages appear inconveniently in the middle of your view. These
531   are always important, and you do not want to ignore them!
532
533D Ending a Level
534   Once you finish a level, you'll find a slipgate or a distinctive archway
535   leading to the next level. Pass through to emerge onto a new level.
536      You start the new level with the same armor, weapons, and ammo you had at
537   the end of the previous one. If a power-up was active at the end of the
538   previous level, it is now, sadly, gone. Make the best of it. If your hit
539   points were over 100 or under 50, they are altered to 100 or 50,
540   respectively. Otherwise, your hit points are unchanged.
541
542D. Ending a Dimension
543   Once you've finished all the levels in a particular dimension, you return
544   to the starting hall. New dimensions are started from scratch -- you, your
545   shotgun, and axe.
546
547VI. Your New Environment
548A. Firepower
549   You are blessed with eight different Means o' Mass Destruction. Each has
550   its place in a balanced diet.
551
552   Axe
553      The last resort. Face it  -- going toe-to-toe with the uglies in Quake
554      demonstrates all the good sense of a man parachuting into an alligator
555      farm.
556
557   Shotgun
558      The basic gun, to which all other guns compare favorably.
559
560   Double-barrelled Shotgun
561      A worthy weapon with three minor drawbacks: first, it uses up 2 shells
562      per blast; second, it's slow; third, its shot pattern is very loose at
563      long range. But in general, once you find this puppy, the other shotgun
564      starts rusting from disuse.
565
566   Nailgun
567      A two-barrel dingus that prickles bad guys with armor-piercing darts,
568      technically termed "nails".
569
570   Supernailgun
571      The great equalizer. Four cyclic barrels that hose out spikes like
572      crazy. Pro: foes drop like flies. Con: eats ammo like popcorn.
573
574   Grenade Launcher
575      Thumps neat exploding bombs into the air. You can even bounce a grenade
576      off the wall or floor.. When a grenade hits someone, it explodes.
577      If it misses, the bomb sits on the floor for a moment, then explodes.
578      Even though I sometimes bounce grenades into myself, this gun's still
579      my favorite.
580
581   Rocket Launcher
582      For when a grenade positively, absolutely, has to be there on time.
583
584   Thunderbolt
585      Try it. You'll like it. Use the same technique as watering your
586      rosebush.
587
588   Switching Between Weapons
589      If you are firing a weapon and run out of ammo, Quake automatically
590      switches you to another weapon. It will never switch to the grenade
591      launcher or rocket launcher, however, for reasons that ought to be
592      obvious. So if you're firing away happily and suddenly switch to the
593      axe, it doesn't mean you're out of all ammo -- you may still have
594      grenades. But Quake requires you to select such dangerous
595      explosives on your own.
596
597=============================================================================
598== TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==
599== cells in every direction in a single gigantic KA-ZAP, with you at the   ==
600== center. Don't try this at home.                                         ==
601=============================================================================
602
603B. Ammo
604   The eight weapons use four types of ammo. Each ammo type comes in two
605   flavors -- small and large. The large boxes carry twice as much as the
606   small.
607
608   Shells
609      For shotguns and double-barrelled shotguns. A small box holds 20.
610
611   Flechettes
612      For nailguns and supernailgunss. A small box holds 25.
613
614   Grenades
615      For grenade launchers and rocket launchers. A small crate holds 5.
616
617   Cells
618      For Mr. Thunderbolt. A small battery has 6 charges, lasting a little
619      over a second.
620
621C. Power-ups
622   All power-ups except armor burn out after a while, so smoke 'em while you
623   got 'em.
624
625   Armor
626      Comes in three flavors; green, yellow, and red, from weakest to most
627      powerful.
628
629   Megahealth
630      Gives you 100 additional hit points. After a few seconds, all hit points
631      over 100 start slowing draining away, because it's too much for the human
632      frame to hold. Still, it's nice while it lasts.
633
634   Biosuit
635      lets you breathe underwater and swim through slime without harm. Does
636      not protect against lava.
637
638   Ring of Shadows
639      Renders you almost totally invisible. Only your eyes can be seen.
640      Monsters don't detect you unless you do something stupid. Like shoot.
641
642   Pentagram of Protection
643      Renders you invulnerable.
644
645   Quad Damage
646      Magnum upgrade! You now deliver four times the pain!
647
648=============================================================================
649== TIP -- When quad damage is activated, use the grenade or rocket         ==
650== launcher with care -- their bursts are four times as deadly to you, as  ==
651== well as your enemies.                                                   ==
652=============================================================================
653
654D. Bad Guys
655   Quake critters are extremely tough, but you have the firepower to vent
656   your grievances on them anyway. Good hunting.
657
658   Rottweiler
659      Bad, bad doggie! Play dead! -- blam! -- yipe! Good  dog!
660
661   Grunt
662      Goons with probes inserted into their pleasure centers; wired up so
663      when they kill someone, they get paroxysms of ecstasy. In essence,
664      customized serial killers. Easy to kill, and they tote shotgun shells.
665      It's like a little Christmas each time you blow a Grunt away!
666
667   Enforcer (registered only)
668      Grunt, Mark Two. Recruits who are surlier and beefier than the rest get
669      outfitted in combat armor and built-in blasters.
670
671   Knight
672      Canned meat. Open 'er up and see if it's still fresh.
673
674   Death Knight (registered only)
675      This particular canned meat tends to open you up instead.
676
677   Rotfish (registered only)
678      Disgusting little critters who dish it out, but can't take it.
679
680   Zombie
681      Thou canst not kill that which doth not live. But you can blast it
682      into chunky kibbles.
683
684   Scrag
685      Floats like a butterfly, stings like a bee. Ugly as hell. They're not
686      real tough, but like to bushwhack you.
687
688   Ogre
689      What's worse than a cannibal monster eight feet tall? One with a
690      chainsaw. And a sack of grenades.
691
692   Spawn (registered)
693      A merrily bouncing blob as dangerous to kill as to ignore. Blech.
694
695   Fiend
696      In essence, organic buzzsaws, rife with pummeling power!
697
698   Vore (registered)
699      A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
700
701   Shambler
702      Even other monsters fear him, so expect a clobbering. He shrugs off
703      explosions. Good luck.
704
705=============================================================================
706== TIP -- Some weapons are better vs. particular monsters than others. If  ==
707== a new monster seems real tough, switch weapons.                         ==
708=============================================================================
709
710E. Environmental Hazards and Effects
711
712   Explosions
713      Radioactive containers are in some military bases. Shooting these
714      things unleashes a big boom, so be careful -- you may not want to
715      stand too close in a firefight.
716         Your own grenades and rockets cause explosions too, of course -- the
717      blast can hurt you if you're too close.
718
719   Water
720      Safe enough unless you stay under so long you start to drown. Come up
721      for air periodically to prevent this.
722
723   Slime
724      Hurts you instantly and keeps on hurting. Stay out of slime unless you
725      have a very good reason to take a dip.
726
727   Lava
728      If you're quick and the lava's shallow, you might escape before you're
729      burnt to a crisp,  but don't bet on it.
730
731   Traps
732      Quake has many different traps. Don't be paranoid, because traps aren't
733      really very common, but be aware of their existence. Traps can't be
734      classified because they come in many varieties -- monsters in ambush,
735      spike shooters, crushing walls, trapdoors, etc.
736
737    Teleporters
738      These are distinctive in appearance and emit a unique sound. When you
739      step into a teleporter, you're instantly transported to another
740      teleporter, or atop a teleport pad. If you teleport directly right atop
741      of somebody else, he or she is killed instantly.
742
743=============================================================================
744== TIP -- Monsters are smart enough not to activate their own traps, but   ==
745== if you activate the traps, the monsters can get caught by them.         ==
746=============================================================================
747
748VII. Multiplayer Action
749   Quake can be even more fun when you're playing with friends than when
750   you're playing by yourself.
751      When you are using the console or Main Menu in multiplayer, the game does
752   not pause. Irresponsible players and monsters can freely shoot you, and
753   your only recourse is bloodthirsty vengeance.
754     The Talk function is useful here. When you talk, the message appears at
755   the top of all players' screens, preceded by the speaker's name.
756     To talk, press 'T' and start typing your message. Press ENTER to set
757   the message to everyone.
758     To set up, run, or join a multiplayer game, use the Main Menu Multiplayer
759   option. README.TXT contains details that may be useful if your network or
760   modem need special configurations.
761
762A. Cooperative
763   In a co-op game, you and your friends work together to finish the level.
764   When one person exits, everyone else exits too, wherever they might be. If
765   you are killed in co-op, you reappear at the start area, and have to catch
766   up to your buddies. Use Talk to find out where they are. See the
767   Multiplayer options on the Main Menu for more info.
768
769B. Deathmatch
770   In a deathmatch, play is totally cutthroat. No monsters exist, and when
771   you are killed, you reappear in a random spot. After you pick up an item,
772   it respawns (i.e. pops back into existence) after a while. (Some items
773   take longer to respawn than others.) Every time you kill someone, you get
774   a Frag. The person with the most Frags wins, so wreak slaughter amongst
775   your pals!
776      If you kill yourself, whether intentionally or by accident, you lose a
777   Frag. This includes drowning, getting crushed, and so forth. See the
778   Multiplayer options on the Main Menu for more info.
779
780C. Team Games
781   Team play is a cool combination of co-op and deathmatch. Each team picks
782   a "uniform" and everyone on that team changes their color to the team
783   color. The team with the most Frags wins. See README.TXT or the Main Menu
784   for details.
785
786=============================================================================
787== TIP -- if you have the Team Color Rules set to No Friendly Fire, your   ==
788== weapons won't hurt other players wearing the same color pants as you.   ==
789== (You can still have differently-colored shirts.) Your shots still wear  ==
790== down their armor, and your own grenade and rocket explosions still hurt ==
791== YOU, just not them.                                                     ==
792=============================================================================
793
794VIII. Commonly Asked Questions
795
796Q. I'm stuck. How do I get through the level?
797A. Take a stroll around and look for a place you haven't been yet. Sometimes
798you have to kill a particular monster in order to progress, so exterminate
799them all!
800
801Q. How can I find all the secrets?
802A. Don't worry about it. You never have to find a secret to finish a level..
803Also, some secrets are intentionally hard to find.
804
805Q. I've cleared out the whole level, but my monster kill score isn't 100%.
806Where are they hiding?
807A. Some monsters hide inside secrets, or are released by them. You won't be
808able to kill those monsters until you find their secrets. Also, some monsters
809might  lurk underwater. Good fishing.
810
811Q. Don't you worry that Quake teaches people that all problems can be solved
812by the misuse of deadly force?
813A. No.
814
815Q. Did I really see two monsters fighting each other?
816A. Probably. Some monsters hate one another almost as much as they hate you.
817You can use this to your advantage (exercise left up to the reader).
818
819Q. How do I prevent motion sickness when watching Quake?
820A. If you're one of the unlucky sufferers from motion sickness in Quake,
821we're sorry to say the answer seems to differs from person to person. Try
822sitting closer to the screen, or further away. Dim the lights in your room,
823or turn them up high. Adjust screen brightness up or down. Take a break from
824Quake and rest your eyes every hour or so. One or more of these tricks, or a
825combination, ought to work.
826
827Q. Are you guys Satan-worshipers?
828A. No.
829
830IX. Tech Support
831   Any of the information listed below could change. Check the id software Web
832Site, at www.idsoftware.com, for updates.
833
834A. Tech Support Options
835id Software does charge for technical support, but we strive to offer this
836service at the lowest cost possible. Because volume on the support lines
837dictates costs, we periodically adjust our rates for Voice Tech Support.
838Check our web site for current pricing.
839
840Paying for Voice or Automated Support
841   1 -- You can get Voice Support using a major credit card for a one-time
842   shot. The system asks for your credit card number and expiration date, then
843   pre-authorizes your credit card for the tech support call. You will only be
844   billed for the number of minutes actually used.
845
846   2 -- You can assign yourself a rechargeable PIN account. The system
847   prompts you for your credit card information, and assigns you a PIN account
848   number. You can use the PIN to access Voice Support, Automated Support and
849   the Game Hints Line. Once your account runs out, you can charge it up
850   again.
851
852   3 -- You may also charge up a PIN account using the number
853   1 (900) call-2-id. Then call back at 1 (800) id-games, and use your
854   new PIN to receive all the support and hints you wish.
855
856Voice Support
857Telephone -- 1 (800) id-games
858   Lines Open from 12 noon to 10pm Central Time
859   7 Days a week ($1.75 per minute maximum as of this printing)
860   Closed some holidays
861Please have the following information handy.
862   1.  Game title and version number. (The version number can be found in the
863   lower right-hand corner of the console.)
864   2.  Your operating system, processor, processor speed and amount of RAM.
865   3.  If you are having a sound, video or modem problem, we need to know the
866   device brand name and model.
867
868Automated Support
869Telephone -- 1 (800) id-games
870   Lines Open 24 hours a day, 365 days a year (366 in Leap year)
871   ($0.25 per minute)
872Please have pencil and paper handy
873
874E-mail Support
875   Just send your e-mail to support@idsoftware.com
876   We will respond within 48 hours after receiving your e-mail. When sending
877   e-mail, cut and paste the following into your e-mail message and fill
878   in the blanks --
879
880Date:
881Name:
882Phone number:
883E-mail address:  (please include this, we redirect tons of mail)
884Game Title:
885Version #:
886Operating system (eg., DOS 6.0 or Windows 95):
887Computer type:
888Processor type:
889Processor speed:
890Video card brand and model:  (only if video problem)
891Audio card brand and model:  (only if audio problem)
892Modem brand and model:  (only if modem problem)
893Network card brand and model:  (only if netgame problem)
894Network configuration (eg., NET.CFG file):  (only if netgame problem)
895Drivers, protocol stacks, and versions:  (eg., lsl v2.14, exp16odi
896v2.33, and ipxodi v3.01)  (only if netgame problem)
897If there were any error messages or fault information, report them
898here:
899Please state the problem you encountered:
900Please state how to reproduce the problem:
901
902Web Support
903   Found at www.idsoftware.com
904   Our web support pages provide the same information that's available via
905   Automated Support, except it's free!
906
907News Sites
908   For information, FAQ, or announcements, check out
909      rec.games.computer.quake.announce
910
911   For editing and hecking Quake-related files, check out
912      rec.games.computer.quake.editing
913
914   For general Quake discussion, check out
915      rec.games.computer.quake.misc
916
917Game Hints Line
918Telephone -- 1 (800) id-games or 1 (900) call-2-id
919   Lines Open 24 hours a day, 365 days a year (366 in Leap year)
920   ($0.85 per minute)
921
922B. In Europe
923   Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday.
924
925      English:  +44 01923 209145
926      German:   +44 (0)1923 209151
927      French:   +44 (0)1923 209148
928
929C. Problems
930   If you have an unfavorable experience using our services, please send
931   e-mail to support@idsoftware.com. Kindly include your full name,
932   address, phone number, and the problem encountered.
933
934X. LEVELS & DESIGNERS
935
936***************************************
937The Beginning
938start -- Welcome to Quake -- by John Romero
939***************************************
940Dimension of the Doomed (shareware episode)
941e1m1: Slipgate Complex -- by John Romero
942e1m2: Castle of the Damned -- by Tim Willits
943e1m3: The Necropolis -- by Tim Willits
944e1m4: The Grisly Grotto -- by Tim Willits
945e1m5: Gloom Keep -- by Tim Willits
946e1m6: The Door To Chthon -- by American McGee
947e1m7: The House of Chthon -- by American McGee
948***************************************
949Realm of Black Magic
950e2m1: The Installation -- by John Romero
951e2m2: Ogre Citadel -- by John Romero
952e2m3: Crypt of Decay -- by John Romero
953e2m4: The Ebon Fortress  -- by John Romero
954e2m5: The Wizard's Manse -- by John Romero
955e2m6: The Dismal Oubliette -- by John Romero
956***************************************
957Netherworld
958e3m1: Termination Central -- by John Romero
959e3m2: The Vaults of Zin -- by American McGee
960e3m3: The Tomb of Terror -- by American McGee
961e3m4: Satan's Dark Delight -- by American McGee
962e3m5: Wind Tunnels --by Tim Willits
963e3m6: Chambers of Torment -- by American McGee & Tim Willits
964***************************************
965The Elder World
966e4m1: The Sewage System -- by Tim Willits
967e4m2: The Tower of Despair --by Sandy Petersen
968e4m3: The Elder God Shrine --by Sandy Petersen
969e4m4: The Palace of Hate --by Sandy Petersen
970e4m5: Hell's Atrium --by Sandy Petersen
971e4m6: The Pain Maze --by Sandy Petersen
972e4m7: Azure Agony --by Sandy Petersen
973***************************************
974The End
975end: Shub-Niggurath's Pit --by John Romero
976***************************************
977The Deathmatch Arenas
978dm1: Place of Two Deaths --by Tim Willits
979dm2: Claustrophobopolis --by American McGee
980dm3: The Abandoned Base --by John Romero
981dm4: The Bad Place --by American McGee
982dm5: The Cistern --by Tim Willits
983dm6: The Dark Zone --by Tim Willits
984***************************************
985???
986Ziggurat Vertigo --by American McGee
987Underearth --by Tim Willits
988The Haunted Halls -- by American McGee
989The Nameless City -- by Sandy Petersen
990***************************************
991
992XI. Legal Boilerplate
993   Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are
994   the property of their respective companies. For full information on the
995   legal issues of owning and using Quake, please refer to the files
996   LICINFO.TXT and ORDER.TXT.
997
998The program you've purchased was produced through the effort of many people.
999Don't make copies for others who have not paid for the right to the
1000registered version of Quake. To report copyright violations to the Software
1001Publishers Association, call 1 (800) 388-PIR8 or write:
1002
1003	Software Publishers Association
1004	Suite 901
1005	1101 Connecticut Avenue NW
1006	Washington, DC  20036
1007
1008XII. MUSIC CREDITS
1009
1010Titles of Songs or Themes (C) 1996 TVT/Interscope Records.
1011All Rights Reserved.
1012Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music.
1013ASCAP All Rights Reserved.
1014
1015Note: music is ONLY available on CD. See your local software retailer
1016or order Quake today at 1-800-idgames!
1017
1018XIII. Thanks
1019
1020id Software would like to give special thanks to:
1021
1022Sean Barrett
1023Raymond Chen
1024DJ Delorie
1025Andy Glew
1026Lance Hacking
1027Chris Hecker
1028Todd Laney
1029Terje Mathisen
1030Charles Sandmann
1031Jon Vondrak
1032Billy Zelsnack
1033The GameTech crew
1034Syntrillium Software for CoolEdit
1035