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