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5131 | clevermous | 1 | Table of Contents |
2 | I. THE STORY |
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3 | A. Background |
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4 | B. Prelude to Destruction |
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5 | |||
6 | II. INSTALLING QUAKE |
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7 | A. Installation |
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8 | B. README.TXT |
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9 | C. MANUAL.TXT |
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10 | D. TECHINFO.TXT |
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11 | |||
12 | III. THE BASICS OF PLAY |
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13 | A. Goal of the Game |
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14 | B. Skill |
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15 | C. Episode |
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16 | D. Getting About |
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17 | E. Finding Things |
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18 | |||
19 | IV. CONTROLS |
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20 | A. Keyboard Commands |
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21 | B. The Main Menu |
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22 | C. Console |
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23 | D. Command Line |
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24 | E. Cheat Codes |
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25 | |||
26 | V. THE GAME |
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27 | A. The Screen |
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28 | B. Messages |
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29 | C Ending a Level |
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30 | D. Ending a Dimension |
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31 | |||
32 | VI. YOUR NEW ENVIRONMENT |
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33 | A. Firepower |
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34 | B. Ammo |
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35 | C. Power-ups |
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36 | D. Bad Guys |
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37 | E. Environmental Hazards and Effects |
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38 | |||
39 | VII. MULTIPLAYER ACTION |
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40 | A. Cooperative |
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41 | B. Deathmatch |
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42 | C. Team Games |
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43 | |||
44 | VIII. COMMONLY ASKED QUESTIONS |
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45 | |||
46 | IX. TECH SUPPORT |
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47 | A. Tech Support Options |
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48 | B. In Europe |
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49 | C. Problems |
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50 | |||
51 | X. LEVELS AND DESIGNERS |
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52 | |||
53 | XI. LEGAL BOILERPLATE |
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54 | **************** |
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55 | I. THE STORY |
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56 | A. Background |
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57 | You get the phone call at 4 a.m. By 5:30 you're in the secret |
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58 | installation. The commander explains tersely, "It's about the Slipgate |
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59 | device. Once we perfect these, we'll be able to use them to transport |
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60 | people and cargo from one place to another instantly. |
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61 | |||
62 | "An enemy codenamed Quake, is using his own slipgates to insert death |
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63 | squads inside our bases to kill, steal, and kidnap.. |
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64 | |||
65 | "The hell of it is we have no idea where he's from. Our top scientists |
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66 | think Quake's not from Earth, but another dimension. They say Quake's |
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67 | preparing to unleash his real army, whatever that is. |
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68 | |||
69 | "You're our best man. This is Operation Counterstrike and you're in |
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70 | charge. Find Quake, and stop him ... or it ... You have full authority |
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71 | to requisition anything you need. If the eggheads are right, all our |
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72 | lives are expendable.." |
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73 | |||
74 | B. Prelude to Destruction |
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75 | While scouting the neighborhood, you hear shots back at the base Damn, |
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76 | that Quake bastard works fast! He heard about Operation Counterstrike, |
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77 | and hit first. Racing back, you see the place is overrun. You are almost |
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78 | certainly the only survivor. Operation Counterstrike is over. Except for |
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79 | you. |
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80 | |||
81 | You know that the heart of the installation holds a slipgate. |
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82 | Since Quake's killers came through, it is still set to his dimension. |
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83 | You can use it to get loose in his hometown. Maybe you can get to the |
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84 | asshole personally. You pump a round into your shotgun, and get moving. |
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85 | |||
86 | II. INSTALLING QUAKE |
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87 | A. Installation |
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88 | You must install Quake before you can play it. It will not run off the |
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89 | CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type |
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90 | 'INSTALL'. If you have downloaded Quake via modem, simply go to the |
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91 | directory you've placed Quake in, unzip it, and type 'INSTALL'. |
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92 | |||
93 | B. README.TXT |
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94 | After you install Quake, you go right into the README.TXT file, which is |
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95 | henceforth available in your Quake directory. This is a full listing of |
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96 | Quake's technical parameters, and is constantly updated with new versions |
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97 | of Quake. We strongly recommend that after you install Quake, you glance |
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98 | through README.TXT. |
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99 | |||
100 | You may wish to print this file out, so you can have a copy of it on hand |
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101 | while playing Quake. |
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102 | |||
103 | C. MANUAL.TXT |
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104 | Also available in your Quake directory is a file labeled MANUAL.TXT. |
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105 | This is the file you are now reading. |
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106 | |||
107 | D. TECHINFO.TXT |
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108 | For those who are more technically inclined, or to fill out a bug report, |
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109 | check out TECHINFO.TXT. Information on filling out a bug report is located |
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110 | at the end of TECHINFO.TXT. |
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111 | |||
112 | |||
113 | III. THE BASICS OF PLAY |
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114 | A. Goal of the Game |
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115 | Quake has two basic goals. First, stay alive. Second, get out of the |
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116 | place you're in. The first level of each episode ends in a slipgate -- |
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117 | these signify that |
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118 | you're entering another dimension. When you complete |
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119 | an entire |
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120 | dimension (this takes six to eight levels), you'll find a |
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121 | Rune and another slipgate, which returns you to the start. |
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122 | |||
123 | B. Skill |
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124 | The start area has three short hallways. The one you go down selects |
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125 | the Skill you wish to play at. |
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126 | Easy -- This is meant for little kids and grandmas. |
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127 | Medium -- Most people should start Quake at Medium skill. |
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128 | Hard -- Here at id, we play Hard skill, and we think you should too, |
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129 | once you're ready. |
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130 | (Nightmare) -- This is so bad that the entry is hidden, so people |
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131 | won't wander in by accident. If you find it, don't say we didn't warn |
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132 | you. |
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133 | |||
134 | C. Episode |
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135 | After the Skill halls, you're in a room with four exits. Each exit |
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136 | leads to a different military complex, at the end of which is a |
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137 | slipgate leading to a new dimension. If you have not registered, the |
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138 | first episode, Dimension of the Doomed, is the only place you can go. |
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139 | After registration, all four episodes are available. The other three |
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140 | episodes, in order from second to fourth, are Realm of Black Magic, |
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141 | Netherworld, and The Elder World. |
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142 | |||
143 | ============================================================================= |
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144 | == TIP -- From episode 1 to episode 4, the dimensions become progressively == |
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145 | == more difficult. We suggest you play the episodes in the proper order to == |
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146 | == get the maximum fun out of Quake. == |
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147 | ============================================================================= |
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148 | |||
149 | D. Getting About |
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150 | The specific keys named below can be changed by using the Configure Keys |
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151 | Menu. If you have renamed Run as the R key, for instance, then the Shift |
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152 | key will not double your speed. |
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153 | Walk |
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154 | Use the arrow keys or the mouse. To walk steadily forward, hold down |
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155 | the Forward key (up arrow or center mouse button). Turn left or right |
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156 | with the left or right arrow keys or sliding your mouse to the left or |
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157 | right. |
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158 | Run |
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159 | Hold down Run (the Shift key) to double your speed. |
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160 | Jumping |
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161 | Tap the Jump key (the space bar or Enter key). You jump further if |
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162 | you're moving forward, and you jump higher if you're moving up a slope at |
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163 | the time. You'll be surprised at the spots you can reach in a jump. You |
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164 | can even avoid some attacks by jumping at the right time. |
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165 | Swimming |
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166 | When underwater, aim yourself in the direction you wish to go, and |
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167 | move forward. You have full three-dimensional freedom. Unfortunately, |
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168 | as in real life, you may lose your bearings while underwater. Use |
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169 | jump (the space bar or Enter key) to kick straight up towards the |
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170 | surface. Once on the surface, tread water by holding down jump. |
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171 | To get out of the drink, swim towards the shore. Once there, use jump |
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172 | to clamber up. If you're down a well or you can't get a grip, you may |
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173 | not be able to climb out. There is always another way out, but you may |
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174 | have to submerge to find it. |
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175 | Shooting |
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176 | Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it |
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177 | down to |
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178 | keep firing. |
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179 | Use |
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180 | Quake has no "Use" function. To push a button or open a door, walk up |
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181 | to it. To ride a platform up or down, step atop it. If a door won't open |
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182 | or a platform won't lower, you may need to do something special to |
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183 | activate it. |
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184 | Picking up stuff |
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185 | To pick up items, weapons, and power-ups, walk over them. If you can't |
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186 | pick up something, it means you already have the maximum possible of |
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187 | that thing. If it is armor, it means the stuff you're trying to get is |
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188 | worse than what you now have. |
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189 | |||
190 | E. Finding Things |
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191 | Buttons and Floorplates |
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192 | Buttons activate with a touch, and floorplates must be stepped on. |
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193 | If you see a distinctive-looking button in a spot you cannot reach, |
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194 | it's probably a shootable button-- fire at it. |
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195 | Doors |
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196 | Most doors open at your approach. If one doesn't, seek a button, |
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197 | floorplate, or key. |
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198 | Secret Doors |
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199 | Some doors are camouflaged. Almost all secret doors open when they are |
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200 | shot or hit with an axe. The rest are opened by hidden pressure plates |
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201 | or buttons. |
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202 | Platforms |
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203 | Most platforms only go up and down, while some follow tracks around |
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204 | rooms or levels. When you step atop of a platform, it rises to its |
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205 | full height, and usually only lowers when you step off. Some platforms |
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206 | must be activated via button or pressure plate. |
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207 | Pressure Plates & Motion Detectors |
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208 | Invisible or visible sensors which open doors, unleash traps, warn |
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209 | monsters, etc. |
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210 | Uncovering Secrets |
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211 | Secrets are hidden lots of ways. You might need to shoot a button, kill |
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212 | a monster, walk through a secret motion detector, etc. |
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213 | The Secret of Secrets |
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214 | All secrets in Quake are indicated by clues. Don't waste your time |
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215 | hacking at every wall. It's much more productive (and fun) to use your |
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216 | brain and your eyes. Look up. An angled texture, a light shining under |
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217 | a wall, a strange sound -- anything -- might be the clue. Something |
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218 | prominent in a room might be decoration ... or it might be the clue. |
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219 | |||
220 | ============================================================================= |
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221 | == TIP -- Bouncing a grenade off a shootable button or secret door won't == |
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222 | == open it, but if the grenade's explosion goes off nearby, this may == |
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223 | == activate such secrets. == |
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224 | ============================================================================= |
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225 | |||
226 | IV. CONTROLS |
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227 | A. Keyboard Commands |
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228 | By using the key configuration option from the Main Menu, you can |
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229 | customize the keyboard to suit your fancy, except for the Function keys, |
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230 | the Escape key, and the ~ (tilde) key. |
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231 | |||
232 | FUNCTION KEYS |
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233 | Help F1 |
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234 | Save Game F2 |
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235 | Load Game F3 |
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236 | Options Menu F4 |
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237 | Multiplayer Menu F5 |
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238 | Quicksave F6 |
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239 | Quickload F9 |
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240 | Quit to operating system F10 |
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241 | Screenshot F12 |
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242 | |||
243 | WEAPONS |
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244 | Axe 1 |
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245 | Shotgun 2 |
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246 | Double Barrelled Shotgun 3 |
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247 | Nailgun 4 |
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248 | Supernailgun 5 |
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249 | Grenade Launcher 6 |
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250 | Rocket Launcher 7 |
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251 | Thunderbolt 8 |
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252 | Change to next weapon / |
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253 | |||
254 | MOVEMENT |
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255 | Move / Turn arrow keys |
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256 | Jump / Swim Space bar or Enter |
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257 | Run Shift |
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258 | Sidestep Left . or > |
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259 | Sidestep Right , or < |
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260 | Strafe * Alt |
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261 | Swim Up D |
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262 | Swim Down C |
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263 | |||
264 | OTHER CONTROLS |
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265 | Main Menu Escape |
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266 | Console ~ (tilde) |
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267 | Look Up A or PgDn |
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268 | Look Down Z or Del |
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269 | Center View X or End |
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270 | Mouse Look ** \ or center mouse button |
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271 | Keyboard Look *** Ins |
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272 | |||
273 | * Turning right or left sidesteps instead while the Strafe key is pressed. |
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274 | ** Sliding your mouse forward and back looks up and down while the Mouse |
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275 | Look key is pressed. |
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276 | *** The walk forward/backpedal arrows will look up and down while the |
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277 | Keyboard Look key is pressed. |
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278 | |||
279 | B. The Main Menu |
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280 | Tap the Escape key to pop up the Main Menu. While you are in the menu, |
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281 | the game is paused. |
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282 | Use the arrow keys to move the Quake icon up and down the menu. Place |
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283 | the icon before the desired option, and tap the Enter key. To return to the |
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284 | Main Menu, tap the Escape key again. To exit the menu and return to the |
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285 | game, tap the Escape key when you are on the Main Menu. |
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286 | |||
287 | NEW GAME |
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288 | Discards the game you're playing, and starts anew. |
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289 | |||
290 | MULTIPLAYER |
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291 | Controls multiplayer game starting and details... |
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292 | Name |
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293 | Type your name or alias here, and all messages about you will use |
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294 | this. So the computer says stuff like, "Josephine rides Bad Bill's |
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295 | rocket." |
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296 | Shirt Color |
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297 | Lets you select your character's uniform color from 14 different |
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298 | options (numbered 0-13). |
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299 | Pants Color |
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300 | As above, but your pants color also determines what team you're on, |
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301 | if in team play. (After all, pants are more important than shirts.) |
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302 | Communications Configuration |
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303 | Takes you to a separate menu on which you can change communications |
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304 | settings. |
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305 | Com Port |
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306 | Selects the COM Port to use for Communications. A null modem or |
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307 | modem must be connected to this port. |
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308 | Baud Rate |
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309 | Selects the COM port baud rate (9600-57600bps). This is NOT the |
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310 | same as setting the modem speed. The COM port speed must be AT |
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311 | LEAST the same speed as the modem speed. |
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312 | Device |
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313 | Selects the type of connection, either direct (null-modem) or |
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314 | modem. |
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315 | Modem Init String |
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316 | The Initialization string for the modem. |
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317 | |||
318 | Start a Multiplayer Game |
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319 | If you want your machine to be the host for a multiplayer game |
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320 | (Note: if you are starting a listen server, id Software strongly |
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321 | recommends that the fastest machine act as the host! If you are |
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322 | playing a game with more than 4 players, we suggest using a |
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323 | dedicated server as the host!), select this option, and you'll get |
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324 | the following menu ... |
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325 | Begin Game |
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326 | Starts up the game. Now all your friends have to do is log on, |
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327 | using either "search for local network games" or "join a |
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328 | running game at..." Multiplayer options (see below). |
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329 | Maximum Players |
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330 | You can have up to 16 players. You need at least 2, or it's not |
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331 | "multiplayer", right? |
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332 | Game Type |
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333 | Toggles between cooperative and deathmatch. |
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334 | Team Color Rules |
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335 | Toggles between "none" and "no friendly fire". In the latter mode, |
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336 | your shots won't injure someone wearing the exact same color |
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337 | pants as you. |
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338 | Skill |
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339 | Chooses skill level. Only applicable in a cooperative game. |
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340 | Frag Limit |
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341 | From none to 100, in ten-frag increments. When someone reaches |
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342 | the frag limit, by killing the 40th (or whatever) person, then |
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343 | the game ends immediately, and final scores are printed. If your |
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344 | frag limit is none, the game won't end till someone exits the |
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345 | level or the time limit expires. |
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346 | Time Limit |
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347 | From none to 60 minutes, in 10 minute increments. When the time |
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348 | limit is up, the game ends immediately, and final scores are |
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349 | printed. If your time limit is none, the game won't end till |
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350 | someone exits the level or the frag limit is reached. |
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351 | Start Map |
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352 | Lets you choose what map you'd like to play on. The top line |
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353 | gives you the episode name, and the lower line is the level's |
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354 | name. Note that all levels in Quake are fun to play, but the |
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355 | episode Deathmatch Arena is composed of special levels that are |
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356 | solely-designed for deathmatch play. Try them, you'll like them. |
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357 | Search For Local Network Games |
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358 | Has your computer look through your network. It will list all the |
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359 | games it finds on the console, and you can choose to join one of |
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360 | them by typing connect |
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361 | Join A Running Game At ... |
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362 | Lets you join a game either by typing its net address (for a net |
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363 | game) or your friend's modem phone number (for a modem game). |
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364 | If necessary, ensure your modem and network connections are operative |
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365 | by checking your Communications Configuration menu. |
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366 | |||
367 | SAVE |
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368 | Brings up a list of saved games. Highlight the desired slot, and tap the |
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369 | Enter key. Each saved game is identified by the level's name, plus the |
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370 | proportion of kills you have achieved so far. |
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371 | LOAD |
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372 | Brings up a list of saved games. Highlight the desired slot, and tap the |
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373 | Enter key. |
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374 | OPTIONS |
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375 | Miscellaneous game options ... |
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376 | Configure Keys |
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377 | Permits you to customize Quake so every action is linked to the |
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378 | button or key that you prefer. |
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379 | First, move the cursor (via the arrow keys) to the action you |
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380 | wish to change. Then tap the Enter key. Now press the key or |
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381 | button you want to bind to that action. For instance, if you wish |
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382 | to use the Alt key for Jump, move the cursor to Jump / Swim, tap |
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383 | the Enter key, then press the Alt key. |
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384 | Each action can have two different keys assigned to it. If you |
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385 | already have two keys in an entry, you cannot add more from this |
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386 | menu. |
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387 | To clear the keys bound to an action, move the cursor to that |
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388 | action and tap the Backspace or Delete key instead of the Enter |
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389 | key. This will clear the keys formerly bound to that action, |
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390 | leaving it blank. |
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391 | You can bind any key to an action except Function keys, the |
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392 | Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll |
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393 | Lock, Print Screen, etc. may or may not work, depending on your |
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394 | machine, but why bother? |
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395 | |||
396 | Attack |
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397 | Fires your weapon |
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398 | Change Weapon |
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399 | Switches to the weapon "above" the one you're now using. Wraps |
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400 | around to the axe. |
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401 | Jump / Swim Up |
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402 | If you're on land, jumps. If you're underwater, kicks you |
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403 | towards the surface. If you're right at the water's edge, pops |
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404 | you up out of the water, if you combine it with forward |
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405 | movement. |
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406 | Walk Forward |
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407 | Backpedal |
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408 | Turn Left |
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409 | Turn Right |
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410 | Run |
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411 | Press this while moving, and you move at double speed. |
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412 | Step Left |
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413 | Sidesteps (strafes) left |
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414 | Step Right |
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415 | Sidesteps (strafes) right |
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416 | Sidestep |
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417 | Press this when using turn left or turn right and you sidestep |
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418 | (strafe) instead. |
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419 | Look Up |
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420 | Lets you angle your view upwards. Your view returns to |
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421 | horizontal when you start walking forward. |
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422 | Look Down |
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423 | Lets you angle your view upwards. Your view returns to |
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424 | horizontal when you start walking forward. |
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425 | Center View |
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426 | If you're looking up or down, returns your view to dead |
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427 | center. |
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428 | Mouse Look |
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429 | Press this to allow your mouse to look up or down (by |
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430 | sliding it forward and back), and to remain looking up or |
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431 | down even if you move forward. |
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432 | Keyboard Look |
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433 | Press this to use your movement keys to look up or down. |
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434 | Go To Console |
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435 | Brings down the Console. Also possible by tapping the |
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436 | ~ (tilde) key. |
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437 | Reset To Defaults |
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438 | Everything you've changed in the options menu is reset by |
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439 | this option. Consider it an "Oops" key. |
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440 | Screen Size |
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441 | A slider which enlarges or shrinks your view area. All |
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442 | Quake's sliders use the right and left arrow keys. |
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443 | Brightness |
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444 | Pretty much self-explanatory. Choose a brightness which |
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445 | doesn't strain your eyes. |
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446 | Mouse Speed |
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447 | Adjusts mouse sensitivity. The further you set the slider |
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448 | to the right, the quicker your mouse reacts. |
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449 | Music Volume |
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450 | Self-explanatory |
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451 | Sound Effects Volume |
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452 | Self-explanatory |
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453 | Always Run |
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454 | When this is selected, you do not need the Run key -- you |
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455 | are always at double speed. |
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456 | Invert Mouse Up / Down |
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457 | This gives your mouse "airplane-style" controls. This means |
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458 | that pushing the mouse forward "noses down", and pulling it |
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459 | back "noses up". Some people prefer this control technique. |
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460 | Lookspring |
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461 | Returns your view immediately to straight ahead when you |
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462 | release the look up / down key. Otherwise, you must move |
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463 | forward for a step or two before your view snaps back. |
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464 | Lookspring does not work while you are underwater. |
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465 | Lookstrafe |
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466 | If you are using the look up / down key, then this option |
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467 | causes you to sidestep instead of turn when you try to move |
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468 | left or right. |
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469 | |||
470 | HELP / ORDERING |
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471 | Lists the default keyboard and mouse commands. Also contains the |
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472 | information you need to register Quake. |
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473 | QUIT |
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474 | Exits Quake at once. |
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475 | |||
476 | ============================================================================= |
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477 | == TIP -- Quake saves your current key configuration when you quit, so == |
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478 | == next time you play, you have the same configuration. == |
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479 | ============================================================================= |
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480 | |||
481 | C. Console |
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482 | Tap the ~ (tilde) key to bring down the console. As with the Main Menu, |
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483 | when the console is down, a singleplayer game is paused. A wide variety of |
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484 | esoteric commands can be entered at the console. If your keyboard has no |
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485 | ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option. |
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486 | |||
487 | D. Command Line |
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488 | For special command line parameters, see README.TXT. |
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489 | |||
490 | E. Cheat Codes |
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491 | id Software, as in our previous games, has removed all cheat codes from |
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492 | Quake. |
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493 | |||
494 | V. THE GAME |
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495 | A. The Screen |
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496 | The large top part of the screen is the view area, in which you see |
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497 | monsters and architecture. Immediately below is the Inventory, beneath |
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498 | which is the Status Bar. You can enlarge the viewing area (tap the + key), |
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499 | so much that it engulfs first the Inventory Bar and then the Status Bar. |
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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 | |||
525 | B. 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 | |||
533 | D 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 | |||
542 | D. 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 | |||
547 | VI. Your New Environment |
||
548 | A. 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 | |||
603 | B. 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 | |||
621 | C. 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 | |||
654 | D. 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 | |||
710 | E. 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 | |||
748 | VII. 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 | |||
762 | A. 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 | |||
769 | B. 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 | |||
780 | C. 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 | |||
794 | VIII. Commonly Asked Questions |
||
795 | |||
796 | Q. I'm stuck. How do I get through the level? |
||
797 | A. Take a stroll around and look for a place you haven't been yet. Sometimes |
||
798 | you have to kill a particular monster in order to progress, so exterminate |
||
799 | them all! |
||
800 | |||
801 | Q. How can I find all the secrets? |
||
802 | A. Don't worry about it. You never have to find a secret to finish a level.. |
||
803 | Also, some secrets are intentionally hard to find. |
||
804 | |||
805 | Q. I've cleared out the whole level, but my monster kill score isn't 100%. |
||
806 | Where are they hiding? |
||
807 | A. Some monsters hide inside secrets, or are released by them. You won't be |
||
808 | able to kill those monsters until you find their secrets. Also, some monsters |
||
809 | might lurk underwater. Good fishing. |
||
810 | |||
811 | Q. Don't you worry that Quake teaches people that all problems can be solved |
||
812 | by the misuse of deadly force? |
||
813 | A. No. |
||
814 | |||
815 | Q. Did I really see two monsters fighting each other? |
||
816 | A. Probably. Some monsters hate one another almost as much as they hate you. |
||
817 | You can use this to your advantage (exercise left up to the reader). |
||
818 | |||
819 | Q. How do I prevent motion sickness when watching Quake? |
||
820 | A. If you're one of the unlucky sufferers from motion sickness in Quake, |
||
821 | we're sorry to say the answer seems to differs from person to person. Try |
||
822 | sitting closer to the screen, or further away. Dim the lights in your room, |
||
823 | or turn them up high. Adjust screen brightness up or down. Take a break from |
||
824 | Quake and rest your eyes every hour or so. One or more of these tricks, or a |
||
825 | combination, ought to work. |
||
826 | |||
827 | Q. Are you guys Satan-worshipers? |
||
828 | A. No. |
||
829 | |||
830 | IX. Tech Support |
||
831 | Any of the information listed below could change. Check the id software Web |
||
832 | Site, at www.idsoftware.com, for updates. |
||
833 | |||
834 | A. Tech Support Options |
||
835 | id Software does charge for technical support, but we strive to offer this |
||
836 | service at the lowest cost possible. Because volume on the support lines |
||
837 | dictates costs, we periodically adjust our rates for Voice Tech Support. |
||
838 | Check our web site for current pricing. |
||
839 | |||
840 | Paying 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 | |||
856 | Voice Support |
||
857 | Telephone -- 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 |
||
861 | Please 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 | |||
868 | Automated Support |
||
869 | Telephone -- 1 (800) id-games |
||
870 | Lines Open 24 hours a day, 365 days a year (366 in Leap year) |
||
871 | ($0.25 per minute) |
||
872 | Please have pencil and paper handy |
||
873 | |||
874 | E-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 | |||
880 | Date: |
||
881 | Name: |
||
882 | Phone number: |
||
883 | E-mail address: (please include this, we redirect tons of mail) |
||
884 | Game Title: |
||
885 | Version #: |
||
886 | Operating system (eg., DOS 6.0 or Windows 95): |
||
887 | Computer type: |
||
888 | Processor type: |
||
889 | Processor speed: |
||
890 | Video card brand and model: (only if video problem) |
||
891 | Audio card brand and model: (only if audio problem) |
||
892 | Modem brand and model: (only if modem problem) |
||
893 | Network card brand and model: (only if netgame problem) |
||
894 | Network configuration (eg., NET.CFG file): (only if netgame problem) |
||
895 | Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi |
||
896 | v2.33, and ipxodi v3.01) (only if netgame problem) |
||
897 | If there were any error messages or fault information, report them |
||
898 | here: |
||
899 | Please state the problem you encountered: |
||
900 | Please state how to reproduce the problem: |
||
901 | |||
902 | Web 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 | |||
907 | News 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 | |||
917 | Game Hints Line |
||
918 | Telephone -- 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 | |||
922 | B. 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 | |||
929 | C. 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 | |||
934 | X. LEVELS & DESIGNERS |
||
935 | |||
936 | *************************************** |
||
937 | The Beginning |
||
938 | start -- Welcome to Quake -- by John Romero |
||
939 | *************************************** |
||
940 | Dimension of the Doomed (shareware episode) |
||
941 | e1m1: Slipgate Complex -- by John Romero |
||
942 | e1m2: Castle of the Damned -- by Tim Willits |
||
943 | e1m3: The Necropolis -- by Tim Willits |
||
944 | e1m4: The Grisly Grotto -- by Tim Willits |
||
945 | e1m5: Gloom Keep -- by Tim Willits |
||
946 | e1m6: The Door To Chthon -- by American McGee |
||
947 | e1m7: The House of Chthon -- by American McGee |
||
948 | *************************************** |
||
949 | Realm of Black Magic |
||
950 | e2m1: The Installation -- by John Romero |
||
951 | e2m2: Ogre Citadel -- by John Romero |
||
952 | e2m3: Crypt of Decay -- by John Romero |
||
953 | e2m4: The Ebon Fortress -- by John Romero |
||
954 | e2m5: The Wizard's Manse -- by John Romero |
||
955 | e2m6: The Dismal Oubliette -- by John Romero |
||
956 | *************************************** |
||
957 | Netherworld |
||
958 | e3m1: Termination Central -- by John Romero |
||
959 | e3m2: The Vaults of Zin -- by American McGee |
||
960 | e3m3: The Tomb of Terror -- by American McGee |
||
961 | e3m4: Satan's Dark Delight -- by American McGee |
||
962 | e3m5: Wind Tunnels --by Tim Willits |
||
963 | e3m6: Chambers of Torment -- by American McGee & Tim Willits |
||
964 | *************************************** |
||
965 | The Elder World |
||
966 | e4m1: The Sewage System -- by Tim Willits |
||
967 | e4m2: The Tower of Despair --by Sandy Petersen |
||
968 | e4m3: The Elder God Shrine --by Sandy Petersen |
||
969 | e4m4: The Palace of Hate --by Sandy Petersen |
||
970 | e4m5: Hell's Atrium --by Sandy Petersen |
||
971 | e4m6: The Pain Maze --by Sandy Petersen |
||
972 | e4m7: Azure Agony --by Sandy Petersen |
||
973 | *************************************** |
||
974 | The End |
||
975 | end: Shub-Niggurath's Pit --by John Romero |
||
976 | *************************************** |
||
977 | The Deathmatch Arenas |
||
978 | dm1: Place of Two Deaths --by Tim Willits |
||
979 | dm2: Claustrophobopolis --by American McGee |
||
980 | dm3: The Abandoned Base --by John Romero |
||
981 | dm4: The Bad Place --by American McGee |
||
982 | dm5: The Cistern --by Tim Willits |
||
983 | dm6: The Dark Zone --by Tim Willits |
||
984 | *************************************** |
||
985 | ??? |
||
986 | Ziggurat Vertigo --by American McGee |
||
987 | Underearth --by Tim Willits |
||
988 | The Haunted Halls -- by American McGee |
||
989 | The Nameless City -- by Sandy Petersen |
||
990 | *************************************** |
||
991 | |||
992 | XI. 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 | |||
998 | The program you've purchased was produced through the effort of many people. |
||
999 | Don't make copies for others who have not paid for the right to the |
||
1000 | registered version of Quake. To report copyright violations to the Software |
||
1001 | Publishers Association, call 1 (800) 388-PIR8 or write: |
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1002 | |||
1003 | Software Publishers Association |
||
1004 | Suite 901 |
||
1005 | 1101 Connecticut Avenue NW |
||
1006 | Washington, DC 20036 |
||
1007 | |||
1008 | XII. MUSIC CREDITS |
||
1009 | |||
1010 | Titles of Songs or Themes (C) 1996 TVT/Interscope Records. |
||
1011 | All Rights Reserved. |
||
1012 | Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music. |
||
1013 | ASCAP All Rights Reserved. |
||
1014 | |||
1015 | Note: music is ONLY available on CD. See your local software retailer |
||
1016 | or order Quake today at 1-800-idgames! |
||
1017 | |||
1018 | XIII. Thanks |
||
1019 | |||
1020 | id Software would like to give special thanks to: |
||
1021 | |||
1022 | Sean Barrett |
||
1023 | Raymond Chen |
||
1024 | DJ Delorie |
||
1025 | Andy Glew |
||
1026 | Lance Hacking |
||
1027 | Chris Hecker |
||
1028 | Todd Laney |
||
1029 | Terje Mathisen |
||
1030 | Charles Sandmann |
||
1031 | Jon Vondrak |
||
1032 | Billy Zelsnack |
||
1033 | The GameTech crew |
||
1034 | Syntrillium Software for CoolEdit |