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  1. Table 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. ****************
  55. I. THE STORY
  56. A. 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.  
  74. B. 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.      
  86. II. INSTALLING QUAKE
  87. A. 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.  
  93. B. 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.  
  103. C. 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.  
  107. D. 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.  
  113. III. THE BASICS OF PLAY
  114. A. 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
  118. you're entering another dimension. When you complete
  119.         an entire
  120. dimension (this takes six to eight levels), you'll find a
  121.         Rune and another slipgate, which returns you to the start.
  122.  
  123. B. 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.  
  134. C. 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.  
  149. D. 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
  178. keep 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.  
  190. E. 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.  
  226. IV. CONTROLS
  227. A. 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.  
  232. FUNCTION KEYS
  233. Help                            F1
  234. Save Game                       F2
  235. Load Game                       F3
  236. Options Menu                    F4
  237. Multiplayer Menu                F5
  238. Quicksave                       F6
  239. Quickload                       F9
  240. Quit to operating system        F10
  241. Screenshot                      F12
  242.  
  243. WEAPONS
  244. Axe                             1
  245. Shotgun                         2
  246. Double Barrelled Shotgun        3
  247. Nailgun                         4
  248. Supernailgun                    5
  249. Grenade Launcher                6
  250. Rocket Launcher                 7
  251. Thunderbolt                     8
  252. Change to next weapon           /
  253.  
  254. MOVEMENT
  255. Move / Turn     arrow keys
  256. Jump / Swim     Space bar or Enter
  257. Run             Shift
  258. Sidestep Left   . or >
  259. Sidestep Right  , or <
  260. Strafe *        Alt
  261. Swim Up         D
  262. Swim Down       C
  263.  
  264. OTHER CONTROLS
  265. Main Menu               Escape
  266. Console                 ~ (tilde)
  267. Look Up                 A or PgDn
  268. Look Down               Z or Del
  269. Center View             X or End
  270. Mouse Look **           \ or center mouse button
  271. Keyboard 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.  
  279. B. 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.  
  481. C. 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.  
  487. D. Command Line
  488.    For special command line parameters, see README.TXT.
  489.  
  490. E. Cheat Codes
  491.    id Software, as in our previous games, has removed all cheat codes from
  492.    Quake.
  493.  
  494. V. THE GAME
  495. A. 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.  
  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:
  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
  1035.