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