Quake Manual ============ 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. Running and Installing Quake A. Installation For installing Quake, refer to the separate Installation enclosure to see the exact procedure recommended for your machine. B. Running the game 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. Some levels end in a slipgate -- these signifiy that you've entered another dimension. When you complete an entire dimension (this takes six to eight levels), you are returned 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 (i.e., episode). If you have not registered, the first episode is the only place you can go. After registration, all four episodes are available. ============================================================================== TIP -- From episode 1 to episode 4, the dimensions become progressively more difficult. We suggest you play the episodes in order to get the most fun out of Quake. ============================================================================== D. Getting About Walk Forward -- Push the up arrow on the keyboard or the right mousebutton. Turn left or right by using the other arrow keys or sliding your mouse sideways. Speed (Running) -- hold down the Shift key to move twice as fast. Jumping -- tap the space bar or the Enter key to jump. You jump further if you're moving forward at the time, 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 this way. 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 Ctrl key or the left mousebutton to fire. Hold shoot 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, 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. 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 can 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 the secrets in Quake are indicated by a clue. Do not wast time hacking at every wall,. Use your eyes. Look up. An angled texture, a light shining under a wall, a strange sound ... anything ... might be the clue. ============================================================================== TIP -- The thunderbolt's beam won't trigger shootable buttons nor secret doors. Nor does bouncing a grenade off the button or wall, bui if the explosion goes off nearby, it will activate these. ============================================================================== IV. Commands, Menu, & Console 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. Note to layout -- obviously this ought to be structured in two or more columns to save space. F1 Help F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Main Menu Escape Console ~ (tilde) Weapons Axe 1 Shotgun 2 Double Barrelled Shotgun 3 Nailgun 4 Perforator 5 Grenade Launcher 6 Rocket Launcher 7 Thunderbolt 8 Change to next weapon / Movement Move / Turn arrow keys Run Shift Sidestep Left . or > Sidestep Right , or < Sidestep (in conjunction with movement keys) Alt Other Controls Look Up A or PgDn Look Down Z or Del Center View X or End Mouse Look (depress for mouse to look up / down) \ or center mouse button Keyboard Look (depress for movement arrows to look up / down) Ins 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 -- NOT DONE YET #ARGH# 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 ... KEY CONFIGURATION -- 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? Quake saves your configuration and loads it the next time you play. attack -- fires your weapon jump / swim -- jumps up. If you're underwater, kicks you towards the surface. forward -- walk forward back -- backpedal turn left -- like it says turn right -- like it says look up -- when you start walking forward, your view returns to horizontal. If underwater, however, you swim in the direction you're headed and your view does not automatically "correct". look down -- as per "look up", except you look down instead. move left -- sidesteps left move right -- sidesteps right center view -- if you're looking up or down, returns your view to dead center. speed -- press this while moving, and you run at double speed. strafe -- press this when turning left or right and you sidestep instead. change weapon -- switches to the next weapon above the one you're now using. If you're using the "highest" weapon you own, switches to the axe. mouse look -- hold down to use your mouse to look up or down (by sliding it back and forth), and to remain looking up or down while you move forward. keyboard look -- hold down to use your movement keys to look up or down. ============================================================================== TIP -- Quake saves your current key configuration when you quit, so that next time you play, you have the same configuration. ============================================================================== 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 ALWAYS RUN -- when this is on, then you need not hold down the shift key to run -- you are always at double speed. INVERT MOUSE UP / DOWN -- this gives your mouse an "airplane-style" control, in which pushing the mouse forward "noses down", and pulling it back "pulls up". Some people prefer this mode of mouse control. LOOKSPRING -- returns your view immediately to straight ahead if you let go of 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, so you can still swim normally. LOOKSTRAFE -- when you turn right or left this option causes you to sidestep instead of turn, but only while you are looking up / down. Help / Ordering -- lists the default keyboard and mouse commands. Also contains the information you need to register Quake. Quit -- exits Quake at once. ============================================================================== TIP -- Help lists the default keys; if you've customized your configuration, Help won't be totally accurate anymore. ============================================================================== 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, plus you can see previous messages. If your keyboard has no ~ (tilde), the main menu has a "Console" option. Frankly, the console isn't vital -- you can do most things easier and quicker with the main menu. If you're really interested, check out the README.TXT file. 1. To Customize a Key To customize a key, type "bind", then the key you wish to set, then the action you wish that key to perform, in the following format bind If you want to bind a normal alphanumeric key, just tap that key, followed by a space. If you wish to use a special key, you must use a special name, as listed below: k_shift, k_enter, k_home, k_end, k_ins, k_del, k_alt, k_pgdn, k_pgup, k_ctrl, k_uparrow, k_downarrow, k_leftarrow, k_rightarrow, k_space, k_tab, k_pause, k_escape, k_f1-f12, k_mouse1 (left mouse button), k_mouse2 (right mouse button), k_mouse3 (middle mouse button). can be any command you can type in the console, but must have quotes (" ") around it. Some possible actions are listed below screenshot For example, to make the F5 key take a screenshot, bring up the console and type: bind k_f5 "screenshot" then press the key. 2. Changing Video Mode Normally, you are in video mode 0, which is 320x200 VGA. To change the video mode, you must first get the list of modes available by typing vid_describemodes A list of video modes is displayed with the mode value to the left of the resolution. Use the mode value with the command vid_mode Thus, if 360x400 is video mode 16 on your computer (as seen by vid_describemodes), you must type vid_mode 16 then press the key, to switch to 360x400. Typing vid_mode 0 always takes you back to 320x200. To get even more video modes, you need UniVBE or the SciTech Display Doctor. You can get these programs from http://www.scitechsoft.com/index.html. After you install the program, the vid_describemodes command should list additional video modes. D. Command Line When you are starting up Quake, you can invoke certain game options. Most of these are done automatically for you, once you select them in play, but if other people commonly use your computer to play Quake, or you love techie stuff, check out README.TXT. E. Cheat Codes Id Software, as has been the practice 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 Bar. Below that 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 deathmatch, the top four scores are displayed, along with the color(s) of those players. Note to layout -- Here we need a diagram, with lines pointing out the various parts of the Inventory Bar. Here are the captions for the various lines -- Shells Flechettes Grenades Cell Charge Shotgun Double-barrelled Shotgun Nailgun Perforator Grenade Launcher Rocket Launcher Thunderbolt Active Power-Ups Top Scores (deathmatch only) Status Bar -- a vital part of the screen. When your armor, hit points, or ammo get low, the number turns red. That's a hint, pal. Note to layout -- Once more a picture is worth a thousand words. The captions follow -- Armor Type Armor Points your adorable face Health Ammo Type Rounds of Ammo 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 right in the middle of your view. These are always important, and you do not want to ignore them! C. Controls A long list of key and mouse commands are not provided here because these are more conveniently accessed through the Help / Ordering screen, on the Main Menu. To customize the keys and mouse buttons, select Options from the main menu, then select Key Configuration. Follow the instructions. 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 hit points, 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, sadly, it is no longer in effect. Make the best of it. E. 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 sense of a man napping on a railroad track. Shotgun -- The basic gun, to which all other guns compare favorably. Double-barrelled Shotgun -- a worthy weapon with only three drawbacks: first, it uses up 2 shells per blast; second, it's slow; third, it's shot pattern is very loose at long range. But in general, once you find this puppy, the other shotgun rusts from disuse. Nailgun -- A two-barreled dingus that prickles bad guys with armor-piercing darts, technically termed "flechettes". Perforator -- four cyclic barrels that hoses out spikes superfast Enemies drop like flies. Eats ammo like popcorn. Grenade Launcher --makes a satisfying bang. If a grenade hits someone, it explodes. If a grenade misses, it sits on the floor for a second or two, then explodes. If someone steps on a grenade, it goes off right away. Grenades can be bounced off walls or floors. You might accidentally bounce a grenade into yourself, but this gun's still my favorite. Rocket Launcher -- The great equalizer. For when a grenade positively, absolutely, has to be there on time. Not for pointblank use. Thunderbolt -- Try it. You'll like it. Use the same technique as when watering your rosebush. ============================================================================== TIP -- If you shoot the thunderbolt underwater, it discharges all its cells in every direction in a single gigantic ZAP! With you at the center. ============================================================================== 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 perforators. 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 8 charges, lasting almost 2 seconds.. B. Power-ups All power-ups except for 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. Biosuit -- lets you breathe underwater and swim through slime without damage. Does not protect against lava. Ring of Shadows -- turns you almost totally invisible. Monsters won't detect your presence unless you do something stupid. In deathmatch, only your eyes can be seen. Pentagram of Protection -- renders you immune to harm. Quake Power -- magnum upgrade! You now deliver four times the pain! Use the grenade or rocket launcher with care -- their bursts are four times as deadly to you, too. ============================================================================== TIP -- You may wish to bypass a power-up to save it for later need. ============================================================================== C. 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 right on top 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 in them. Also, some monsters will die in water or slime. All normal monsters die in lava. ============================================================================== 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! blam! -- yipe! Good dog! Grunt -- goons with probes inserted into their pleasure centers; wired up so when they kill someone, they get a 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 kill one! Enforcer (registered only) -- Grunt, Mark Two. Grunts 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 sackful 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 firepod he hurls. Shambler -- even other monsters fear him, so expect a clobbering. He shrugs off explosions. Good luck. ============================================================================== TIP -- With few exceptions, monsters that look meaner are meaner. ============================================================================== ============================================================================== TIP -- Some weapons are better vs. certain monsters than others. If a new monster seems real tough, switch weapons. ============================================================================== 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 (tap the T key, then type your message, then tap the Enter key). When you talk to someone, the message appears at the top of his or her screen, preceded by the speaker's name. 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 with your buddies. Use Talk to find out where they are. B. Deathmatch In C. Team Games Team play is a cool combination of co-op and deathmatch. The easiest way to experience it is to run deathmatch with two or more opposing teams. Assign each team a "team color", and have everyone change their own color to their team's. The scores are totted up by team, rather than individual. VIII. Levels For your information, here's a list of all Quake's levels along with their 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: The Haunted Halls -- by American McGee e3m5: Satan's Dark Delight -- by American McGee 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 Wind Tunnels --by Tim Willits The Nameless City -- by Sandy Petersen *************************************** IX. Commonly Asked Questions I'm stuck. How do I get through the level? 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! How can I find all the secrets? Don't worry about it. You never have to find a secret to finish a level.. Also, some secrets are intentionally hard to find. I've cleared out the whole level, but my monster kill score isn't 100%. Where are they hiding? 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. Did I really see two monsters fighting each other? 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). How do I prevent motion sickness when watching Quake? 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. Don't you worry that Quake will teach the people of the world that the solution to all our problems lies in the misuse of deadly force? No. Are you guys Satan-worshippers? No, we just like pentagrams and the number 666.