📄 manual.txt
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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)
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