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^"*$P"
'$r T H E U N O F F I C I A L Q U A K E F A Q
$
$ By Toby Goldstone
*
---------------------------------------------------------------------------
The Unofficial Quake FAQ - version 2.0 (First full release)
By Toby Goldstone - toby@inferno.prestel.co.uk
Nickname on IRC - DarkSpike
Temporary FAQ homepage - http://easyweb.easynet.co.uk/~inferno/index.htm
Submissions to the FAQ - quakefaq@inferno.prestel.co.uk
---------------------------------------------------------------------------
===========================================================================
Additions/updates in this version of the UQFAQ
===========================================================================
- Out of beta! The UQFAQ is now at version 2.0. Thanks to everyone who
helped me get this off the ground, and to everyone who sent me
corrections. Also thanks to all the contributors to the FAQ.
Thank you to Tom Wheely for letting me use his FAQ, and to Joost Schuur
for letting me use sections of his (now dead) www site 'Aftershock' in
this FAQ. Thanks to Kyle R. Hofmann for his 'Quake Shareware secrets
FAQ', the people of Stomped for the registered Quake secrets, Michael
Montgomery for his console commands list, and Nathan Rice for his
'Guide to excellent Quakematch'. Thanks also to the people of the
rec.computer.games.quake.support mailing list for lots of help on lots
of stuff.
- Decided to nuke the entire files section. This section took me ages to
compile, but in the long run I have a feeling that its going to be more
trouble than it's worth. I can see myself listing every QuakeC patch out
there... I don't want to do that as you can probably imagine.
- Multiplayer information. One of the biggest (and possibly the most
important) sections in the FAQ.
===========================================================================
Disclaimer:
This FAQ is for the use of people who play Quake by id Software. The
author of this FAQ (and all contributors) can in no way be responsible for
anything you do after reading this FAQ. This FAQ guarantees *nothing* at
all. All of the information in this FAQ could be complete crap. You decide.
Trademarks:
Quake and DOOM are trademarks of id software
Windows is a trademark of Microsoft corporation
OS/2 is a trademark of IBM
Pentium is a trademark of Intel
Duke Nukem 3D is a trademark of 3D Realms
Terminator: Future Shock is a trademark of Betheseda Software Works
Myst is a trademark of Broderbund Software
NOTE: If a trademark isn't here please email me so it can be added.
All trademarks (shown and not shown) are acknowledged.
Copyright:
The Unofficial Quake FAQ is Copyright 1996 by Toby Goldstone. All
rights reserved. You are granted the following rights:
I. To make copies of this FAQ in original form, as long as
(a) the copies are complete and are unaltered by anyone other than
Toby Goldstone;
(b) the copies are in electronic form;
(c) they give credit to the author, Toby Goldstone.
II. To distribute this work, under the provisions above, as long as
(a) the copies are complete and are unaltered by anyone other than
Toby Goldstone;
(b) no fee is charged;
(c) they give credit to the author, Toby Goldstone, in any
description;
(d) the distributed form is not in an electronic magazine or within
computer software;
(e) the distributed form is the newest version of the FAQ (email the
author to find the latest version number);
(f) the distributed form is electronic.
You may NOT distribute this FAQ in *any* non-electronic media.
You may NOT distribute this FAQ in any electronic magazine.
You may NOT distribute this FAQ within computer software.
NOTE: These rights are temporary, and may be revoked upon written,
oral, or other notice by Toby Goldstone. If you wish to distribute
this FAQ within a magazine or electronic magazine, get in touch with
the author.
NOTE: Yes, I know this copyright is long-winded. Err, so there.
Contents:
[1] Introduction
The Unofficial Quake FAQ
~~~~~~~~~~~~~~~~~~~~~~~~
[1-1] Foreword by the author
[1-2] About the Unofficial Quake FAQ
[1-2-1] UK/US spelling issues
[1-3] Getting the Unofficial Quake FAQ
[1-3-1] Via Usenet
[1-3-2] Via WWW
[1-3-3] Via FTP
[1-3-4] Via BBS
[1-4] Submitting stuff to the Unofficial Quake FAQ
[1-5] Who did the UQFAQ logo?
[1-6] Acknowledgements
Quake - the game
~~~~~~~~~~~~~~~~
[1-10] How can I get Quake?
[1-11] Where can I get Quake?
[1-12] Where can I get the registered version of Quake?
[1-12-1] In the US
[1-12-2] In the rest of the world
[1-13] How do I install Quake?
[1-14] Where do people discuss Quake?
[1-13-1] Newsgroups
[1-13-2] Internet Relay Chat
[1-15] Are there any Quake WWW pages?
[1-16] What does Quake need to run?
[1-16-1] What about non-Intel processors?
[2] What's new?
[2-1] Fully three-dimensional environment
[2-2] You can move your head! And jump!
[2-3] No action button
[2-4] No map
[2-5] Better network play
[2-6] Internet play
[2-7] More than two players over a modem
[2-8] Traps and things...
[2-9] Swimming
[2-10] Better AI
[2-11] New Weapons!
[3] Quake basics
[3-1] The story so far...
[3-2] The aim of the game
[3-3] How do I select a skill level?
[3-4] How do I select a dimension?
[3-5] How do I move around in Quake?
[3-5-1] Can I use my mouse?
[3-5-2] Can I use my joystick?
[3-5-3] How do I walk around?
[3-5-4] How do I run?
[3-5-5] How do I shoot?
[3-5-6] How do I jump?
[3-5-7] How do I look up and down?
[3-5-8] How do I swim?
[3-5-9] How do I use stuff?
[3-5-10] How do I pick stuff up?
[3-5-11] How do I kill myself?
[3-6] Finding things
[3-6-1] Switches and Floorplates
[3-6-2] Doors
[3-6-3] Secret Doors
[3-6-4] Platforms or Lifts
[3-6-5] Pressure Plates and Motion Detectors
[3-7] Environmental hazards
[3-7-1] Explosions
[3-7-2] Water
[3-7-3] Slime
[3-7-4] Lave
[3-7-5] Traps
[3-7-6] Teleporters
[3-8] What are the default Quake controls?
[3-9] The Screen
[3-9-1] The View area
[3-9-2] The Inventory bar
[3-9-3] The Status bar
[3-9-4] The Score bar
[3-10] How do I change the screen resolution?
[3-11] Messages
[3-12] Ending a level
[3-13] Ending an episode
[4] The Main Menu
[4-1] Single Player
[4-1-1] New Game
[4-1-2] Load
[4-1-3] Save
[4-2] Multiplayer
[4-2-1] Join a Game
[4-2-1-1] Modem
[4-2-1-2] Direct Connect
[4-2-1-3] IPX
[4-2-1-4] TCP/IP
[4-2-2] New Game
[4-2-2-1] Modem
[4-2-2-2] Direct Connect
[4-2-2-3] IPX
[4-2-2-4] TCP/IP
[4-2-2-5] The OK bit
[4-2-2-5-1] Begin Game
[4-2-2-5-2] Maximum Players
[4-2-2-5-3] Game Type
[4-2-2-5-4] Teamplay
[4-2-2-5-5] Skill
[4-2-2-5-6] Frag Limit
[4-2-2-5-7] Time Limit
[4-2-2-5-8] Episode
[4-2-2-5-9] Level
[4-2-3] Setup
[4-3] Options
[4-3-1] Customise keys...
[4-3-2] Go to Console
[4-3-3] Reset to defaults
[4-3-4] Screen Size
[4-3-5] Brightness
[4-3-6] Mouse Speed
[4-3-7] CD Music Volume
[4-3-8] Sound Effects Volume
[4-3-9] Always Run
[4-3-10] Invert Mouse up/down
[4-3-11] Lookspring
[4-3-12] Lookstrafe
[4-3-13] Video Options
[4-4] Help/Ordering
[4-5] Quit
Game Elements
-------------
[5] Weapons
[5-1] Axe
[5-2] Shotgun
[5-3] Double barrelled shotgun
[5-4] Nailgun
[5-5] Perferator
[5-6] Grenade Launcher
[5-7] Rocket Launcher
[5-8] Thunderbolt
[6] Ammo and Power-ups
[6-1] Shells
[6-2] Flechettes
[6-3] Grenades
[6-4] Cells
[6-5] Armour
[6-6] Megahealth
[6-7] Biosuit
[6-8] Ring of Shadows
[6-9] Pentagram of Protection
[6-10] Quad Damage
[7] Monsters in Quake
[7-1] Rottweiler
[7-2] Grunt
[7-3] *Enforcer
[7-4] Knight
[7-5] *Death Knight
[7-6] *Rotfish
[7-7] Zombie
[7-8] Scrag
[7-9] Ogre
[7-10] *Spawn
[7-11] Fiend
[7-12] *Vore
[7-13] Shambler
I need help playing Quake!
--------------------------
[8] Tables and Things
[8-1] How much does it take to kill a certain Quake monster?
[8-1-1] Short Range
[8-1-2] Long Range
[8-2] Weapon damage table
[9] What are the secret areas in Quake?
[9-1] START: Introduction
[9-2] E1M1: The Slipgate Complex
[9-3] E1M2: Castle of the Damned
[9-4] E1M3: The Necropolis
[9-5] E1M4: The Grisly Grotto
[9-6] E1M5: Gloom Keep
[9-7] E1M6: The Door to Chthon
[9-8] E1M7: The House of Chthon
[9-9] E1M8: Ziggurat Vertigo
[9-10] Contributors to section [9-1 to 9-9]
[9-11] E2M1: The Installation
[9-12] E2M2: The Ogre Citadel
[9-13] E2M3: The Crypt of Decay
[9-14] E2M7: Underearth (Secret Level)
[9-15] E2M4: The Ebon Fortress
[9-16] E2M5: The Wizard's Manse
[9-17] E2M6: The Dismal Oubliette
[9-18] E3M1: Termination Central
[9-19] E3M2: Vaults of Zin
[9-20] E3M3: The Tomb of Terror
[9-21] E3M4: Satan's Dark Delight
[9-22] E3M7: The Haunted Halls (Secret Level)
[9-23] E3M5: Wind Tunnels
[9-24] E3M6: Chambers of Torment
[9-25] E4M1: The Sewage System
[9-26] E4M2: The Tower of Despair
[9-27] E4M3: The Elder God Shrine
[9-28] E4M4: The Palace of Hate
[9-29] E4M5: Hell's Atrium
[9-30] E4M8: The Nameless City (Secret Level)
[9-31] E4M6: The Pain Maze
[9-32] E4M7: Azure Agony
[10] Hints and Tips
[10-1] How do I kill the boss on episode one?
[10-2] How do I cheat?
[10-3] How do I kill Shamblers?
[10-4] Problems killing Scrags...
[11] Deathmatch tactics
[11-1] Don't walk!
[11-2] Don't taunt your opponent before hand
[11-3] Develop Routine
[11-4] Take up a good firing position before attacking
[11-5] Know your opponent
[12] Cooperative tactics
[12-1] Work together
[12-2] Carnage!
[13] Zer0's guide to excellent Quakematch V.1
[13-1] Llamah Stuff
[13-2] The Weapons
[13-3] The Artifacts
[13-4] Player Archetypes
[13-5] The Levels
[13-6] Your Config
[13-7] Who to look out for
[13-8] Teams
[13-9] Reach out and frag someone
[13-10] Outro
Technical Stuff
---------------
[14] Quake Commands - The Console and Command Line (MephistoX)
[14-1] Factors
[14-2] Command Line Parameters
[14-3] Console Commands
[14-4] Actions
[15] Key binding, aliases and config files
[15-1] Binding keys
[15-1-1] Bindable keys
[15-2] Aliases
[15-3] Config files
[16] Multiplayer: Modem & Direct Connect
[16-1] System Requirements
[16-2] Starting a game of Quake
[16-3] Joining a game of Quake
[16-4] Modem INIT strings
[17] Multiplayer: Internet
[17-1] System Requirements
[17-2] Starting a game of Quake
[17-3] Joining a game of Quake
[18] Multiplayer: Network
[18-1] System Requirements
[18-2] Starting a game of Quake
[18-3] Joining a game of Quake
[19] Multiplayer: Troubleshooting
[19-1] Unable to connect
[19-2] No response
[19-3] Server Full
[19-4] Phone jack appears on screen
[19-5] Frag count freeze
[19-6] Packet drivers with PDIPX
[19-7] SLIST sees no servers
[19-8] "BW_OpenSocket failed: 5"
[19-9] Severe lag using TCP/IP under Win95
[20] Quake C
Appendixes
---------
[25] Level Editors
[25-1] THRED
[25-2] MUQE - Multi User Quake Editor
[25-3] SpoogEd
[25-4] QPED
[25-5] Tremor
[25-6] AutoQuake
[25-7] QuakeStudio
[25-8] QuakeEd
[25-9] QEU - Quake Editor Utilities
[25-10] Quest
[25-11] QMAPhack
[25-12] Shaker
[25-13] EdQuake
[26] Quake resources on the internet
[26-1] WWW sites
[26-2] FTP sites
[26-3] Newsgroups
[26-4] IRC channels
[30] Version History
---------------------------------------------------------------------------
===
[1] Introduction
===
~~~~~~~~~~~~~~~~~~~~~~~~
The Unofficial Quake FAQ
~~~~~~~~~~~~~~~~~~~~~~~~
[1-1] Foreword by the author
=====
At last! It's finished. Ummmm, I'm fed up with typing, so no more
foreward for now. Enjoy the FAQ.
Toby Goldstone - 17:03:37 7th September 1996
PS: One thing that didn't make it into this FAQ is good punctuation. Expect
it in the next release... I want to get this FAQ out onto the net,
punctuation can wait a few more days {g}.
[1-2] About the Unofficial Quake FAQ
=====
The Unofficial Quake FAQ. For the rest of this FAQ, I will refer to it
as the (U)noffical (Q)uake (F)requently (A)sked (Q)uestions - UQFAQ. The
UQFAQ is in no way related to id Software or its employees, hence the name.
This FAQ is not meant to be in competition with any official Quake (or id)
products.
The UQFAQs version number will increase by 0.1 every time a few things
have been added/altered, increase by 0.5 every time lots of things have
been added/altered, and increase by 1.0 every time the UQFAQ has had lots
of new information added, or every time a substantial amount of information
has been altered/corrected. Alternatively I will just increase the version
by 1.0 if I feel like the FAQ needs it :)
Chapter enclosure system (eh?). Chapters are either enclosed with []'s
or **'s. The reasons for this are below:
[] - Chapters enclosed in small brackets means the information
contained in that chapter has not been updated/altered since the
last version of the UQFAQ.
** - Chapters enclosed in asterisks means the information contained in
that chapter is new, or has been updated since the last version
of the UQFAQ.
[1-2-1] UK/US spelling issues
-------
In order to make the UQFAQ look the same each time, I have, as of this
version, decided to use UK spellings of all words. This mainly because of
the email I received from disgruntled Brits.... It also makes spell
checking a lot easier. If its a problem for anyone let me know, I'm sure we
can work something out.
NOTE: All console commands will be in US spelling... ie 'COLOR' and
'COLOUR'
[1-3] Getting the Unofficial Quake FAQ
=====
[1-3-1] Via Usenet
-------
New versions of the UQFAQ will be posted as soon as they are
completed. If a new version is not completed for a whole month (or more)
the FAQ will be posted in its unaltered form.
The following newsgroup is the *only* newsgroup I will be posting the
UQFAQ to:
rec.games.computer.quake.announce
[1-3-2] Via WWW
-------
I am currently working on a WWW site for the UQFAQ.... You can also
find the FAQ on many of the Quake pages around. Refer [INCOMPLETE] for more
info.
[1-3-3] Via FTP
-------
This section not done yet.... an FTP site is forthcoming...
[1-3-4] Via BBS
-------
The author does not at the time of writing intend to upload the UQFAQ
to any BBS. This may change within time. You may upload the UQFAQ to a bbs,
as long as you follow the copyright information at the beginning of the
UQFAQ. The file_id.diz or information file for the FAQ must included the
version number.
[1-4] Submitting stuff to the Unofficial Quake FAQ
=====
If you have some information you want to share with everyone else then
email it to me at: toby@inferno.prestel.co.uk
All submissions will be checked, and may be altered for reasons of
space or clarity. The author is under no obligation to include any
information submitted to him. All submissions also become the property of
the author.
[1-5] Who did the UQFAQ logo?
=====
It was created by Frans P. de Vries (fpv@xymph.iaf.nl).
Heres what he did to make it:
'I took quakelo.jpg from id's imagery/qgraphcs.zip, converted it to
monochrome .gif, reduced it to 25% and converted it to ASCII using
gifscii.'
So now you know.
[1-6] Acknowledgements
=====
I started out by listing what everyone had done regarding the FAQ...
this proved to be a huge undertaking, so I'm just listing all the peoples
names instead.
id Software for DOOM and for Quake
Everyone on the newsgroups: rec.games.computer.quake.*
People on #Quake for answering some of my dumb questions
Tom Wheeley (tomw@tsys.demon.co.uk)
Kyle R. Hofmann (rhofmann@crl.com)
Joost Schuur (jschuur@onlinemagic.com)
Michael Montgomery (mephisto@owt.com)
'Sex Object' (friday@cobalt.demon.co.uk)
Oliver Lines (Oliver@linesassoc.prestel.co.uk)
Chris Hubbard (fx88@cityscape.co.uk)
Andrew Tristan (andrew@babylon.riverside.ca.us)
Wilson Seto (wseto@cafe.net)
~~~~~~~~~~~~~~~~
Quake - the game
~~~~~~~~~~~~~~~~
[1-10] How can I get Quake?
======
Quake v1.01 is the lastest version of Quake. Download this version,
not 1.00, or 0.91 or 0.92.
Quake is available in 7 disk sized .zip files:
qsw101_1.zip
qsw101_2.zip
...
qsw101_7.zip
or alternatively one big 9Mb file:
quake101.zip
*1-11* Where can I get Quake?
======
Below is a list of ftp sites where you can download the shareware
version of Quake. You will need an FTP client (such as CuteFTP or WS_FTP)
to access these sites. Just type the address in the 'connect to' or 'host
name' areas.
If you do not have an FTP client then you can download Quake using a
WWW browser... You need to add the text 'ftp://' to the start of the
address though. For example:
ftp.idsoftware.com/idstuff/quake
would become
ftp://ftp.idsoftware.com/idstuff/quake/
ftp.idsoftware.com/idstuff/quake/ (California, USA)
ftp.cdrom.com/pub/idgames/idstuff/quake (California, USA)
quake.best.com/mirrors/idsoftware/ (California, USA)
ftp.gamesdomain.com/pub/companies/id/quake/ (Tennesee, USA)
ftp.cssweb.com/pub/games/idstuff/quake/ (Kentuky, USA)
sparky.bright.net/quake/ (Ohio, USA)
ftp.stomped.com/pub/idstuff/quake/ (Minesota, USA)
www.pht.com/pub/gamehead/id/ (USA)
ftp.technomancer.com/pub/idstuff/quake/ (Virginia, USA)
ftp.infomagic.com/pub/mirrors/doom/idstuff/quake/ (Arizona, USA)
ftp.feist.com/pub/pc/games/quake/ (Kansas, USA)
ftp.ameritel.net/idsoftware/quake/ (Maryland, USA)
ftp.getquake.com/pub/quake/ (Kansas, USA)
quake.osiriscorp.com/pub/idstuff/quake/ (New York, USA)
iclass.com/pub/quake/ (Utah, USA)
ftp.islandnet.com/mirrors/idsoftware/ (Victoria, Canada)
ftp.orst.edu/pub/doom/idstuff/quake/ (Oregon, USA)
ftp.ais.net/pub/idgames/idstuff/quake/ (Illinois, USA)
ftp.gamers.org/pub/games/idgames/idstuff/quake/ (New York, USA)
mirrors.aol.com/pub/pc_games/doom/idstuff/quake/ (Virginia, USA)
garfield.sch.bme.hu/pub/idstuff/quake/ (Budapest, Hungary)
idmirror.netvision.be/idstuff/quake/ (Heverlee, Belgium)
ftp.flexnet.net/pub/quake/ (England)
ftp.passagen.se/pub/idstuff/ (Sweden)
ftp.pk.edu.pl/pub/games/id/idstuff/quake/ (Cracow, Poland)
camel.frtk-campus.mipt.ru/pub/idstuss/quake (Moscow, Russia)
rulhmpc49.LeidenUniv.nl/pub/mirrors/idsoft/ (Leiden, Holland)
ftp.gig.nl/pub/idstuff/quake/ (Amsterdam Holland)
ftp.volftp.vol.it/pub2/idstuff/quake/ (Cagliari, Italy)
ftp.origo.telenor.no/pub/quake/ (Oslo, Norway)
ftp.spel.postnet.se/pub/games/id/ (Sweden)
ftp.bnd.de/pub/quake/ (Berlin, Germany)
ftp.fu-berlin.de/pub/pc/msdos/games/doom/idstuff/quake/ (Berlin, Germany)
ftp.luth.se/pub/games/doom/idstuff/quake/ (Sweden)
ftp.sunet.se/pub/pc/games/idgames/idstuff/quake/ (Sweden)
flinux.tu-graz.ac.at/pub/idsoftware/idstuff/quake/ (Austria)
ftp.calvacom.fr/pub/pc/doom/idstuff/quake/ (France)
hyperactive.com.au/pub/games/idstuff/quake/ (Sydney, Australia)
ftp.powerup.com.au/pub/games/doom/idstuff/quake/ (Australia)
ftp.sun.ac.za/pub/msdos/idgames/idstuff/quake/ (South Africa)
[1-12] Where can I get the registered version of Quake?
======
[1-12-1] In the US
--------
Quake is currently only available direct from id. The retail version
of Quake (the one that will be sold by mail order and in stores) will be
released soon.
[1-12-2] In the rest of the world
--------
Quake is *not* available direct from id. Quake is due to go on
worldwide release in early September. It will be available from mail order
outlets and stores.
[1-13] How do I install Quake?
======
Firstly you will need to unzip either the 9Mb file or the 7 disk sized
files using PKUNZIP.
If you do not have a copy of pkunzip, then first try looking at any
old magazine coverdisks you might have, as these often have PKUNZIP.EXE on
them. If this fails you can get a copy from:
ftp://ftp.simtel.net/pub/simtelnet/msdos/pkz204g.exe
or
http://www.winzip.com/ (for the windows version)
After unzipping all the .ZIP files, type `install' and follow the
instructions on screen.
[1-14] Where do people discuss Quake?
======
On the internet, there are several places where Quake discussion takes
place.
[1-14-1] Newsgroups
--------
There are currently five newsgroups dedicated to the discussion of
Quake, and one binaries group for the distribution of maps and utilities.
These are:
rec.games.computer.quake.announce (moderated announcement group)
rec.games.computer.quake.misc (general discussion)
rec.games.computer.quake.editing (for issues related to Quake editing)
rec.games.computer.quake.playing (discussing tactics and deathmatches)
rec.games.computer.quake.servers (regarding large scale Quake servers)
All posts to the .announce group are moderated for content, and is a
low-traffic group for people wanting information about Quake.
as well as:
alt.binaries.games.quake (for posting of Quake maps and utilities)
Binaries should *not* be posted to the rec.. groups as they can be
expensive for some people who read those groups, but not a.b.g.q.
Should your newsserver not carry these groups, ask your newsadmin to
add them. Until then, Quake can also be discussed on the groups
comp.sys.ibm.pc.games.action and rec.games.computer.doom.misc.
Please note that alt.games.quake (a.g.q) is now obsolete, and all
Quake discussion should be within the rec.games.computer.quake hierarchy.
For some of the more general discussion typical of a.g.q, a new newsgroup,
alt.games.upcoming-3d, has been created.
For more information on why alt.games.quake is obsolete (and why
alt.games.quake cannot just be left alone), read:
http://www.cdrom.com/pub/idgames2/docs/faqs/agqr_faq.html
[1-14-2] Internet Relay Chat
--------
A very popular meeting place for live chat regarding Quake is on IRC
in the channel #quake. Both the undernet and EFnet host this channel
[1-15] Are there any Quake WWW pages?
======
Of course! Check out sectiom [26-1] for a full list.
[1-16] What does Quake need to run?
======
Currently, Quake is available for DOS, Windows 95, and Linux.
Below is the recommended Quake System for a PC:
. Pentium 75Mhz Processor
. 16 Mb RAM
. 25 Mb of Hard disk Space
. A fast graphics card
This system should provide you with a good frame rate, and an
enjoyable game of Quake. If you want to play over the internet you will
need the following:
. A 28800bps modem
Windows 95 is also recommended, as this makes internet games that much
easier to play.
You do not really want to play Quake on a 486, although a 486DX4/100
may *just* be able to hack it if you have enough RAM and a fast video card.
Below is the recommended Quake System for a computer running Linux:
. A Linux capable computer
. Kernel version 1.3.88 or above.
. Libraries: You need an ELF system, I think the latest stable libc
is v5.2.18.
. X: There are two binaries: (1) xquake will run under any fairly
new version of X. I use 3.1.2, and it works fine. Unfortunately
there is no mouse support. (2) The other binary (xf86quake) only
runs under beta 3.1.2E. This version of X supports DGA, which
allows direct access to the video frame buffer, mouse support, and
so on. I've not been able to get xf86quake working.
. General Stuff: You need to get the binary distribution (version
0.92), which can be got from ftp://ftp.lek.net/pub/linux/quake.
I'm sure that there are other places. You then need to get the pak
file from the dos version. You have to get it from quake091.zip,
the binary will choke on the 1.00 (or 1.01) pak file.
Big thanks to Andrew Tristan (andrew@babylon.riverside.ca.us) for all
of the above information. I myself have not had the pleasure (?) of trying
Linux Quake out. Mail me and let me know what you think of it.
[1-16-1] What about non-Intel processors?
--------
Quake generally works fine with non-Intel processors, although there
are some important considerations, generally concerned with the Floating
Point Unit (FPU) or Math Coprocessor.
Even though at comparable speeds Cyrix processors run faster than
the equivalent Intel, this is not the case for Quake, as the FPU on these
devices is inferior to the Intel one.
NexGen owners should be even more careful, as these chips do not have
an FPU! This means that Quake *will not run*. It is possible to use an
FPU emulator, but the performance is poor.
===
[2] Whats new?
===
Lots. I can't possibly remember all of the changes, but I'll try to
mention them all... In the months that I have been playing quake everything
now seems natural and second nature...
[2-1] Fully three-dimensional environment
=====
Levels in Quake are in true 3D. It is possible to have one player
stand on another players head, for example. This system allows much more
complex and entertaining levels to be created. In deathmatch this change
really stands out, with people hiding in places that would have been
impossible in doom.
Sprites have also been removed. Quake uses 3D models with textures
mapped onto them. The only exceptions to this are explosions, air bubbles
whilst underwater, and the sky.
Note: Duke 3D and Terminator: Future Shock also implement this to a
degree.
[2-2] You can move your head! And jump!
=====
In Quake you can look up and down. Doesn't sound like much, but id
have designed the levels so well that you must take advantage of this
feature. Another feature that id have added is jumping. Again this feature
is well implemented in the levels.
Note: When looking up and down your view does not distort. This is a
major advancement over games such as Duke Nukem 3D.
[2-3] No action button
=====
The action button in DOOM, used to open doors and move lifts, has been
removed. Now you walk into switches or shoot them to activate them.
Generally speaking, you only have to shoot a switch if you can't reach it.
There is also a +use command that can be bound to a key, but it is
unused in Quake. See chapter [13-2] for more details on key binding.
[2-4] No map
=====
Having no map is a bit of a pain when you start out, but thinking
about it, would you really have time to draw a map whilst battling with
Shamblers? I think not.... Anyway, after a few plays you learn the levels
off by heart, so there is no real need for a map. How the hell would you be
able to *easily* use a map anyway? Remember Quake is a 3D game....
[2-5] Better network play
=====
Network play is *still* a great laugh in DOOM, but now with Quake
you can play 16 player!!
[2-6] Internet Play
=====
Quake allows you to play with up to 16(!!!) players over the internet.
Make sure you have a fast modem though (ISDN recommended if you're gonna be
playing against 15 other people).
In Quake you can also join games which have already started, and can
leave games without the game ending (unless you are playing on the server).
[2-7] More than two players over a modem
=====
If you can get modem play to work (hahaha) then, in theory, you can
play against 4 or so friends over a modem. From what I gather, you can also
connect some *more* friends with direct links! I must try this! Email me if
you have tried this out...
[2-8] Traps and things...
=====
Big bits of metal fly out of walls and smash you, ceilings fall to
crush you, nail traps perforate you... Quake is trap-ridden, not surprising
when you consider one of the level designers like roleplaying games like
D&D...
[2-9] Swimming
=====
Nearly forgot this bit! That's how much I am used to it... You can now
swim around in water, slime, and lava. After about 10 seconds you start to
choke.... :) Oh, its not recommended that you go swimming in slime or lava
without the necessary protection.
Duke 3D also allows you to swim, but the way it does this is
different. In Quake you 'aim' yourself in the way you want to go, and press
forward. Duke 3D implements swimming as walking but underwater... you use
up and down keys, rather than swimming up and down. The method Quake uses
is more realistic than Duke Nukem 3D's, in other words.
[2-10] Better AI
======
id have made some radical new advancements to the computers AI.
Monsters now use their weapons much more effectively, with the more weedy
monsters staying back and letting the tougher ones take the damage.
Monsters now also seem more prone to fighting amongst themselves. In some
cases you can stand back and watch them all slaughter each other.
[2-11] New Weapons!
======
The Shotgun and Double barrelled Shotgun are still there, but id have
added the Nailgun, Supernailgun (my favourite gun), Grenade Launcher,
Rocket Launcher and the Thunderbolt. Note: The thunderbolt is in the
shareware version! Read the cheats section for more info. Another great
weapon is the Axe...
===
[3] Quake basics
===
[3-1] The story so far...
=====
Note: I just ripped this straight from the quake manual...
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.."
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.
[3-2] The aim of the game
=====
Same as DOOM really. Stay alive and finish the level you're in. When
you complete an entire dimension, you'll find a rune and another slipgate,
which takes you to the start.
[3-3] How do I select a skill level?
=====
When you start Quake and select New Game, you are presented with three
hallways. The one on the left selects easy skill, the one in the middle
selects medium skill, and the one on the right selects hard skill. Walk
down one of the hallways and into the slipgate. There is also a hidden
"nightmare" level skill level. Its location is revealed in [9-1].
[3-4] How do I select a dimension?
=====
After selecting a skill level you are teleported into a room with four
exits. Walk down one of them and into the slipgate to start playing (you
can only play dimension 1, 'The Doomed Dimension' at the time of writing).
The Doomed Dimension is the hallway to the left when you step off the
teleporter.
[3-5] How do I move around in Quake?
=====
NOTE: All of the following key references refer to the default Quake
keys. You may prefer changes them to something more suitable, especially if
(like me) you have a Windows 95 keyboard.
[3-5-1] Can I use my mouse?
-------
Yes. Using a mouse is recommended way to play. Although it takes some
getting used to, a player using a mixture of the keyboard and mouse, will
almost always beat a keyboard only player.
[3-5-2] Can I use my joystick?
-------
As long as you have the 0.92 patch. Joystick play is not favoured by
most Quake players, although I have seen one player who plays a good game
of Quake using it. NOTE: Using the joystick slows game play by a few
percent! This is a serious disadvantage. If you intend playing with other
people, learn to use the keys or mouse, so as not to slow the game down. If
you want to leave your joystick plugged in, but not use it, then type
joystick 0 in the console, or start Quake with the -nojoy command line
parameter. See section [13-1] and [13-2] for more information on this.
[3-5-3] How do I walk around?
-------
Easy. Just use the arrow keys, the joystick, or the mouse. To rotate
your view press either the left or right arrow keys, move the mouse to the
left or right, or move the joystick to the left or right.
To stay alive in Quake you will also need to dodge left or right to
avoid the monsters. This can be done by pressing the strafe key [ALT]. Hold
the key down and move left or right in the normal way, to dodge incoming
fire. Try it. You can also use the [{] and [}] keys to sidestep left and
right.
[3-5-4] How do I run?
-------
Press the [SHIFT] key whilst moving. You may also like to go to the
main menu, then go to options and select 'Always Run'. This means you that
you will move around at running speed by default.
[3-5-5] How do I shoot?
-------
Press the [CTRL] key, left mouse button, or joystick button #1 to
fire. Hold it down to release even more shots. Remember to watch your ammo.
[3-5-6] How do I jump?
-------
Press the [SPACE BAR] or [ENTER] key to jump. If you are moving and
then jump, you jump further. If you are moving up a slope and jump, you
jump higher. Its possible to reach some otherwise hidden areas with the
jump key. Combine running and jumping to leap great distances. It is also
possible to jump right over some of the smaller monsters, escaping damage.
[3-5-7] How do I look up and down?
-------
To look up, press the [A] or [PgDn] key. To look down, press the [X]
or [DEL] key. To center your view, press the [X] or [END] key.
[3-5-8] How do I swim?
-------
When you jump into the water moving around is similar to moving around
on land. Aim yourself in the direction you want to travel, and press
forward. To move up or down, use the look up and look down keys. To go
straight to the surface, press the [SPACE BAR] key. You can also use the
[SPACE BAR] to tread water whilst on the surface.
[3-5-9] How do I use stuff?
-------
If you are a DOOM player, you may miss the use key. You now have to
walk into switches, or maybe shoot them, to use a feature. Some items, such
as lifts, are activated when you walk onto them. Other items are time
delayed, like some lifts (again) are.
[3-5-10] How do I pick stuff up?
--------
To pick up items, weapons and power-ups, just walk over them. If this
doesn't work, then you probably have the maximum amount of that thing. If
the item you are trying to pick up is armour, and you can't pick it up,
then the armour you are already wearing is better.
[3-5-11] How do I kill myself?
--------
If you get stuck and can't move, or are too scared to continue, type
'KILL' in the console [~] to kill yourself. I prefer to fire a grenade at
the wall i am standing next to though. Messy and fun :) Note: When you
kill yourself you start at the beginning of the level with only the shotgun
and axe. Your health and armour is set at the default values.
[3-6] Finding things
=====
[3-6-1] Switches and Floorplates
-------
All switches will activate when you touch them. If you see a switch
which you cannot reach, or doesn't do anything when you touch it, it is
probably a shootable switch. Fire at these types of switch to activate
them. All switches may trigger a trap or a monster, but they usually do
more good than bad. In other words, activate every switch you encounter.
[3-6-2] Doors
-------
Most doors in Quake will open on approach. If one doesn't, look around
for a switch or a floor plate. A switch may need a key. You can tell which
doors need which key because they have a coloured key symbol on them.
[3-6-3] Secret Doors
-------
Some doors are hidden. These doors will often be textured with a
slightly different graphic than the rest of a wall, so they are easier to
spot. Most secret doors open when hit (with the axe) or shot. If they
don't, look for a switch or pressure plate.
[3-6-4] Platforms or Lifts
-------
In the shareware version of Quake, all the platforms ascend and
descend. In the registered version of Quake, platforms follow tracks around
an area or a level. To activate a platform, walk on it, or press a nearby
switch. Most platforms will not reset until you step off of them.
Note: In Quake all platforms can follow arbitrarily defined paths. In the
shareware version, this capability is not used to it's full extent, and
platforms only move up and down. Maybe in the deluge of new levels that
follow this feature will be used.
[3-6-5] Pressure Plates and Motion Detectors
-------
These come in two forms, visible and hidden. They may open a door,
start a trap, warn of danger, or do something else...
[3-7] Environmental Hazards
=====
[3-7-1] Explosions
-------
Some careless person has left radioactive containers around some
military bases, just waiting to be shot. When these *are* shot, they
explode, killing (or severely hurting) everything in the near vicinity.
Grenades that you fire also work in this way, but are less powerful.
Remember your own grenades *will* cause damage to you if you stand too
close.
[3-7-2] Water
-------
Water is just water. Safe enough for a quick swim, but don't stay
underwater for more than ten seconds, as you start to choke from lack of
air..
Remember to come up for a breather every so often.
[3-7-3] Slime
-------
Hurts you a lot. Don't hang around in this stuff. Get a biosuit to
save yourself from certain doom.
[3-7-4] Lava
-------
Do not touch the lava. It'll kill you in two seconds. The Pentagram of
Protection is your only hope of survival in this stuff.
[3-7-5] Traps
-------
Traps in Quake come in many different flavours (yum). Some of the
traps you will encounter are: spike shooters, ambushes, trapdoors and
crushing ceilings. Don't worry though. The traps in Quake are usually few
and far between.... but all are deadly.
[3-7-6] Teleporters
-------
These are the gates you walk through to select a skill level. Jump
into them to be transported to another place on the same level.
This is a really cool way of killing people in deathmatch. Wait for
them to go through, then follow them straight away. If you're lucky, you
will teleport directly on that person, and kill them instantly. This is
known as telefragging.
[3-8] What are the default Quake controls?
=====
Note: The following information was ripped from the Quake manual, and
reformatted to look nice.
By using the key configuration option from the Main Menu, you can
customise the keyboard to suit your fancy, except for the Function keys,
the [ESCAPE] key, and the [~] (tilde) key.
FUNCTION KEYS | WEAPONS
Help F1 | Axe 1
Save Game F2 | Shotgun 2
Load Game F3 | Double Barrelled Shotgun 3
Options Menu F4 | Nailgun 4
Multiplayer Menu F5 | Supernailgun 5
Quicksave F6 | Grenade Launcher 6
Quickload F9 | Rocket 7
Quit to operating system F10 | Thunderbolt 8
Screenshot F12 | Change to next weapon /
|
MOVEMENT | OTHER CONTROLS
Move / Turn arrow keys | Main Menu Escape
Jump / Swim Space bar or Enter | Console ~ (tilde)
Run Shift | Look Up A or PgDn
Sidestep Left . or } | Look Down Z or Del
Sidestep Right , or { | Center View X or End
Strafe * Alt | Mouse Look ** \ or center
| mouse button
| Keyboard Look *** Ins
| Increase view area +
| Decrease view area -
* 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.
[3-9] The Screen
=====
[3-9-1] The View area
-------
The view area is where all the action takes place. This is what you
can see. Anything in the view area is part off the Quake level you are on.
You can use the [+] and [-] keys to resize this view.
[3-9-1] The 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 for each type of weapon, 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.
[3-9-2] The Status bar
-------
A vital part of the screen. When your armour, hit points, or ammo get
low, the number turns red.
From left to right, the big numbers represent: Armour Points, Health,
and Ammo (of the current weapon). Icons show the Armour Type (green,
yellow, or red), your adorable face, and your Ammo Type).
[3-9-3] The Score bar
-------
Hold down the Tab 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.
[3-10] How do I change the screen resolution?
======
To change your screen resolution, press the [~] key and type the
following: 'vid_describemodes'. This will list 10 video modes which you can
select. You start on the lowest video mode by default. To change to a
higher screen resolution, type the following: 'vid_mode x', where x is the
number of the video mode you wish to change to, ie: 'vid_mode 10'.
You can also go to the Main Menu, then to Options, then to Video
Options to achieve the same result.
To access the high resolution graphics modes you will need a copy of
SciTech DisplayDoctor, which is available at:
http://www.scitechsoft.com
This TSR allows you to use SVGA modes. Display Doctor is shareware.
[3-11] Messages
======
Every time you pick up some ammo, a gun or some other non-special item,
Quake will inform you by playing a sound and placing a message at the top
of the screen. You can ignore these, their only purpose is to let you know
you got that object.
Other messages will appear in the middle of the screen. These messages
are important. And you should read them. On the first few levels, these
messages are used to help you get used to Quake, whilst on harder levels
you will find less messages, and maybe more cryptic ones.
[3-12] Ending a level
======
When you get to the end of a level you will find a slipgate or large
archway. Walk through these to start the next level.
You start the new level with the same armour, 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.
[3-13] Ending an episode
======
When you have finished the last level on a particular episode, walk
through the large slipgate to return to the starting hall. When you start a
new dimension, you start from scratch. The only weapons you get are the Axe
and the Shotgun.
===
[4] The Main Menu
===
To access the main menu press the [ESCAPE] key at any time whilst
Quake is running. Whilst you are using the menu system, Quake is paused. To
select an item from a menu, move up or down it using the up and down arrows
keys. To go back to the previous menu, press [ESCAPE]. To return to the
game, press [ESCAPE] whilst on the main menu.
[4-1] Single Player
=====
Use this menu to start, load and save single player games.
[4-1-1] New Game
-------
This starts a new game of Quake. It will either stop the demo
currently playing, or end the game currently in progress. You will start in
the skill selection hall. Check out '[3-3] How do I select a skill level?'
for more information on starting a game of Quake.
[4-1-2] Load
-------
Lets you load a saved Quake level. You restart in exactly the same
place you saved at, with all the same weapons and power-ups.
[4-1-3] Save
-------
Allows you to save the current Quake game in one of twelve save game
slots. When you save a game, the level name and kills will be displayed, so
when loading you know roughly where you are in a level (the more the kills
the nearer to the end, generally speaking).
[4-2] Multiplayer
=====
Another huge update in v1.0 of Quake. Use this menu to setup and run
all aspects of multiplayer Quake.
Note: I am not going into details here of how to start and play
multiplayer games. That's in sections [16] to [19] of the FAQ. This is just
so you know how and where you setup these details.
[4-2-1] Join a Game
-------
This is the menu you use to setup and play a multiplayer of Quake.
[4-2-1-1] Modem
---------
Port - Select the COM port you have your modem connected to.
IRQ - This will automatically change when you change your 'Port'
setting. Do not alter it by hand unless you know what you are doing.
Baud - The baud rate of your COM port or less. Higher baud rates are
not always the best. The minimum baud rate is 9600, the maximum 57600.
Modem Setup... - This is where you set your modems init strings. You
can also select either tone or pulse dialing. Tone dialing is the standard
in most parts of the UK and America, as well as in the rest of the world.
Phone number - The phone number of the person who you are going to
call in order to play Quake. Remember to put in the area code if the call
isn't local to you.
Connect - Select this to dial the phone number and start a game of
Quake.
[4-2-1-2] Direct Connect
---------
Port - Select the COM port you have your modem connected to.
IRQ - This will automatically change when you change your 'Port'
setting. Do not alter it by hand unless you know what you are doing.
Baud - The baud rate of your COM port or less. Higher baud rates are
not always the best. The minimum baud rate is 9600, the maximum 57600.
Connect - Select this to connect to the other computer via a direct
connection.
[4-2-1-3] IPX
---------
Address - You address on the network. Note: You cannot manually change
this option, Quake sets it for you.
Port - The port at which you will connect to the server. This is
fine as it is, so just leave it as the default unless you know what you are
doing.
Search for local games... - Causes Quake to search the network for
multiplayer games. It will return a list of the games of Quake running on a
server. Select the game you want to join and press enter. If no games can
be found Quake will give the message 'No Quake servers found'.
Join a game at... - Type in the ip address of the quake server you
want to connect to.
[4-2-1-4] TCP/IP
---------
Address - You address on the network. Note: You cannot manually change
this option, Quake sets it for you.
Port - The port at which you will connect to the server. This is
fine as it is, so just leave it as the default unless you know what you are
doing.
Search for local games... - Causes Quake to search the internet for
multiplayer games. It will return a list of the games of Quake running on a
server. Select the game you want to join and press enter. If no games can
be found Quake will give the message 'No Quake servers found'.
Join a game at... - Type in the ip address of the quake server you
want to connect to.
[4-2-2] New Game
-------
This menu allows you to setup and play a multiplayer game of Quake.
If you want to setup a game of Quake you wait to be called, you do not
dial out yourself. The person dialing you is the client, you are the
server.
NOTE: When you select OK, another menu will come up, describing the
game options. This is documented in section [4-2-2-5].
[4-2-2-1] Modem
---------
Port - Select the COM port you have your modem connected to.
IRQ - This will automatically change when you change your 'Port'
setting. Do not alter it by hand unless you know what you are doing.
Baud - The baud rate of your COM port or less. Higher baud rates are
not always the best. The minimum baud rate is 9600, the maximum 57600.
Modem Setup... - This is where you set your modems init strings. You
can also select either tone or pulse dialing. Tone dialing is the standard
in most parts of the UK and America, as well as in the rest of the world.
OK - Waits for an incoming call.
[4-2-2-2] Direct Connect
---------
Port - Select the COM port you have your modem connected to.
IRQ - This will automatically change when you change your 'Port'
setting. Do not alter it by hand unless you know what you are doing.
Baud - The baud rate of your COM port or less. Higher baud rates are
not always the best. The minimum baud rate is 9600, the maximum 57600.
OK - Waits for an incoming connection.
[4-2-2-3] IPX
---------
Address - You address on the network. Note: You cannot manually change
this option, Quake sets it for you.
Port - The port at which you clients will connect to you. This is
fine as it is, so just leave it as the default unless you know what you are
doing.
OK - Waits for an incoming connection.
[4-2-2-4] TCP/IP
---------
Address - You address on the network. Note: You cannot manually change
this option, Quake sets it for you.
Port - The port at which you clients will connect to you. This is
fine as it is, so just leave it as the default unless you know what you are
doing.
OK - Waits for an incoming connection.
[4-2-2-5]
---------
The OK bit... Sorry for the long section titles here... you think of a
better way :)
[4-2-2-5-1] Begin Game
-----------
Starts a multiplayer game of Quake. You may want to setup some of the
options below though.
[4-2-2-5-2] Maximum Players
-----------
The total number of players you want to be in your game. Note: You can
only have a maximum of 4 players, unless you are running a dedicated
server.
[4-2-2-5-3] Game Type
-----------
Selects with Deathmatch or Cooperative. Deathmatch is where you have
to kill your friends, cooperative is you and your friends versus the
monsters.
[4-2-2-5-4] Teamplay
-----------
Here you can select if your team members will be affected from
friendly fire. This is great if you want to let rip in a packed room, and
not worry about hitting your friends. Note: Armour will still decrease if
you shoot someone on your side, just not health.
[4-2-2-5-5] Skill
-----------
Increases the amount of pain you cause in Quake. Easy means a shotgun
is not too powerful, nightmare means a shotgun is very powerful, for
example...
[4-2-2-5-6] Frag Limit
-----------
Selectable in 10 Frag increments. A frag is one kill. You can set this
figure from none to 100. A game of, say, a 50 frag limit, won't end until
the 50th frag has happened, or the time limit is reached. When the frag
limit is reached, the game ends. A frag limit of none means the game is not
restricted, and will only end when someone ends the level.
[4-2-2-5-7] Time Limit
-----------
Selectable in 10 minute increments. You can set this figure from none
to 60. A game of, say, a 30 minute limit, won't end until the game reaches
30 minutes, or the frag limit is reached. When the time limit is reached,
the game ends. A time limit of none means the game is not restricted, and
will only end when someone ends the level.
[4-2-2-5-8] Episode
-----------
Select the episode you wish to start in.
[4-2-2-5-9] Level
-----------
Select the level you wish to start on.
[4-2-3] Setup
-------
Hostname: Name of the Quake game you wish to start up.
Your Name: This is your name, and the name people will see as you in
the game.
Shirt Color: Select the colour of your shirt.
Pants Color: Select the colour of your pants/trousers.
[4-3] Options
=====
Brings up Quake's options menu.
[4-3-1] Customise keys...
-------
Allows you to change most of the keys you can use in Quake. How to do
this is self explanatory, and not worth me describing.
You can also use the 'bind' command in the console to do this. Check
out [14-2] for info on how to do this.
[4-3-2] Go to Console
-------
Brings the console up. Note: Pressing the [~] key also does this.
[4-3-3] Reset to defaults
-------
Resets everything to its default.
[4-3-4] Screen Size
-------
Alters the size of the screen. Pressing the [+] and [-] keys whilst in
play also have the same effect.
[4-3-5] Brightness
-------
Adjusts the brightness of the display. Usefull if you don't want to
mess with your monitor settings, or need it *even* brighter. Note: Turning
brightness up to its highest level and putting your monitor brightness to
its highest level, just to see things that are in the dark, is considered
to be a little lame. Dark is good. You don't know whats going to jump you.
You can also do this by using the 'gamma' console command. Check out
[14-2] for info on how to do this.
[4-3-6] Mouse Speed
-------
Adjusts the sensitivity of the mouse.
Console command 'sensitivity' also changes this. Read [14-2] for info
on how to do this.
[4-3-7] CD Music Volume
-------
Adjusts the music volume.
[4-3-8] Sound Effects Volume
-------
Adjusts the volume of the sound effects.
[4-3-9] Always Run
-------
If you turn this on, when you move you will automatically move at
running speed. I turned this option on ever since I started playing Quake,
and haven't turned if off since...
[4-3-10] 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. If you're not sure what I mean,
then play a flight sim and find out!
[4-3-11] 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.
[4-3-12] 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.
[4-3-13] Video Options
--------
Here you can select which video mode you would like to play Quake in.
It is a good idea to play in the highest and smoothest video mode possible.
Press [ENTER] to select a video mode.
Press [T] to test a video mode out for 5 seconds. After 5 seconds
Quake will change back to your previous video mode.
Press [D] to make the currently selected video mode the default for
Quake. This means that when Quake starts up it will automatically use the
selected video mode.
[4-4] Help/Ordering
=====
Displays Quakes (less than helpful) in game help menu. Also provides
details of how to order Quake (if you live in the USA).
[4-5] Quit
=====
Quits Quake. Obviously.
-------------
Game Elements
-------------
===
[5] Weapons and Monsters
===
[5-1] Axe
=====
I love this weapon. It's just as powerful as the normal shotgun (on
grunts at least)... two hits and they are down. It's also a good way to
relieve stress when you're mad. Turn god mode on for some *real*
satisfaction...
Another benefit of this weapon is that it doesn't eat (any) ammo.
[5-2] Shotgun
=====
Not very good really. Get a new weapon quick. This is not a good thing
for killing the Quake nasties with.
Uses up 1 shotgun shell per shot.
[5-3] Double barrelled shotgun
=====
An ok weapon for the first few levels of Quake. It is, however, slow
to reload and has a very loose shot pattern at long range (the further away
the target, the less damage it causes).
This weapon takes up two shells per shot.
[5-4] Nailgun
=====
This weapon looks really cool... It's also very good. It chucks out
nails through its two barrels at an alarming rate. Excellent against
Knights, Grunts, Spawns and Ogres. Useful (but less effective) on the more
powerful creatures.
Uses up lots of ammo in a short time.
[5-5] Perforator
=====
Same as the above but with *four* barrels! This is the weapon of
choice for killing most of the quake monsters. Watch your friends get mowed
down in deathmatch.
You can fire this gun for about 5 seconds before it runs out of ammo.
Watch that ammo counter carefully... Save this gun for when you need it.
[5-6] Grenade Launcher
=====
Another cool new gun. This one fires a grenade, which either kills on
impact, or bounces around the room till it explodes. Grenade blasts can be
used to switch switches. Note that bouncing a grenade off of a switch does
not switch it. This is the best weapon for killing Zombies.
Uses 1 grenade per shot. Not very accurate
[5-7] Rocket Launcher
=====
This weapon also uses grenades, but is much more precise than the
grenade laucher. Fires a grenade at top speed towards an enemy. Certain
death for all of the smaller bad guys (Grunts, Dogs, Knights, Zombies). 2
hits will kill an ogre.
Takes 1 grenade per shot.
[5-8] Thunderbolt
=====
This weapon *is* in the shareware version! id decided to leave it in
for some reason or another (ie they forgot to take it out). To use it, type
IMPULSE 9 in the console. This also gives you all the other weapons. Check
out the cheats section for more info.
This gun is cool. It sounds and looks good. When you fire it a jagged
beam of white/blue energy fires out, which cuts up anything in its path.
Great fun for slicing up grunts and knights. It's also a great help against
the larger monster, though I still prefer to grenade them.
This weapon kicks ass in deathmatch. Get this and the Rocket Launcher
and you can dish out some serious pain.
Don't fire this underwater either, it's nasty.
===
[6] Ammo and Power-ups
===
[6-1] Shells
=====
Shotguns and double barrelled shotguns use these. The shotgun uses one
per shot, whilst the double barrelled shotgun uses two per shot.
A small box holds 20.
[6-2] Flechettes
=====
For the nailgun and supernailgun.
A small box holds only 25.
[6-3] Grenades
=====
For grenade launchers and rocket launchers.
A small crate holds 5.
[6-4] Cells
=====
The thunderbolt uses these.
A small battery has 6 charges, lasting a little over a second
[6-5] Armour
=====
There are three types of armour available: Green, Yellow and Red.
Green is weak armour, whilst Red is good armour. Yellow is, er, in the
middle. Look at this list for more info:
Kyle Hofmann (rhofmann@crl.com)
Green absorbs 25% of the damage you take and gives you a 100% armour
level. Yellow absorbs 50% of the damage you take and gives you a 150%
armour level. Red Absorbs 75% of the damage you take and gives you a 200%
armour level.
[6-6] Megahealth
=====
Gives you 100 extra hit points. Very useful. After a couple of
seconds, all hitpoints over 100 start to drain away, until your hitpoints
reach 100. Enjoy it while it lasts.
[6-7] Biosuit
=====
Gives you an increased air supply in water and slime, and also has the
added bonus of letting you travel in slime without being hurt. Lasts about
15 seconds. Lava is still deadly, even if you are wearing a biosuit.
[6-8] Ring of Shadows
=====
Makes you almost totally invisible. Only your eyes can be seen
(spooky). Monsters can't see you unless you shoot at them, at which point
they fire everything they have (remember the movie 'Predator').
[6-9] Pentagram of Protection
=====
Makes you completely invulnerable. Lasts for only a short time. Use it
to scare your opponent in deathmatch. Watch his face when he shoots a
rocket at you and you just shrug it off...
[6-10] Quad Damage
======
Everytime you fire you unleash four times the damage. Certain death
for most monsters with just a few hits! Use the axe for some *real* fun!
===
[7] Monsters in Quake
===
[7-1] Rottweiler
=====
Annoying little dogs. Can cause a fair bit of damage if not dealt with
quickly. Can take two hits with the normal shotgun. Many grunts get lonely
and have rottweilers around to keep them company. This mainly happens on
the first few levels, so watch out.
[7-2] Grunt
=====
God, are these guys *ugly*! Get up close and look at their faces!
Yuck! They can also dish out quite a bit of pain if you don't get them
quick. Can take two shotgun hits at close range. Hard to hit at long range,
so don't waste shots trying to get them if they are far away.
[7-3] *Enforcer
=====
Grunts with lasers. Nasty... kill em fast. Note: Registered version
only.
[7-4] Knight
=====
Evil looking things. They run *very* fast, considering they are
supposed to be wearing heavy armour. Take this out at long range. If they
get close then you are in trouble. Their swords cut big chunks out of you.
[7-5] *Death Knight
=====
A very mean version of the Knight. Deal with them *before* they get
near you. Note: Registered version only.
[7-6] *Rotfish
=====
Those disgusting fish things from the Deathmatch Test. Easy to kill,
but hard to target. Don't get surrounded by them. Note: Registered version
only.
[7-7] Zombie
=====
These are weird. They make a kind of groaning, moaning sound. They
also look like decomposing corpses (which is what they are supposed to be,
so that's ok). These guys are already dead, and have been re-animated by
Quake. Conventional weapons don't work on them, only the grenade and rocket
launchers do.
Although conventional weapons don't actually kill these, they do slow
them down, and force them to fall over.... A grenade is a much better idea
though.
[7-8] Scrag
=====
Possibly the worst looking things ever. Take one fish, one ugly face,
mix, and you have a Scrag. These guys fly around and throw green stuff at
you. Watch out. The nailguns work best on these guys, remember the
Cacodemons of DOOM? Get them with the chainsaw and they can't fire back.
Same applies to Scrags in Quake.
[7-9] Ogre
=====
You'll learn to respect these guys fast. They have a chainsaw *in* one
arm, and a grenade launcher in the other. Keep dodging to avoid the
grenades, but don't get too close to them, or they'll tear you apart.
[7-10] *Spawn
======
Big blue things that float around and ram into you. Don't get near
them. Note: Registered version only.
[7-11] Fiend
======
Scary. BIG dog like things with horns. Can take about 4 grenades. Most
of the levels pack them in groups of two or more. Dishing out 8 grenades in
a few seconds, without getting hurt yourself, is no easy task.
[7-12] *Vore
======
Spider things with people stuck on.... like that head thing in 'Toy
Story'... Looks spooky. It can also dish some pain out, so kill them fast.
Note: Registered version only.
[7-13] Shambler
======
These are simply amazing! I thought this was a boss when I first saw
it! These guys can *really* hurt you, and, much to my dismay, take lots of
punishment too. When I first saw one of these I ran. Turn off the lights
and play on nightmare skill setting. These guys crop up *real* soon in the
game... The best tactic is to circle round and round them firing the super
nailgun in their general direction.
I once killed *two* of these guys when I was on 3% health, and had no
armour (I think it was E1M3)! The secret is to keep sidestepping. They
can't 'lock on' to you. They use an organic version of the thunderbolt to
hurt you.
--------------------------
I need help playing Quake!
--------------------------
===
[8] Tables and Things...
===
[8-1] How much does it take to kill a certain Quake monster?
=====
Thanks to Kyle Hofmann for the new table design.
[8-1-1] Short Range
-------
Short range means bloody close, to six or seven meters away. Scary.
Thanks to Andrew Tristan (andrew@babylon.riverside.ca.us) for some of
the Shambler stuff.
Thanks also to Wilson Seto (wseto@cafe.net) for all of the number of
nails needed to kill eack monster.
A = Axe, S = Shotgun, DS = Double Barreled Shotgun, NG = Nailgun,
P = Perforator, GL = Grenade Launcher, RL = Rocket Launcher,
T = Thunderbolt
+-----------+------------+--------+------------------------------+
| | | | Shots to Kill |
| Monster | Hit points | To gib +---+---+---+---+---+--+---+---+
| | | | A | S |DS |NG | P |GL|RL | T |
+-----------+------------+--------+---+---+---+---+---+--+---+---+
| Dog | 25 | -35 | 2 | 2 | 1 | 3 | 2 |1 | 1 | 1 |
| Rotfish | 25 | N/A | 2 | 2 | 1 | 3 | 2 |1 | 1 | 1 |
| Grunt | 30 | -35 | 2 | 2 | 1 | 4 | 2 |1 | 1 | 1 |
| Zombie* | 60 | 0 |N/A|N/A|N/A|N/A|N/A|1 | 1 |N/A|
| Knight | 75 | -40 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
| Enforcer | 80 | -35 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
| Scrag | 80 | -40 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
| Spawn | 80 | N/A | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
| Ogre | 200 | -80 |10 | 9 | 4 |23 |12 |2 | 2 | 7 |
| D. Knight | 250 | -40 |13 |11 | 5 |28 |14 |3 | 3 | 9 |
| Fiend | 300 | -80 |15 |13 | 6 |34 |17 |3 | 3 |10 |
| Vore | 400 | -90 |20 |17 | 8 |45 |23 |4 | 4 |14 |
| Shambler**| 600 | -60 |30 |25 |11 |67 |34 |10|10 |20 |
+-----------+------------+--------+---+---+---+---+---+--+---+---+
* After being hurt, a zombie will heal back to 60 hit points unless it's
at 0, so you must kill it in one hit. Zombies are knocked down
consistently when they reach 35 hit points, and sometimes at 50 or less.
** Shamblers take only half damage from explosives.
[8-1-2] Long Range
-------
Long range is pretty much the same as short range, because Quake
doesn't work any of this complicated stuff out. Aiming at long range is
more harder though, so it is likely that you will use more shots killing a
monster.
[8-2] Weapon damage table
=====
+--------------------------+--------+
| Weapon | Damage |
+--------------------------+--------+
| Axe | 20 |
| Shotgun* | 4/6 |
| Double barreled shotgun* | 4/14 |
| Nailgun | 9 |
| Perforator | 18 |
| Grenade Launcher** | 120 |
| Rocket Launcher** | 100-120|
| Thunderbolt | 30 |
+--------------------------+--------+
* The first number is the number of damage per bullet, the second the
number of bullets.
** Shamblers take only half damage from explosives.
===
[9] What are the secret areas in Quake?
===
NOTE: [9-1] to [9-10] are the work of Kyle R Hofmann, sections [9-11]
to [9-32] are the collective efforts of the users of The Quake Stomping
Grounds (http://www.stomped.com). Thanks goes to both Kyle and Stomped for
use their documents.
Heres what Kyle has to say...
If you have a comment, suggestion, or addition, e-mail me at
rhofmann@crl.com. MAIL REGARDING CHEAT CODES, COMMANDS IN THE CONSOLE,
OR ASKING HOW TO GET TO A SECRET LISTED IN HERE MAY BE DELETED WITHOUT
NOTICE.
Note: You may also like to check out the HTML version of this list of
secrets at: http://www.crl.com/~rhofmann/secrets.html
[9-1] START: Introduction
=====
#1 - From the start of the level: Enter one of the difficulty selection
slipgates. Walk towards episode 4. There will be a pool of water.
Jump into the pool and duck underneath the platform you were just
standing on. Drop through the water. You will land on a beam of wood
above the floor. Walk along the beam into an archway (on your left
looking in the direction you walk down the hall to reach episode 4).
Walk through the archway and through another slipgate to reach Nightmare
mode!
#2 - The 'Super Secret' (also known as the 'Dopefish Secret') talked
about by one of the beta testers. It has been moved from its previous
location in the Introduction. For now, the only clue comes from
shooting a box on the wall on the way to the Nightmare skill level: "The
Well of Wishes awaits in the Crypt of Decay!" Note that this is NOT the
staircase underneath the episode selection area.
[9-2] E1M1: The Slipgate Complex
=====
#1 - Forward and to the right of the start is a ledge with flashing
lights. Shoot the wall nearest the start on that ledge (the one with the
red design on it). There will be a box of shells behind it. Also, the
guys at id are nice enough to tell you to shoot this one if you try to
use it.
#2 - Underneath the first bridge you come to is a river. It flows into a
cavern. Enter this cavern and walk through it. As you pass by a set of
steps containing a 100 health item and a door to the end of the level
(which cannot be opened from this side), the game will register a
secret. At the end of the cavern is a lift taking you back up to the
blue armor at the start.
This secret can also be accessed at the end of the level. Climb up
the ramp to the room right before the slipgate out of the complex. Turn
to the right. There should be a column on the wall. Shoot it. Shoot the
wall to the right of the column. It will open, revealing the river and
100 health box.
#3 - Past the first bridge is a door. Enter the door and kill the
monsters. To the right of the entrance is a column and a ledge. Go to
the corner between the ledge and the column. Shoot the globe texture
high up on the column. A platform will rise and you will be on the
ledge. Turn to your right and shoot the globe texture on the ledge. The
wall behind the globe will open, leading to a quad damage item.
This secret can also be accessed from hall after the platform that
extends over the pool of slime (See secret #4). Walk to the end of that
hall, right before the walkway with the three buttons. To the right
should be a red wall. Shoot it. It will open, allowing access to the
quad damage.
#4 - To the left of the door past the bridge is a large hall. Follow it
to the right. There will be a large, shallow pool of slime and a button
on the wall. Push the button and a platform will slide out from the
wall. Halfway across the platform, turn to your left. There will
be a red target in a depression slightly above your the level of
your head. Shoot it and turn to your left. A door in a wall will
open, revealing a double barreled shotgun.
#5 - Past the platform over the pool is a hall. Walk down the hall. You
will reach a walkway. Go down the walkway and turn left. Go down the
walkway again and turn left. There will be a button and a light in front
of you. Jump onto the bannister. Jump onto the light. Either step or
jump onto the button (sometimes you fall off when you step, but jumping
is very difficult). Look at the wall in front of you. There will be a
ledge and two blocks jutting out. Jump to the lowest block. Jump up to
the next block and to the ledge. Inside is a 100 health item.
#6 - Go all the way down the walkway. There will be a door. To the
right and behind a column will be a biosuit. Take it. Don't dawdle now,
as the biosuit doesn't give you much more time than you need. Jump into
the slime. Swim underneath the door. Follow the tunnel to where it
opens into a slightly larger area. There will be a platform overhead.
You won't be able to see it unless you try to surface. There will be a
boxed in area of the platform that you can see, however. Swim up that
opening. If you are running low on air, you can swim up to the platform
from the tunnel, but you must step over the opening before the game
registers the secret. There should yellow armor and some health on the
platform. There is also a slipgate to the area over the door past the
bridge (back around secret #3)
[9-3] E1M2: Castle of the Damned
=====
#1 - At the start, walk down the stairs and jump off to the right into
the water. There should be a green, lit wall in front of you. Shoot it
and it will open. Walk along the passage until you surface.
This secret can also be accessed by the area near the bridge with the big
red symbol over it. Jump off the bridge and swim underneath it, going away
from the symbol. You will swim under an arch and come into a small room.
There will be a ramp on the left. Walk up the ramp.
#2 - From the start, go forward until you reach the wall. Turn right.
Forward again. Turn left. There will be a bridge over a pool of
water. There will also be a large red symbol on an archway over the
bridge. Go onto the bridge. To the left, there will be a double
barrelled shotgun. Jump off and swim underneath the area of the
gun. Swim under an arch and to the right. Follow the passage.
There will be a bridge above you all the way. You will eventually
reach a pool. To the left of the entrance will be a wall with a
symbol high up on it. Walk in front of it and it will open up.
There will be 25 health, a box of nails, and a slipgate to the ledge
opposite the one containg the double barreled shotgun.
#3 - Cross the bridge with the red symbol. Turn to the right and walk
through the door. Turn to the left. Climb the staircase. There
will be a column to your right and midway across the room. Go to
the side of the column facing outward. A small plate of stone is on
the column. Push it. A door to the right will open to give you a
quad damage item.
[9-4] E1M3: The Necropolis
=====
#1 - From the start: Forward and to the left. Get the grenade launcher.
Turn to the left. There will be an ogre behind a set of bars and a
couple of other monsters. There will be two paths: one through the
door to the left and a set of steps leading down and to the right. Take the
steps. Go along the passage until you reach a bridge. Jump down. To
the left of the bridge and behind where you came from is an alcove.
Shoot the back of the alcove and the wall will open. There will be rockets
and health inside.
#2 - Starting from the same bridge from which you jumped down in #1, cross
the bridge and turn right. There will be a short passage, two sets of
stairs, and a platform down. Go down and turn to face the left wall of
the passage you just went down. There will be a short corridor there. Go
down the corridor until you reach a shallow lake. To your left will be
the gold key. Take it. Turn slightly to the left. There will be an
area of the wall darker and with a slightly different texture from the
rest. Go right up to it. You will fall beneath the water. Ahead is a
short passage. Swim through it and up to land. There will be a ring of
the shadows there.
#3 - From the area with the ogre behind bars (described in secret #1),
take the door. Get the nailgun and shoot the symbol. Go down the
steps and follow the passage. There will be a series of platforms.
Go across the platforms. You will reach a locked door. Open it (it
uses the key described in secret #2). Follow the passage. Jump
down to a set of tunnels filled with slime. Go forward, turn left,
forward again, left, first tunnel on the right, and up the ramp.
Open the door. Above you will be two ogres on platforms. To your right
is a yellow armor blocked by two sets of two bars each. Killing the
ogres above removes the bars. Shoot the wall behind the armor. A wall
will open, revealing a slipgate. Go through the slipgate. You will be
on the platforms that the ogres were standing on. There are rockets here.
[9-5] E1M4: The Grisly Grotto
=====
#1 - Through the door at the start there is a set of spiral stairs. On
the left and right at the top are two red symbols. Shoot them. The
celing will fall, revealing a yellow suit of armor. The knight below is
sometimes crushed by the celing.
#2 - From the bottom of the stairs, go through the passage. You will come
upon a deep lake. Get the biosuit. Dive into the water. Directly to
your right should be a small ledge where you can surface. Go up and you
will get a box of rockets.
#3 - From the pier with the silver key: Jump off and swim in the
direction of the pier. Surface on the other side. Go through the
silver key door and to the left. Follow the passage. You should reach a
small body of blue slime with a bridge over it. Go to the end of the
bridge and ride the platform up. Step on all the touchplates. Two
doors wil open in the walls. Enter both and press the buttons. The
game should tell you that a secret cave has opened. Jump onto the
bridge and head back out to the deep pool where you got the silver
key. Along the right wall of the cave will be a large, bright
circular opening. Enter it. Swim up. Inside a little room is a
grenade launcher, health, and a slipgate to the secret level.
[9-6] E1M5: Gloom Keep
=====
#1 - Jump to the right and off the bridge you start on. There will be an
area sticking out of the wall, almost like a column. Beneath the water
is an opening to a ledge with a box of nails and 100 health.
#2 - Cross the bridge at the start and turn right. Follow the walkway and
pass through the gate. There should be a stairway forward and to the
right. Jump onto the bannister of the stairway. Jump across to a ledge
that juts out from the wall. Run along the ledge to the platform with
an ogre. Jump across. There are rockets and armor on the platform.
#3 - Cross the bridge at the start and go through the gate. Walk along
the passageway until you reach a room where you are standing on a
Y-shaped platform. From there, take the right fork. Follow the passage
and you will come into a large room. Forward and to the left is a
staircase. On the right will be a square area with a column in the
center. Walk up to the column. Jump up and hit the torch with your
head. Behind the column, a door will open in the wall, revealing yellow
armor and a touchplate to open the wall if it closes on you.
#4 - From the same large room described in secret #3, climb the
staircase. To the right is another set of stairs and an octogonal room
with a slipgate to the gold key. Go behind the slipgate and step
through. You will end up near the start on top of the building you
enter. There is a quad damage nearby.
#5 - When you fall down the passage to the exit slipgate, turn around.
The wall will look turned --- it has roll added to it. Shoot the wall.
The wall will open, leading to a slipgate back to the gold key doors.
[9-7] E1M6: The Door to Chthon
=====
#1 - From the start, jump down. To the left will be a corridor. At the
end is a design suspended over lava. Ahead of that is a door which opens
as you walk down the corridor, and to the left is another door. Enter the
door ahead of you. Turn to the right. There should be an obvious, but
still hidden door ahead and a room forward and to the right. Walk in
front of that room. Turn to face away from the room and look up. There
will be a red Q symbol. Shoot it. The hidden door, now to your right,
will open. Ride the lift up onto the air ducts. Walk to the edge and
look down and to your left. You should see the celing of the room
below. Jump onto the ceiling. There will be a quad damage powerup there.
#2 - Go to the room to the left of the design suspended over lava. Push
the button with the Q. Fall into the pit that opens behind you. Wait
for the stairs to form and then walk down them. There is a passage with
useful 100 health item at one end and a spiked wall at the other. As you
walk down the hall, bars come down and block your exit, a wall opens,
revealing several ogres, and the spiked wall begins to come towards you.
Kill the ogres and escape using a lift that becomes unbarred with their
death. Jump down onto the stairs into the middle of the lava. These are
the same stairs you just went down. The bars will go up at some point and
you will be able to enter. This time, the bars will not go down, and
the spiked wall will move as soon as you enter. Trigger the wall and go
back. Wait for the wall to pass and go behind it. There will be a slipgate
which leads to a super nailgun and a box of nails. You will also be able
to jump to a landing with a 100 health box.
#3 - Below the start is a completely dark room. Once you get the silver
key, this room lights up. Cross the pit in this room and go to the end
of the passage. Turn left. You should be facing a set of stairs with a
closed door at the top. To the right of the stairs is a column and a
large chamber with a big switch in it. Hit the switch. Go to the side
of the column that points away from the chamber. A red symbol will have
been uncovered. Shoot it. The stairs with the closed door will lower.
At the bottom is a box of rockets.
#4 - Stay at the bottom of the stairs in #3 until they rise again. There
will be a slipgate down a small flight of stairs. Walk through. You will
be on a ledge. On another ledge across from the one you are on is a 100
health box.
[9-8] E1M7: The House of Chthon
=====
There are no secrets on this level.
[9-9] E1M8: Ziggurat Vertigo
=====
#1 - At the start, you should see a Pentagram of Protection. Get the
pentagram and dive into the lava by the bridge. Swim beneath the bridge
away from the ziggurat and you will emerge in a small room. There is a
quad damage powerup, health, and a slipgate to the bridge in front of the
ziggurat.
#2 - Behind the silver key door, there is a passage forward and to the
left and one to the right. Take the one on the left. Follow it to the
end. On your right should be a wall with a dark border on one section.
Shoot that section. A door in the wall will open, leading to two boxes
of nails.
[9-10] Contributors to section [9]
======
Author: Kyle R. Hofmann
Secrets:
E1M1 #3
Mike Simpson
Matt Hudson
Bryce E. Maryot
E1M1 #4
Bryce Maryot
E1M2 #1
Enigma from the Adrenaline Vault
E1M2 #3
Greg Wood
Aftershock
E1M5 #3 & #4
Jim Bucher
E1M6 #1 & #3 & #4
Jim Bucher
[9-11] E2M1: The Installation
======
#1 - Near the very beginning of the level, you come to a room with a
barracade, the way leading to the gold key door, and the way leading to a
huge room with lots of water and a bridge. Go to the bridge...and walk
across the bridges half-way. Turn left, and hop in. As you sink, you'll
notice a section where the celing is lower than the surface of the water.
Swim to the far corner of the area with the low celing, and look up. You
should see a tunnel leading up. Swim up it, and at the top will be a red
armor. - SirGarland
#2 - After you get the gold key, a door will open behind you, and one of
those plasma-shooting fellows will be there. Jump into the water right
under that opening, and follow the paths to a ramp. Climb the ramp, and
you'll be in a secret area (this one's not too hard to find). - SirGarland
#3 - Go back to the room where the gold key was. You'll notice 2 sets of
bars on opposite sides of the room. One set (the set to your right if
you're facing the back wall) has a small ledge at the top, and a small,
hard to see staircase to it's side. Climb the tiny stairs (you'll probably
have to jump), and jump on the ledge. Then just walk through the wall. It's
one of those fake walls. There's a +100 health inside if I remember
correctly - SirGarland
#4 - Go to where you get (or got) the silver key. From that room, go down
the stairs, and you'll be in a room with a left path, a right path, and
some water in the middle. Jump in the water...and swim until you reach a
grate on the floor. Shoot or chop that grate (you'll most likely have to
"look down" with the DELETE key), and go down in side it. At the bottom,
you'll see a path leading somewhere else, and another grate. Hit the grate
(this opens secret 5), and the follow the path. You'll end up in a room
with a few goodies and a teleporter. Don't leave yet... - SirGarland
#5 - In room you got to in secret 4, there is another hidden room branching
off the hidden room. If you hit the second grate, it should already be
open. If you didn't, go back and hit it. You'll find some invincibility
inside. - SirGarland
#6 - This one is in the room with the huge steel cage with a bunch of
boxes (?) inside. Hit the switch on one side of the cage, and it'll allow
you to get to a little elevator. Don't take the elevator up yet...just walk
right past it. You can shoot the wall to the left of you to reveal a room
with a Quad Damage. - SirGarland
#7 - This last one is in the huge cage. Once you are at the top, and you're
walking around the top of the cage, there is a section with some bars that
are farther apart, and you can squeeze through. Go to the bottom of the
cage, and you'll find a yellow armor. - SirGarland
[9-12] E2M2: The Ogre Citadel
======
#1 - Near the very beginning, right after you decend the first staircase,
jump into the river. Head to the left...and go into the little cave, and
walk to the back wall. An elevator will take you up to a +100 health
box. - SirGarland
#2 - From where you got the +100 health box in secret 1, continue into the
water. Exit the mini room you are in, and go to the left. Keep on going to
the left...along that path...under the bridge...and into the mini room on
the far wall. Go up the stairs to the grenade launcher. - SirGarland
#3 - At the end of secret 2, you will come out of the secret room into a
hallway. In this hallway...go a little to your right...and on the right
wall will be a window...and you'll be able to see an Ogre across from you.
Jump out this window, but stay close to the wall...so that you land on the
bridge. Follow the bridge, get the armor, and keep going to the +100 health
box - SirGarland
[9-13] E2M3: The Crypt of Decay
======
#1 - You know the very first bridge...the one with the armor and the fork
with the two paths? Well, sidestep off of the bridge while facing the
armor. Move forward, and under the bridge, you'll see an underwater
hallway. Go through this hallyway till you reach a bigger room. Turn left
and go in to the room with the arrows pointing to it's doorway. Then
continue on to the end of the room, and take the first right you see.
You'll go up some stairs, out of the water, and into a secret. - SirGarland
#2 - After you get the gold key, 3 doors will open (I think some enemies
pop out as well) revealing 3 tiny rooms. Go into the one to your right,
and shoot the back wall. It will open (duh). Go in, and pick up the +100
health box. If you jump into the water you'll notice two things. One, a
yellow armor, and two, a barricade. Keep this in mind later. - SirGarland
#3 - The very last intersection of the level has 2 ways...one leads to the
regular exit, and another to a room with five boxes, 2 stacks of 2 boxes,
and one in the middle. Go to the room with the boxes. On the ceiling will
be a red switch. Shoot it, and a door will open above the middle box. Go
through it, get the +100 health box...and hit the other switch. It will
open that barricade from secret 2. Go back to that barricade, go through
it, and up the ramp. You'll see a circle(ish) teleporter that will take you
to this episode's secret level, The Underearth. - SirGarland
#4 - At the room with the arched bridge that leads to the gold door, there
is a zombie way over on a platform who snipes at you. If you aim a grenade
really high you can nail him. When he dies, the wall will open immediately
to the left of the gold door, revealing a passage to the zombie's platform
and his goodies. - Branden Robinson
EXTRA - The Well of Wishes - After running through the hallway with spikes
and across the bridge turn around and look to the right. There is a poorly
lit ledge with a Quad damage. Jump to the ledge (easier if you jump more
towards the right from the exit of the spike area. If you look really
close, there is a tiny ledge you can follow. Follow it around until you see
a little area that you can jump up into. There it a water pit you can jump
into. Presto! You're into the well of wishes and DopeFish is there waiting
for you. - David Fagerland
[9-14] E2M7: Underearth (Secret Level)
======
#1 - To the left of the gold door is a brick sticking out of the wall. Push
it in, and you'll lower a near-by column to receive a Quad
Damage. - SirGarland
#2 - After going through the gold key door, you will come upon a room
that's basically a winding bridge over a slime pit. After getting across
the bridge, look back across the slime pit and underneath, you will see a
small opening that you can get through. Jump into the pit and go into the
area. There you'll pick up the Bio-suit. As you're leaving the bio-suit
alcove, you'll see 3 pillars. Just beyond the 3rd pillar is an area where
you can dive down below the slime and get the Red-Armor. Comeback up and
use the button on the wall to get out of the slime. - BraFish
[9-15] E2M4: The Ebon Fortress
======
#1- From the start, hop down and into the water, go right and go into the
cave entrance on the left next to the grenade launcher. Go through the
entrance and into the next room of water. Then take the entrance on the
left and turn left immediately after you go through the entrance. You will
see a platform with a set of steps in front of you and dragon windows to
the right and left of you up high. Go straight until you hit a wall and
turn left. Walk through the pasageway until you hit an elevator, take that
up and go over the bridge to the next room, walk down the stairs and turn
around to the left and go into the inlet next to the stairs. Shoot the wall
and it will open to rockets and 200 life. - Matt McClure
#2 - From that point, go up the stairs and to the right where there is a
wooden floor that is slanted against the wall. Turn right and look to the
wall ahead. There should be a wooden section that you will shoot. It will
open and there is a tiny ledge along the wall to the left that will able u
to get there. - Matt McClure
#3 - In the room where you find the silver key, turn to the right when you
get off the moving platform and go into the gap where there is toxic slime
under you. Swim down and left there will be a secret area with red
armor. - Matt McClure
#4 - From the start go hop into the water and rub against the wall to the
right of the island with the grenade launcher. You will start to sink into
the secret area with Quake Damage and Yellow Armor. - Matt McClure
[9-16] E2M5: The Wizard's Manse
======
#1 - Near the very beginning is a bridge with a rock column by it. Jump
off the bridge and into the water...and swim around the rock column. You'll
eventually see an opening. Swim inside it, and an elevator will take you to
a secret area. - SirGarland
#2 - After getting the gold key, turn back around go back the way you came.
When you turn right, look to your right again and you will notice that the
texture of the wall doesn't continue in one section. Enter, and get the
Armor AND the Quad Damage! - BraFish
[9-17] E2M6: The Dismal Oubliette
======
#1 - On the "second floor" of the tower by the gold key barrier, there's an
intersection with 3 ways. If you're coming from the elevator, the path in
front of you, and to your left will take you to switches. The path behind
you will take you back to the elevator. To your right is a wall. Shoot the
wall, and go inside. That's the secret. - SirGarland
#2 - When you go into the room with water in front of two out post like
snipering cages up above to the right and the left, soon as you get the bar
open on the opening to the left after you have gone underwater and into the
structure, go past where the bar was and hop into the water. Then go down
and turn around under water. Head towards the wall and turn to see a Quake
Power. -Matt McClure
[9-18] E3M1: Termination Central
======
#1 - Go to the big platform that is over the toxic pool, and where you find
the Quake damage, and go to the other side and hop off into the toxic
sludge and swim straight down and you will see an opening in the wall near
the floor, go through it and it will have a teleporter and a lot of stuff
as it takes you to 200 life and other things. - Matt McClure
#2 - On that same platform, as you enter, just barely hop off the side
between the two stairs on the side of the platform where the inlets to a
pathway are. Then look around and there will be an elevator that will also
take you up to the top of the platform structure. - Matt McClure
#3 - With your back facing the Gold Door, go into the opening in the metal
boxes ahead and hop up to the highest point and shoot at the disfunctional
looking wall. - Matt McClure
#4 - With your back facing the Gold Door, go past the metal boxes, hop to
the left of the elevator and hop into the shadows ahead. There is a thin
ledge on the wall in the shadows, once you have gotten on it, turn left to
find the Quake Power. - Matt McClure
#5 - From the start, after you go down the elevator and down the first ramp
to the left, shoot the darkened part of the wall on the right. It will open
up, revealing the red armor. - BraFish
[9-19] E3M2: Vaults of Zin
======
#1 - Turn down the first passageway to the left. There will be a passageway
to the right where you have to jump to the Grenade Launcher. After getting
the weapon, turn around and look down. Just past the lava near your feet
are some zombies and a 100 Power-Up that you can grab. - BraFish
#2 - In the area at the same level of the Crucifiction wall, there is a
texture on the right that looks a little wrong. Shoot it and open up a
teleporter to the walkways above. - BraFish
#3 - Shoot the area of the wall just to the left of the Crucifiction. It
will reveal an area containing the invisibility ring. - BraFish
EXTRA - If you shoot the small skull on the wall in the room where you have
to drop down on the button surrounded by lava (you know the place) it will
give you a quad damage, but won't register a secret. - BraFish
[9-20] E3M3: The Tomb of Terror
======
#1 - After going up the staris that come out of the lava, look up and to
the right and you will see a big "Q" switch that you can shoot, opening up
a teleporter below. It takes you above the lava room to the awaiting red
armor. - BraFish
#2 - After going up the stairs that come out of the lava, turn right at the
4 way intersection. The room at the end of the short hall contains a small
strip of water. Dive in and collect the 100 health at the bottom. - BraFish
[9-21] E3M4: Satan's Dark Delight
======
#1 - After activating the bridge to get across to the rocket launcher,
continue going all the way across to the other side. After turning the
corner to the left, and down the ramp into the room, you'll notice a ledge
just above you. To get up there, go up the other ramp out of the room. On
the right side of the ramp on the wall, you'll notice what looks like
blocks that will come out and be stairs. Actually, you can walk right up
them as if they were stairs. There's a few goodies up there. - BraFish
#2 - While riding the platforms in the water chasm, it will go past several
ledges. One small ledge in particular is the last one to pass before the
moving platform goes to the "crushing" area where the button to raise the
bridge is. Jump on this small platform, and walls will open up that will
take you to a LARGE assortment of goodes. - BraFish
#3 - Inside the secret to area #2 shoot the light farthest to the left in
the base of the wall on the left side of the room. It will open a small
closet with a 666 Armor. - grifter
#4 - After riding the platforms and raising the bridge to get to the other
side of the water chasm, you'll enter a rising platform that will take you
to a small square room. You'll notice that one of the six lights is yellow,
not white. Shoot it, and it will open a door to the Invulnerability.
- BraFish
EXTRA - After going down the long stairway at the end of which is the
Lightning gun, turn around and look behind the stairs. There are two ledges
over looking a hole that will take you to the secret level.
[9-22] E3M7: The Haunted Halls (Secret Level)
======
#1 - Just past the area with the yellow armor, there is a lift that takes
you up to where a button opens the door to the "box" wth the vore in it. Go
up the lift, and then jump back off and walk into the hole underneath the
lift. You'll get a 100 Health. - BraFish
#2 - In the room right before the "box" with the vore in it, (where the
yellow armor is) there are two grates to the right. One of them has a small
landing in front of it. Shoot it and get the Quad Damage. You'll need it
for the vore. - BraFish
#3 - After running through the nail trap, there is button on the wall to
the left to lower the elevator. Look up above the ceiling there, and there
is a small Q button that you can shoot to open the door to some armor and
the Quad Damage. - BraFish
#4 - After running through the nail trap, press the button on the wall to
the left to lower the elevator. Go up to the bridge on the upper level and
look down to the right. You should see a cage. Jump on top of the cage and
a door will open in front of you leading you to the Invulnerability.
- BraFish
[9-23] E3M5: Wind Tunnels
======
#1 - After getting out of the first of the "three" tunnels, climb the
stairs and go through the passage way. In one of the corners of the
passage, you can drop through. The hole drops you into a small room with
goodies and a teleporter that will take you to the Quad Damage. - BraFish
#2 - When you are on the ledge above a second ledge above a pool (the whole
thing is like a ribbed funnel in a way), go to the far side of the ledge
from the entrance and face the entrance. On one of the girders overhead
there is a quake symbol. Shoot it and a door will open next to the
entrance. - William Shubert
#3 - In the room with stairs out, a small wind tunnel overhead, and a moat
around the edge of the room, jump in the moat and go under the room. The
pool here has two exits. One of them leads to a secret room. - William
Shubert
#4 - At the very end of the level, when you are in the room with the exit
teleporter, shoot the floor in the center of the room and it will open up.
Jump in, but miss the teleporter under the hole that opened up, and there
are some boxes of nails. - William Shubert
[9-24] E3M6: Chambers of Torment
======
#1 - In the room next to the area with the silver key, there is a button on
the ceiling (which you must shoot) that will open the door leading to the
armor that you could see behind the mesh earlier, and to a Quad
Damage. - BraFish
#2 - In the area after the silver door, turn to the left and take the
elevator to the top. On the ceiling above the elevator is a button that
when shot will open up the bars behind you to allow you to jump on the
girders below. - BraFish
[9-25] E4M1: The Sewage System
======
#1 - At top of elevator, turn right and shoot the wall with computer
monitor, revealing yellow armor and quad damage. - Ron Crisco
#2 - In room with biosuit near exit slipgate, above the door is a (+) that
you shoot. This opens a wall just outside this room with a teleporter that
takes you to yellow floorplate near the gold key door. - Ron Crisco
#3 - Just beyond the gold key door, there is a ramp where behind you a wall
opens letting dogs out, a ledge with quad damage is to your left. Above you
are three hanging flourescent lights. Run up the ramp and jump into the 3rd
light. You won't be able to hit the light unless you're running up the ramp
towards it. It will open the way to the quad damage. - Ron Crisco, BraFish
#4 - In the last underwater room before getting to exit slipgate, look up
and to your left to see a secret room. - Ron Crisco
[9-26] E4M2: The Tower of Despair
======
#1 - In first room, shoot the large red window to reveal knife and push the
knife plate. This lowers bars around super shotgun in that room. - Ron
Crisco
#2 - After the first room, turn right and go all the way to the end. Shoot
the wall at the end and find a room with Ring of Shadows and another knife
plate. - Ron Crisco
#3 - Push this knife plate, shoot the door to reopen it and a hole has
opened in the floor outside with armor, leading to the ledge in the first
room. - Ron Crisco
#4 - There is a suspended platform with an Ogre in front of another red
emblem which opens to reveal a passage. To get to this platform you must
either teleport from another location or jump and navigate some narrow
beams. If you are navigating these beams , and are in the position to run
and jump on the suspended platform, turn to your right instead to get to a
secret area. Jump onto the beam to get health. - Ron Crisco
#5 - After going through the red window from #4, you'll see another knife
plate. Turn right and shoot the wall to drop in on another secret
area. - Ron Crisco
[9-27] E4M3: The Elder God Shrine
======
#1 - After you get to the room with the Scrags up aboveand the small pool
of water around a lift, take the lift up to the higher level. The Scrags
came from rooms behind the Stained Glass - just walk through the Stained
Glass to get goodies. - Ron Crisco
#2 - Then take the door to the blue-walled maze. Stay to your right until
you find a gold star button on the wall. Push this button to lower you to
a secret room. - Ron Crisco
#3 - In this secret room, underneath the lift which takes you to second
button is a portal which leads to the red armor that you can see when in
the scrag room of secret #1. - Ron Crisco
[9-28] E4M4: The Palace of Hate
======
#1 - After going up ramp to first room, shoot the dagger/sun symbol above
the archway in front of the large red window, then turn around fast to kill
the demon who jumps out at you. Get the pentagram of protection where he
was hiding. - Ron Crisco
#2 - Through the archway you'll see a small pool of water. Jump into this
"Healing Pool" for great health and it counts as a secret. - Ron Crisco
#3 - In the maze of blue bricks you'll see a section of the wall lower than
the rest - knights everywhere! On the opposite wall is an identical section
which is still raised. Trigger it by running all the way to the end of the
hall, then toward that section. Ride up then jump off the other side to a
secret room with quad damage and super nailgun. Teleport from here to the
ring of shadows just beyond the guillotine. - Ron Crisco
#4 - There is a wooden platform that raises to take you to upper level.
Trigger that platform and then back up off it and go under it. This leads
you to red armor that you can see underneath stairs just past this
platform. - Ron Crisco
#5 - Near silver key is a portal which you can rocket jump into for this
secret. There is a switch somewhere that will raise a step into the portal,
but I haven't found it yet. - Ron Crisco
[9-29] E4M5: Hell's Atrium
======
#1 - In the maze of Zombies you'll see a Hell-Knight shooting you from one
level up. If you have pressed the right switch (I press em all!), you can
find the elevator which leads up to the level he's on very near where he
is standing. After going up there, jump in green slime to get pentagram of
protection. - Ron Crisco
#2 - From the Hell-Knight's position in secret 1, run across the ledges
you see to get to this secret. First, run left and jump over the break.
Then turn right and you'll see a wall - go to the left of this wall but
don't turn, just stay next to wall. Then turn left and jump over break to
get to secret area. This leads to the opening that you can see later in
room with wooden arches - from there you can jump on arches for more
goodies. - Ron Crisco
#3 - In the room behind gold door, step on floorplate in middle of room to
activate elevator, ride elevator up and shoot red sun symbol to activate
floor section in front of you. Jump across this to get to secret
room. - Ron Crisco
#4 - At the end of the level, you need to the silver key to lower a bridge
to get across to the exit. DON'T activate the bridge. Instead, hop across
on the sticks sticking out of the lava. (It ain't easy. Save early, save
often. I've only been able to actually do it once.) Once you're safely
across turn to your left and you'll see a gigantic door that you need the
silver key to open. (You did bring it with you after all that didn't you?)
It takes you to the Secret Level E4M8. - BraFish
[9-30] E4M8: The Nameless City (Secret Level)
======
#1 - Follow the passage that starts underneath the platform with the gold
key on it. Take the passage that goes to the right and follow it up the
small ramp. Just to the right, you'll see a button on a wall over a
passage. Run and jump to press the button. This will open up a wall with
zombies. Just past where the zombies are is a platform that will take you
up to a small room with a shambler. Jump down the small hole in the room,
and it will drop you onto a small ledge which leads you to the red armor.
Whew! - BraFish
#2 - In the room that the ramp leads to from #1, there is a large hole that
overlooks another hole with a small ledge around it. Jump to the ledge and
look down. You should see some water at the bottom, but a small ledge with
some health (and a Quad!) half-way down. Jump to the small ledge and get
the goodies. - BraFish
#3 - Jump down into the water after secret #2. Press the button on the
right side of the room to lower the walkway into an elevator. Ride the
walkway up to the rest of them. Jump into the square cage in the middle of
the room. Activate the button inside. The cage will lower into a room
filled with zombies. Shoot the switch on the wall to get out. Follow the
passageway out of the dark room and press the switch at the end to activate
the elevator. Ride the platform up to the top and jump through the window.
Follow the short passageway until you can see the gold key in front of you.
Jump to get the gold key. Hop down and go to the gold doors at the end of
the long hall. Go inside and collect. I know what you're thinking, all that
for that?? - BraFish
#4 - After entering the silver door, turn right and go up the ramp. Kill
the zombies below the mesh. To get under there, you can drop down through
one of the triangle shaped openings. Press the button to get out. - BraFish
EXTRA - At the ledge overlooking the hole from secret #2, shoot the wall
with the same texture as the floor. It opens to a room with a few odds and
ends. - BraFish
[9-31] E4M6: The Pain Maze
======
#1 - In room that you drop down into from beginning, look behind the blue
columns to find a star push plate. This reveals a room and elevator in
front of you. - Ron Crisco
#2 - After leaving the altar room, jump into the little pool just outside
of the "church". If you keep an eye on the ceiling as you wander down the
passageway underwater. There is a small strip where you can go up to not
only take a breather, but also pick up the biosuit and some other
items. - BraFish
#3 - In the room with portal at top of room, wooden beams in middle and
moat all around, there is red armor near the top on a ledge. Pushing the
right star plate in one of the hallways leading to this room activates the
elevator up to the portal. The portal takes you to the highest wooden beam
in this room where you can jump over to get the armor (which is the
secret). - Ron Crisco
#4 - In the same room as secret #3, underneath the main elevator (activated
by the gold key) is a secret room. To get there, shoot the greenish colored
wall underneath the water. - BraFish
[9-32] E4M7: Azure Agony
======
#1 - You'll run after a Quad Damage and be dropped into slime. You'll see a
portal as exit, but run to the right instead to find a second portal. This
takes you to red armor. - Ron Crisco
#2 - In the big room with the cross of land, and water at the sides, go
into the water and shoot the wall underneath the area where the 666 Armor
was, it will open a section where a small stash is kept. - BraFish
#3 - Also in that same area under water, shoot the wall underneath the area
where the Quad damage was. It will open a portal. - Ron Crisco, BraFish
#4 - Getting to the area through portal from #3 is counted as another
secret. - Ron Crisco
#5 - From the ledge in #4, look down and to the left, you'll see a slot
that you can see through. (And hear a vore on the other side). Shoot inside
to kill the vore and activate a button, to let you in. - BraFish
#6 - Jumping down from #4 counts again. It can also be accessed by shooting
a switch underneath a staircase nearby, which then raises to that
ledge. - Ron Crisco
#7 - There is a button underneath the water that opens a secret area near
the biosuit in the area of "red bricks". - Ron Crisco
#8 - The same area as #6 has a darkened area just ahead of secret #4. There
are two brightened spots there. Shoot one of them to open a door. - BraFish
#9 - Shoot the other as secret #8 to open a symetric door. - BraFish
====
[10] Hints and Tips
====
[10-1] How do I kill the boss on episode one?
=====
Fry the son of a bitch! Shooting him/her/it is a waste of time, I'm
sure that it doesn't take damage in this way. Instead, catch the lift to
the top platforms, and run around, making sure you run over the
floorplates. If you run over both of them, two large columns will descend
to the height of the boss. Press the central floorplate to electrocute him.
Note: On easy skill level, one electrocution will kill it. On normal,
hard, and nightmare skill levels, three electrocutions will do it.
You should also remember that as you increase skill levels, the bosses
'lava balls' (hmmmmmmm) get closer and closer. In other words, on hard
skill level the boss will hit you more times.
*10-2* How do I cheat?
======
As hinted by id in the quake manual, you can cheat in Quake. As of now the
known cheats are:
GOD - makes you invincible
NOTARGET - makes monster oblivious to you unless you shoot at them.
FLY - lets you fly through the levels
NOCLIP - Same as DOOM. Lets you walk through walls. Good for
finding secrets. Use the [D] and [C] keys to move up and
down.
IMPULSE 9 - All weapons (including the thunderbolt, which *is* in
the shareware version!) and full ammo.
IMPULSE 255 - Quad Damage upgrade
GIVE # - Give weapon #
GIVE H # - Give # of health
GIVE S # - Give # of shells
GIVE R # - Give # of rockets
GIVE C # - Give # of cells
GIVE N # - Give # of nails
You type all of the above cheats directly into the console [~].
[10-3] How do I kill Shamblers?
======
The best way to kill these is to run round them in circles, or strafe
left and right non-stop. The shambler won't be able to get a clear shot at
you. I personally prefer to hide behide a big stone (not in real life!) and
then jump out and fire a few rockets off, before jumping back behind the
stone.
Another, safer way to kill these is to use the SuperNailgun. It can
kill them fast, and also makes it harder for them to shoot you.
[10-4] Problems killing Scrags...
======
If you're new to Quake, or have played Duke Nukem 3D, then this won't
be a problem for you... but if you have come from playing DOOM to playing
Quake, then you could be in for some learning difficulties. Many DOOM
players forget about the look up and down keys [A] and [Z], and get killed
by Scrags. The best way to combat this is to experiment in the skill
selection hall, or to turn a cheat on and practice moving around and
shooting whilst looking up and down.
====
[11] Deathmatch tactics
====
NOTE: Please, please, please send me your multiplayer stories, tips
and tactics. I want this section to be BIG.
[11-1] Don't walk!
======
Argh!!! I can't believe the number of people who just *walk* around
the levels in Quake!!! Walking speed in Quake is slower than walking speed
in DOOM, and I never walked in deathmatch DOOM, so walking in Quake is
really dumb! I really laugh when I see someone walking along... its as if
they're out for a walk or something, not out to kill... {sigh}
[11-2] Don't taunt your opponent before hand
======
This 'tactic' is the same for all multiplayer games. Consider the
following scenario between three players about to play deathmatch:
Bill: Ahh man, I'm gonna kick *both* your asses!
Fred: Dream on, I finished Quake on Nightmare without dying once!
Mike: Ok, well lets just play guys...
Bill: Sure... hahha... prepare to die!
Fred: In your dreams, punk!
One hour later:
Mike: Hahhaha, I won...
Fred: Next time...
Bill: I wan't my mummy...
See what I mean? It makes you look *really* lame! Boasting then
getting your ass kicked is just pathetic! If you are the best player in the
world at Quake, then keep it yourself... the others in the game will think
you are a newbie and go for you straight away... Surprise them :)
Winning after not boasting is cool. Do it. Surprisingly, I have seen
less people boast about their Quake playing abilities, than people did
about their Duke Nukem 3D playing abilities... surprising, as I did
actually find Duke (shareware version) harder than Quake (shareware
version). Maybe Quake players got their asses kicked in Duke, and want to
keep quiet {g}. Then again, maybe not.....
[11-3] Develop Routine
======
Dragon Slayer (Tyen@po-box.mcgill.ca)
I always memorize the location of the good items in a level then
develop a quickest route to gather them all up (eg. E1M2, get the yellow
armour, jump into the water below, teleport, jump into water, go get the
rocket launcher), in a mater of few seconds I have all the good stuff on
the level. An effective soldier need effective tools ... quick.
[11-4] Take up a good firing position before attacking
======
Dragon Slayer {Tyen@po-box.mcgill.ca)
When I spot an opponent I always check if there's any health around
and run near it, THEN I turn and fire. Most of time the extra 25% health
can make you win the dual. Also if you are powerfully equiped, it's a good
time to set an ambush around yellow armour, Quad damage, or rocket
launchers. You can't imagine how many players rush into your gunsight right
after they respawn, poorly armed and unarmoured of course :) I used to take
out 5 players in a row like this. (... am I contradicting myself with the
point I mentioned in [11-3]?) :)
[11-5] Know your opponent
======
Dragon Slayer {Tyen@po-box.mcgill.ca)
Always take note to those deathmatch GODs, if you see a 56 kills guy
on the scoreboard, and everyone else has only 10 kills ... don't fight
him... he might be the owner of the server and run smoothly while you are
playing at a frame rate of Myst...
Note from Toby: Not playing someone because they are good is a bit
lame. If their ping is the same as yours and they are winning, they *are*
better. If their ping is much less, they have an advantage. Type 'PING' at
the console whilst in a multiplayer game to list everyones ping times.
====
[12] Cooperative tactics
====
[12-1] Work together
======
Remember, you *are* on the same side! Share ammo and power-ups. Don't
rush forward and grab all the power-ups, and leave all your allies on 10
health. Thats really lame. You should also remember that these guys *are*
your friends. Its easy to fall out with a friend over a game of Quake, it
happened to me in DOOM a few times.
When attacking monsters don't cower behind the other players, run up
front and get involved. Laying back till everyone dies, then finishing the
level, is really stupid. It also makes you look like a lame player (which
you are if you do that). The exception to this rule is if you have very low
health (40% or less) or/and only the axe.
If you and your friends *do* rush up and attack, killing monsters is a
lot easier. Four players should have no problem killing a shambler, and
even two players will be able to do well. Make sure you are on opposite
sides of the creature, each blasting inwards. Note: Don't be silly and
stand opposite each other with, say, a grunt in the middle, firing rockets
at it. You will all die.
[12-2] Carnage!
======
MephistoX gave me this idea, kind of. He said on that he and his
friends play four (or so) player coop on Quake, each not caring about their
own lives. Ie, running around blasting the hell out of everything with
rockets. Note: everything *includes* your coop allies! Remember to ask
everyone if this how you want to play, before doing this!
I remember well the days I spent on coop DOOM, playing against each
other! We would start out playing together, but half way through would say,
sod it, all against all. The cool thing is you always started in the same
place! There was bodies everywhere... that was *fun*! A couple of days
later I told him that if you press F12 then you can see through your allies
eyes. God was he mad... :) Note: I know I just contradicted what I said. I
said don't cheat but did in DOOM. Heres my defence: a) I was young(er),
b) It was fun, and most importantly c) We agreed it in advance (er,
probably). Thank you :).
====
[13] Zer0's guide to excellent Quakematch V.1
====
Zer0 (Nathan Rice) has made this rather good guide to deathmatching in
Quake... Well worth a read before embarking on a deathmatch session.
Note: Section [13] is a US spelling zone... watch out.
[13-1] Llamah Stuff
======
If you are a seasoned Quake player, you should not need this
section, but you might want to take a quick look anyway...
A.[What controller should I use for quake?]
Mouse, mouse, mouse... you keyboarders think you have the
time to slowly turn/look up and down, but you really don't. Besides the
fact that the keyticks in quake are very large, making keyboard turning
very choppy(you can remedy this by setting cl_yawspeed to some
lower number like 60, though turning will be SLOW), you also lose
valuable time. While you are taking in your surroundings, the mouse
player has already taken in his surroundings, and is laying his sites
down on you. the mousetics in quake are very accurate compared to the
keyboard, and the mouser can flick, and circlestrafe. The mouser can
circle around the keyboarder faster than the keyboarder can turn. The
keyboard has *no* advantages over the mouse.
All of this also applies to users of the joystick, gamepad,
steering wheel(god forbid), though the trackball is a good controller,
second only to the mouse.
B.[I never even come close to winning a game of Quake over the
Internet. Do I suck?]
Probably yes, but maybe not as much as you think. If the other
players in the game just seem to always hit, or if they Dodge around
like Emmit Smith, they may have lower latency than you. To determine
this, type "ping" at the console... It will show a list of the ping times
for each player. if theirs are much lower than yours, they have good
connections, and you just might not suck. If yours are above 350ms,
you should switch to a different server, as the one you are on now is
causing you to lag. If most of the other players have similar pings,
then you suck, and need to play quake more :).
C.[What video mode should I play Quake at?]
A low vesa or x mode. On a P60-100, this is vesa mode 1 or
mode 0. On a p120-166, You can get by on modes 1-3, and a few
low vesa modes. The important thing is to get over 35 frames a
second, without reducing the size of your screen. the increased
smoothness of play is well worth the loss of resolution.
D.[I have a 14.4. Can I play Quake over the internet?]
Yes. It isn't really "playing" Because you will never get a
good game. A 14.4 just can't handle all of the data that quake sends
out under sys_ticrate .05. I believe that a 14.4 will get much better
games under sys_ticrate .1 or higher, if you are able to find a server
that uses it.
[13-2] The Weapons
======
A.[The Axe]
Rating:* This is your fallback weapon, and a pretty crappy one
at that. I feel sorry for you if you are stuck with it.
The only way to use this is to circle in on your opponent, and
when you are close, axe him once or twice, then dodge away, and start
circling in again. If your opponent has the Nailgun, don't even bother.
Run away like a good boy. There is no way in hell you are going to kill
him.
B.[The Shotgun]
Rating:*** This is actually one of the best long distance guns,
although it lacks a real bite. It is an excellent sniping weapon, and
it is
quick.
If you start taking shots from a distance, your opponent is
going to move to close the distance. You have to outmove him or you are
going to be dead meat. most opponents will just charge you blindly.
the best thing to do in situations like this is to strafe one direction
till he turns to follow you, at which point you start strafing in the
opposite direction. that will give you some distance, and you can start
taking shots at him again.
C.[The Super Shotgun]
Rating:***1/2 This weapon packs quite a punch, and very
effective against all of the other weapons. It is extremely effective
in close range, but loses it's punch quickly as the range increases.
Thus, you should always engage at close range. Don't waste your
surprise trying to get a long distance hit off.
The best tactic with this gun is to circle in on an opponent,
and hit him as you are circling. If he is too elusive to get a good
shot on, try and bump into him, shoot him, then dodge away quickly.
This tactic works well against all guns, except the Super Nailgun. The
only tactic against the Super Nailgun is to be elusive till he runs out
of ammo, taking an occasional potshot when you have the chance.
E.[The Nailgun]
Rating:*** This weapon functions much like the Chaingun in
Doom. it is stronger than the shotgun, but it is still no match for
most of the other weapons. It is good against elusive opponents,
however, and is great for doing that last little but of damage.
The best tactic with this weapon is to strafe left and right from about
10-20 feet away while spraying nails. You should be able to kill your
opponent even if he is elusive, as long as you have to 150-200 nails.
If your opponent has a Shotgun or Axe, your best bet is to
charge your opponent and nail them point blank. You should kill them
very quickly. This method costs a little life, but it is very ammo
conserving.
E.[The Super Nailgun]
Rating:****1/2 This is an excellent weapon. It eats ammo fast
and kills faster. If you have played Doom deathmatch, use this sucker
just like you did the Plasma gun.
The best tactic with this weapon is to charge the opponent, and
when you get close enough, unload on him. This kills people real quick,
and is ammo conserving, though you will take a little damage.
Another good tactic with this weapon is to start shooting nails,
and strafe left and right in a tight pattern. This makes the nails
impossible to dodge completely, and will kill your opponent with
minimal damage to you, but will empty your nail reserve completely.
This weapon, like the rocket launcher, is quite effective as
suppressing fire. Turn a corner and fire it back the way you came. The
opponent will stomp, not waning to be hosed down. Fire a few shots
ever once in a while to keep the opponent sitting there. then charge
your opponent quickly. He will likely be completely off guard, so he
will be dumbfounded when you turn the corner and run him over.
F.[Grenade Launcher]
Rating:****1/2 This is one hell of a cool weapon, and it will
do you well to learn how to use it right. This is the most versatile
weapon in the game. This weapon is even better at corner fishing than
the rocket launcher.
Ever play pool (snooker for the British out there)? Yes? Then
you have the idea already. The quake grenades act just like a Cue Ball.
you can use