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Cream of the Crop 20
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Cream of the Crop 20 (Terry Blount) (1996).iso
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quake091.zip
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QSW_091.1
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MANUAL.TXT
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1996-06-21
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44KB
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1,016 lines
Table of Contents
I. THE STORY
A. Background
B. Prelude to Destruction
II. INSTALLING QUAKE
A. Installation
B. README.TXT
C. MANUAL.TXT
D. TECHINFO.TXT
III. THE BASICS OF PLAY
A. Goal of the Game
B. Skill
C. Episode
D. Getting About
E. Finding Things
IV. CONTROLS
A. Keyboard Commands
B. The Main Menu
C. Console
D. Command Line
E. Cheat Codes
V. THE GAME
A. The Screen
B. Messages
C Ending a Level
D. Ending a Dimension
VI. YOUR NEW ENVIRONMENT
A. Firepower
B. Ammo
C. Power-ups
D. Bad Guys
E. Environmental Hazards and Effects
VII. MULTIPLAYER ACTION
A. Cooperative
B. Deathmatch
C. Team Games
VIII. COMMONLY ASKED QUESTIONS
IX. TECH SUPPORT
A. Tech Support Options
B. In Europe
C. Problems
X. LEVELS AND DESIGNERS
XI. LEGAL BOILERPLATE
****************
I. THE STORY
A. Background
You get the phone call at 4 a.m. By 5:30 you're in the secret
installation. The commander explains tersely, "It's about the Slipgate
device. Once we perfect these, we'll be able to use them to transport
people and cargo from one place to another instantly.
"An enemy codenamed Quake, is using his own slipgates to insert death
squads inside our bases to kill, steal, and kidnap..
"The hell of it is we have no idea where he's from. Our top scientists
think Quake's not from Earth, but another dimension. They say Quake's
preparing to unleash his real army, whatever that is.
"You're our best man. This is Operation Counterstrike and you're in
charge. Find Quake, and stop him ... or it ... You have full authority
to requisition anything you need. If the eggheads are right, all our
lives are expendable.."
B. Prelude to Destruction
While scouting the neighborhood, you hear shots back at the base Damn,
that Quake bastard works fast! He heard about Operation Counterstrike,
and hit first. Racing back, you see the place is overrun. You are almost
certainly the only survivor. Operation Counterstrike is over. Except for
you.
You know that the heart of the installation holds a slipgate.
Since Quake's killers came through, it is still set to his dimension.
You can use it to get loose in his hometown. Maybe you can get to the
asshole personally. You pump a round into your shotgun, and get moving.
II. INSTALLING QUAKE
A. Installation
You must install Quake before you can play it. It will not run off the
CD-ROM. Place the CD-ROM into your drive, log on to that drive, and type
'INSTALL'. If you have downloaded Quake via modem, simply go to the
directory you've placed Quake in, unzip it, and type 'INSTALL'.
B. README.TXT
After you install Quake, you go right into the README.TXT file, which is
henceforth available in your Quake directory. This is a full listing of
Quake's technical parameters, and is constantly updated with new versions
of Quake. We strongly recommend that after you install Quake, you glance
through README.TXT.
You may wish to print this file out, so you can have a copy of it on hand
while playing Quake.
C. MANUAL.TXT
Also available in your Quake directory is a file labeled MANUAL.TXT.
This is the file you are now reading.
D. TECHINFO.TXT
For those who are more technically inclined, or to fill out a bug report,
check out TECHINFO.TXT. Information on filling out a bug report is located
at the end of TECHINFO.TXT.
III. THE BASICS OF PLAY
A. Goal of the Game
Quake has two basic goals. First, stay alive. Second, get out of the
place you're in. The first level of each episode ends in a slipgate --
these signify thatyou're entering another dimension. When you complete
an entiredimension (this takes six to eight levels), you'll find a
Rune and another slipgate, which returns you to the start.
B. Skill
The start area has three short hallways. The one you go down selects
the Skill you wish to play at.
Easy -- This is meant for little kids and grandmas.
Medium -- Most people should start Quake at Medium skill.
Hard -- Here at id, we play Hard skill, and we think you should too,
once you're ready.
(Nightmare) -- This is so bad that the entry is hidden, so people
won't wander in by accident. If you find it, don't say we didn't warn
you.
C. Episode
After the Skill halls, you're in a room with four exits. Each exit
leads to a different military complex, at the end of which is a
slipgate leading to a new dimension. If you have notregistered, the
first episode, Dimension of the Doomed, is the onlyplace you can go.
After registration, all four episodes areavailable. The other three
episodes, in order from second to fourth,are Realm of Black Magic,
Netherworld, and The Elder World.
=============================================================================
== TIP -- From episode 1 to episode 4, the dimensions become progressively ==
== more difficult. We suggest you play the episodes in the proper order to ==
== get the maximum fun out of Quake. ==
=============================================================================
D. Getting About
The specific keys named below can be changed by using the Configure Keys
Menu. If you have renamed Run as the R key, for instance, then the Shift
key will not double your speed.
Walk
Use the arrow keys or the mouse. To walk steadily forward, hold down
the Forward key (up arrow or center mouse button). Turn left or right
with the left or right arrow keys or sliding your mouse to the left or
right.
Run
Hold down Run (the Shift key) to double your speed.
Jumping
Tap the Jump key (the space bar or Enter key). You jump further if
you'removing forward, and you jump higher if you're moving up aslope at
the time. You'll be surprised at the spots you can reach in ajump. You
can even avoid some attacks by jumping at the right time.
Swimming
When underwater, aim yourself in the direction you wish to go, and
move forward. You have full three-dimensional freedom. Unfortunately,
as in real life, you may lose your bearings while underwater. Use
jump (the space bar or Enter key) to kick straight up towards the
surface. Once on the surface, tread water by holding down jump.
To get out of the drink, swim towards the shore. Once there, use jump
to clamber up. If you're down a well or you can't get a grip, you may
not be able to climb out. There is always another way out, but you may
have to submerge to find it.
Shooting
Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
down tokeep firing.
Use
Quake has no "Use" function. To push a button or open a door, walk up
to it. To ride a platform up or down, step atop it. If a door won't open
or aplatform won't lower, you may need to do something special to
activateit.
Picking up stuff
To pick up items, weapons, and power-ups, walk over them. If you can't
pick up something, it means you already have the maximum possible of
that thing. Ifit is armor, it means the stuff you're trying to get is
worse than whatyou now have.
E. Finding Things
Buttons and Floorplates
Buttons activate with a touch, and floorplates must be stepped on.
If you see a distinctive-looking button in a spot you cannot reach,
it's probably a shootable button-- fire at it.
Doors
Most doors open at your approach. If one doesn't, seek a button,
floorplate, or key.
Secret Doors
Some doors are camouflaged. Almost all secret doors open when