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- Quake Shareware - Playing Guide
-
- Quake, probably more than any other action-based PC game, requests and
- requires you to discover its hidden secrets. While itÆs possible to explore a fair
- way into the shareware game without collecting the Quad Damages, extra health
- and super nailgun ammo, your task will be a damn site easier if you do. Taking on
- two fiends with a shotgun may be gallant but is not an exercise that will cement
- relationships with your life insurance salesman.
- The snag is that QuakeÆs true-3D environment makes locating the entrances,
- switches and triggers to the booty substantially harder than, say, Doom. Rather
- than simply running along the walls belting the spacebar, youÆll have to spend a
- while looking up into the rafters, peering down into the gloom and sometimes just
- standing still in the right place to find some of the hidden areas.
- All told, the shareware game contains a total of 24 secret areas. The lack of a map
- (grr) makes it much harder to pinpoint many of their positions. The best tactic is
- to follow the instructions until youÆre roughly in the correct area and have a look
- around for yourself. WeÆve kindly marked them on their usefulness. The asterisks
- indicate two factors - the value of the hidden reward and the risk/time involved in
- obtaining it. For example, although there may be a brilliant 100 health bonus, if
- you have to leap over a deep lava pit in an exposed position itÆs not really worth
- the effort. Anything marked with three asterisks is well work collecting at some
- point.
-
- Level 1, Difficulty
- Select Level
- The first levelÆs a very clever idea that owes a lot to RavenÆs hub-based design
- that we saw in Hexen.
- 1) Finding the Nightmare Level of difficulty is not so important for the shareware
- version. But when the entire game arrives, playing on the hardest setting will be
- the only way to access all the maps in single-player mode. To discover it, move
- through any of the three entrance halls and proceed to the pool, which you can
- drop clean through. Walk into it slowly, and hold the move backwards key as you
- fall through. If you do it right, youÆll land on a high narrow beam that leads off to
- the left. Follow it to reach the Nightmare Level.
- 2) Just before you enter the Nightmare difficulty slipgate, shoot the switch on the
- wall. This opens up a secret level later in the game.
-
- Level 1, Map 1
- The Slipgate Complex
- This level eases you into the action proper and shows what to look for as you
- tackle the later maps.
- 1) There are more secrets on this level than any other, and although they start easy
- it doesnÆt stay that way for long. Move forward and look at the flashing alcove.
- Shoot the small wall at its end to open up a small compartment. **
- 2) Jump over the right of the first bridge you arrive at. Proceed down the tunnel
- and walk up the steps to register the secret before carrying on down the tunnel and
- using the lift at the end. Not exactly hard but worth having. ***
- 3) Past the bridge and through the door at the end. Turn right, move round the
- pillar and shoot the globe screen halfway up it. Hop on the platform behind you,
- move around the ledge and shoot the second globe to reveal Quad Damage. You
- can shoot the next wall as well if you want. ***
- 4) Return to the start of (3). Turn left this time, raise the platform over the slime
- and turn left. Shoot the red target in the wall to your left, turn around and collect
- the shotgun from the new alcove. **
- 5) Find the walkway that descends down and to the left through the door beyond
- (4). On the corner of one of the turns (hit all the switches, by the way) thereÆs a
- light, a section of the wall that is higher, and a button. Jump onto the low wall,
- move round, and make your way to the high wall. Look round and jump to the
- low ledge thatÆs jutting out of the wall ahead. Now move to the next, and then the
- area with the 100 health. *
- 6) Your first swim. Grab the biosuit (for slime protection) from the door to the
- right of the bottom of the walkway behind the pillar. Jump into the muck and
- move forward through the opening and onwards. When the tunnel opens up, look
- upwards and pop through the hole in the roof. Collect the goodies and slipgate
- out. **
-
- Level 1, Map 2
- Castle of the Damned
- WeÆve all voted this one as the best conventional Deathmatch arena. The
- combination of open areas, traps, water, weapons and turning-the-corner action
- makes it vee spesh.
- 1) Walk off the bridge past the stairs to the right. Shoot the greeny wall there, wait
- for it to open, enter and proceed until you reach the stairs. You can also arrive
- here by jumping off the bridge with the big red rune over it and climbing the ramp
- in the room through the arch. **
- 2) Find the bridge with the green armour to the right and the double-barrelled
- shotgun to the left. Jump off and move through the door under the shotgun. Take
- the first right and follow the platform thatÆs above you all the way. When you
- reach the pool, shoot the symbol high up on the wall and move up the ramp. The
- symbol lowers some armour above you which you can collect later. Move through
- the slipgate and collect the armour. **
- 3) Turn right after crossing the bridge with the red symbol. Climb the stairs to the
- left and move behind the middle column thatÆs on your left. Look down and push
- the block there. Collect the Quad Damage from the area to your right.
-
- Level 1, Map 3
- The Necropolis
- The spoon feedingÆs over and the convoluted level design begins. Tough enemies
- too.
- 1) LetÆs take it from the top. Move forward, and kill the Ogre behind the bars
- (plus his mates of course). Splat the Zombies with grenades. Move down the steps
- until you reach a bridge. Drop off to the left and turn left. Shoot the alcove and
- collect the rockets and health. **
- 2) Return to the bridge (1) but cross it, carry on and collect the gold key. At one
- oÆclock thereÆs a slightly grungier area of the wall. Walk up to it and stand still. If
- youÆre in the right place, youÆll sink down and be able to move forward and
- collect the Ring of Shadows. * (** Deathmatch)
- 3) From where the Ogre behind the bars is, take the door. Follow the passage,
- open the gold door, carry on, fall down the opening by the block trap and locate
- the up ramp in the tunnels beneath. Climb the wall using the small ledges to where
- the Ogre was. Hit the switch, jump off, go through the doors and kill the Ogres on
- the high platforms to release bars blocking the yellow armour. Enter the new
- slipgate. **
-
- Level 1, Map 4
- The Grisly Grotto
- Another good level and the first to introduce the real possibility of drowning.
- Remember that some of the most satisfying kills can occur underwater.
- 1) Hop through the hatch and shoot the symbols high on the wall above the spiral
- staircase to release the armour. You should have spotted these for yourself. ***
- 2) Jump into the deep lake and locate the stash of rockets in the small passage
- halfway down the right-hand wall. Surprisingly irritating to find and takes you
- away from the action for too long. *
- 3) This oneÆs well worth doing as it unlocks the brilliant secret level. Into the
- deep lake again. Swim under the pier lengthways, under the wall at the end and
- surface. There should be a big open area with doors. Enter and locate the mass of
- blue slime (not the puddle) with the bridge over it and the platform at the end.
- Rise up on the platform, step on the five plates. Enter both new doors (careful)
- and hit the switches in both new alcoves. A cave has opened up on the lake now.
- Return, find the bright opening and swim on in. Enter the slipgate to reach the
- Ziggurat Vertigo. ***
-
- Level 1, Map 5
- Gloom Keep
- An experiment that no-one here seems particularly keen on. Loads of traps and
- secrets.
- 1) Hop right into the water and locate the upwards opening to the 100 health
- points. ***
- 2) Cross the start bridge and take a right to the portcullis. Find the stained glass
- window and leap across to the wall to your left as you enter. Run and jump onto
- the far raised area to find the easiest æsecretÆ ever. **
- 3) YouÆre at the start. Straight on and through to the Y-shaped raised-floor room.
- Take the right fork, enter the large room you come across and move to the
- exposed column with a torch on it. Jump when under the torch and enter the
- alcove behind. **
- 4) Return to the large room (3), move forward and left, and go up the stairs. Up
- the next stairs to the room with a slipgate at the end. Enter it from behind and
- collect the Quad Damage from the far left of the area you are now on. ***
- 5) There is a deep hole leading to the exit slipgate. Fall down it, turn around and
- shoot the wall. Collect the armour and enter the slipgate. **
-
- Level 1, Map 6
- The Door to Chthon
- Life starts to become decidedly tricky here, both in terms of the creatures you face
- and the inaccessibility of the secrets.
- 1) Jump down from where you start and move down the corridor to your left to
- the pattern over the lava. Forward and to your right, enter the room and look up.
- Shoot the symbol on the left wall, enter the new door ahead and clamber along the
- air conditioning units. If you look down, you can drop onto the ceiling of the
- room you were just in and collect the Quad Damage. ***
- 2) Return to the lava under the floor and take a left. Push the Quake symbol plate,
- fall into the pit thatÆs just opened, drop down the new stairs and walk to the end of
- the passage. Look at the spikes, enter, kill the Ogres and escape at the other end
- (bars will block your original entrance) as the spikes will now be moving toward
- you in a youÆre-gonna-be-mushed way. Return to the area, trigger the spikes
- again, step back (no bars this time), wait for the spikes to pass and step behind
- them to collect the gear. **
- 3) Once you have the silver key, the dark room below the start will be lit. Cross
- the pit and enter the passage. At the end turn left and locate the pillar with the
- switch in it. Hit the switch, move round the column and shoot the new red symbol.
- Turn round and youÆll be able to use the new stairs to get some rockets. **
- 4) Stay where you were for (3) until the stairs rise again. Enter the slipgate down
- the new stairs and collect the health on the ledge near where you emerge.
-
- Level 1, Map 7
- The House of Chthon
- id Software clearly felt that Chthon himself provided enough excitement for this
- level. Use the floor switches to frazzle him in case you hadnÆt guessed. There are
- no secrets.
-
- Level 1, Map 8
- Ziggurat Vertigo
- We could try to describe a 16-player Deathmatch in this low-gravity level, but
- you really have to be there. Fantastic idea and implementation.
- 1) Collect the Pentagram of Protection from in front of where you start and dive
- into the lava by the bridge. Swim beneath the bridge away from the ziggurat and
- you will emerge in a small room. Be grateful for invincibility and step back with a
- mission. ***
- 2) Behind the silver key door head forward and left and shoot the dark wall. If
- youÆve just been fighting, this may trigger it. Easy end. **
-
-
- Console yourself
- Only wimps use QuakeÆs menus. The real hard nuts customise every last detail
- through the use of the console and its closely related config file. The console is
- accessed by pressing the ` key (top left of the keyboard) or selecting Console from
- the menu (although, as weÆve already explained, menu use costs lives).
- This text-based control system works by accepting a multitude of commands that
- express their gratitude in being employed by altering certain details and often
- giving you a distinctly unfair advantage over Quake beasts or multi-player
- enemies.
- Extremely lazy consolites donÆt bother to even type these things more than once,
- including a list of commands in a config file, saving it in the æid1Æ sub-directory
- within the main Quake directory and running it by typing either æexec
- filename.cfgÆ in the console, or running Quake by adding æ+exec file.cfgÆ to the
- command line. To use some of the extra features, press:
-
- æmÆ to fire a quick missile. No matter what weapon you have selected, a rocket
- will stream from your launcher, and then return you to your other weapon of
- choice.
- æ[æ to zoom in on what you are staring at. A cool way of sniping your opponents.
- Press ╘]Æ to zoom back out again.
- æQÆ to æPÆ to select tracks 1 to 10 of your audio CD. Watch out for track one if
- you put a data CD in.
- æ9Æ to play the previous CD track.
- æ0Æ to play the next track. This assumes you have 16 tracks on the CD. If you have
- more, you wonÆt be able to get at them, and if you have less, the extra tracks will
- be very quiet indeed.
- The config file also sets up your name and some running speeds. Express your
- identity by altering the file in a chosen text editor or word processor.
-
-
- You cheat
- Here is a complete reminder of the cheats, all of which are typed at
- the console.
-
- GOD - Invincibility, which can be toggled on or off.
- FLY - Suddenly gravity doesnÆt seem quite so essential. Use whatever keys you
- defined to move up and down.
- GIVE S x - Gives you x number of shells.
- GIVE N x - And this does the same with the nails.
- GIVE R x - Same again for the rockets.
- GIVE C x - You must be getting the hang of it by now. Cells.
- GIVE H x - This, though, gives you x health points.
- GIVE x - And this is totally different. Gives you weapon number x.
- IMPULSE 9 - Shortcut to getting all the weapons and loads of ammo.
- IMPULSE 255 - Gives you the supremely marvellous Quad Damage.
- NOCLIP - So that you can walk through walls. Use with FLY to stop you
- dropping through.
- NOTARGET - Stops the monsters from attacking you unless you start shooting at
- them.
- REGISTERED 1 - Makes Quake think youÆve got a registered copy. YouÆll be
- able to get past the barriers, but walking into the slipgates crashes the game.
-
-
- Ten useful suggestions
- 1) If youÆre playing Deathmatch Quake, keep moving at all times. No matter how
- safe you might feel, chances are that you can be seen and killed from somewhere
- else on the level.
- 2) If you collect the Quad Damage power-up, donÆt select the rocket or grenade
- launchers. Fire at someone from close quarters and youÆll do yourself four times
- the damage. If possible, select the double-barrelled shotgun or super nailgun, and
- only switch to the explosives when you know itÆs safe.
- 3) If you need to access a platform thatÆs just out of jumping reach, employ this
- crafty tactic at the expense of some health. Face away from the platform, look
- down at the floor, and as you press the jump key, fire a rocket into the ground.
- The explosion gives you that little extra lift. If you fancy being really clever, write
- a console alias to do it all for you.
- 4) If youÆre low on ammo or just donÆt fancy your chances with a multitude of
- grisly beings, poke your head around the corner to attract their attention, and then
- run and hide, letting the civil war take place without you. Return within 30
- seconds and, all being well, one half of the army will have wiped out the others in
- a friendly fire incident.
- 5) Practise endlessly until you master the art of looking around while running. If
- you find yourself one finger short, enable the continuous run option or weigh the
- relevant key down with a book.
- 6) Annoy anyone with a grenade launcher by running around them and then
- legging it. They wonÆt be able to follow without triggering their own ring of
- explosives.
- 7) If you use a teleporter in a particularly busy Deathmatch session, make sure
- you run away before someone follows you through and telefrags you. Similarly,
- follow your enemies through the teleport for the easiest kill ever.
- 8) If you find that you keep killing yourself with your own rockets or grenades,
- turn on team mode from the Deathmatch menu. YouÆll still lose armour, but your
- health will never be reduced by your own hand.
- 9) If you are frustrated on a particular Deathmatch level, or are amazed that
- youÆre currently in the lead and donÆt expect it to last, rush towards the exit and
- ruin everyone elseÆs game by moving onto the next one. This works particularly
- well if you have all the good weapons and your opponents donÆt.
- 10) DonÆt be one of those people who hides in dark corners and picks players off.
- No-one will like you, and you will achieve nothing but a hollow victory.
-
-
- Weapons of destruction
- Pick the right tool for the job, or waste ammo - the choice is yours.
- Axe - Suitably Gothic, and there if you want a challenge. If youÆre running low on
- ammo, the axe kills the Rotweiler and Grunt in two swipes, but donÆt even think
- about using it on an Ogre, unless you enjoy being hacked by a chainsaw.
- Shotgun - Far weedier than you might hope, the shotgun is hopelessly under-
- powered, particularly at long range. ItÆs not as accurate (or forgiving) as it was in
- the test version, either.
- Double-barrelled shotgun - More than twice the power of the shotgun at close
- range, this is arguably the most powerful weapon at close quarters, although slow
- reloading times keep you on your toes. Highly inaccurate at long range, this is the
- weapon to choose if you enjoy running at your opponent.
- Nailgun - Satisfyingly rat-a-tat-tat, the nailgun is only useful until you find its big
- brother, or if youÆre running a bit low on flechettes. Great for strafing past a line
- of Ogres.
- Super nailgun - A superbly versatile weapon and particularly useful against the
- fearsome Shambler, the super nailgun gets through your ammo in no time.
- Combine it with Quad Damage and you could count the bodies on the fingers of a
- lot of hands. Also useful for preventing Ogres lobbing grenades as they suffer
- from the recoil of 100 nails.
- Grenade launcher - Certainly the most entertaining and flexible weapon, the
- grenade launcher is particularly useful in furious Deathmatches. Encourage
- someone to chase you down a corridor and then lob a grenade at the wall in front
- as you turn the corner. Laugh as your hunter runs straight into it. Also useful over
- holes and for clearing out monsters around corners, or destroying a task force of
- Zombies - see the first Quake demo.
- Rocket launcher - Deathmatches frequently degenerate into a rocket blastathon. If
- you havenÆt had a good 16-player session in the Ziggurat Vertigo, witnessing
- players blown from one side of the room to the other, you havenÆt lived. Not so
- useful at close range, though, but extremely dangerous if youÆve got Quad
- Damage. Watch out for the Shambler, who barely notices a rocket in his face.
- Thunderbolt - Only accessible in the shareware version if you use the IMPULSE
- 9 cheat, the thunderbolt is a powerful beam weapon that is capable of taking care
- of everything, including you if you decide to discharge it into the water,
- whereupon it acts as a smart bomb.
-