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- Resident data ends at 3d20, program starts at 3d20, file ends at 20760
-
- Starting analysis pass at address 3d1f
-
- End of analysis pass, low address = 3d20, high address = 15e8d
-
-
- [Start of text]
-
- S001: "QUAKE"
- S002: "
- Copyright (c) 1996: id Software
- "
- S003: "991113"
- S004: "6/10"
- S005: "a"
- S006: "---"
- S007: "the"
- S008: "The "
- S009: "the "
- S010: "a "
- S011: "The "
- S012: "the "
- S013: "an "
- S014: "The "
- S015: "the "
- S016: "some "
- S017: "The "
- S018: "the "
- S019: "some "
- S020: "N = next subject"
- S021: "P = previous"
- S022: " Q = resume game"
- S023: "Q = previous menu"
- S024: "RETURN = read subject"
- S025: "Score: "
- S026: "Moves: "
- S027: "Time: "
- S028: "You can't go that way."
- S029: "your former self"
- S030: "yourself"
- S031: "Darkness"
- S032: "those things"
- S033: "that"
- S034: " or "
- S035: "nothing"
- S036: " is"
- S037: " are"
- S038: "is "
- S039: "are "
- S040: " and "
- S041: "whom "
- S042: "which "
- S043: "(considering the first sixteen objects only)
- "
- S044: "
- Would you like to RESTART, RESTORE a saved game"
- S045: ", give the FULL score for that game"
- S046: ", see some suggestions for AMUSING things to do"
- S047: "[Your interpreter does not provide "undo". Sorry!]"
- S048: ""Undo" failed. [Not all interpreters provide it.]"
- S049: "Please give one of the answers above."
- S050: "[You can't "undo" what hasn't been done!]"
- S051: "[Can't "undo" twice in succession. Sorry!]"
- S052: ""Oops" can only correct a single word."
- S053: "It is pitch dark, and you can't see a thing."
- S054: "To repeat a command like "frog, jump", just say "again", not "frog,
- again"."
- S055: "You seem to want to talk to someone, but I can't see whom."
- S056: "To talk to someone, try "someone, hello" or some such."
- S057: "I didn't understand that sentence."
- S058: "I only understood you as far as wanting to "
- S059: "You seem to have said too little!"
- S060: "You can't use multiple objects with that verb."
- S061: "You can only use multiple objects once on a line."
- S062: "You excepted something not included anyway!"
- S063: "You can only do that to something animate."
- S064: "That's not something you need to refer to in the course of this game."
- S065: "I didn't understand the way that finished."
- S066: "Sorry, you can only have one item here. Which exactly?"
- S067: "(Since something dramatic has happened, your list of commands has been
- cut short.)"
- S068: " (closed, empty and providing light)"
- S069: "no pronouns are known to the game."
- S070: "If you press Y to quit, I will summon Satan all over your hard drive! "
- S071: "Are you sure you want to restart? "
- S072: "The game file has verified as intact."
- S073: "The game file did not verify as intact, and may be corrupt."
- S074: "Attempt to begin transcript failed."
- S075: "Attempt to end transcript failed."
- S076: "You're carrying too many things already."
- S077: "You can't put something on top of itself."
- S078: "You can't put something inside itself."
- S079: "That would scarcely empty anything."
- S080: " for a while, but don't achieve much."
- S081: "You can only get into something free-standing."
- S082: "But you aren't in anything at the moment."
- S083: "You'll have to say which compass direction to go in."
- S084: " is now in its normal "brief" printing mode, which gives long
- descriptions of places never before visited and short descriptions otherwise."
- S085: " is now in its "verbose" mode, which always gives long descriptions of
- locations (even if you've been there before)."
- S086: " is now in its "superbrief" mode, which always gives short descriptions
- of locations (even if you haven't been there before)."
- S087: "Darkness, noun. An absence of light to see by."
- S088: "seem to be something you can unlock."
- S089: "seem to be something you can lock."
- S090: "This dangerous act would achieve little."
- S091: "Nothing practical results from your prayer."
- S092: "The dreadful truth is, this is not a dream."
- S093: "Digging would achieve nothing here."
- S094: "You jump on the spot, fruitlessly."
- S095: "You would achieve nothing by this."
- S096: "There's nothing suitable to drink here."
- S097: "But there's no water here to carry."
- S098: "Real adventurers do not use such language."
- S099: "Violence isn't the answer to this one."
- S100: "There's not enough water to swim in."
- S101: "There's nothing sensible to swing here."
- S102: "That would be less than courteous."
- S103: "Is that the best you can think of?"
- S104: "You lack the nerve when it comes to the crucial moment."
- S105: "I don't think much is to be achieved by that."
- S106: "You aren't feeling especially drowsy."
- S107: "You discover nothing of interest in "
- S108: " [Read special word at word number "
- S109: " [Outside parsing routine returned "
- S110: " [Scope routine returned multiple-flag of "
- S111: " [Calling NounDomain on location and actor]
- "
- S112: " [ND appended to the multiple object list:
- "
- S113: "[Gluing in inference with pattern code "
- S114: " [Adjudicating match list of size "
- S115: " Single best-scoring object returned.]
- "
- S116: " Unable to choose best group, so ask player.]
- "
- S117: " Best choices are all from the same group.
- "
- S118: " Revising multiple object list of size "
- S119: " Token 2 plural case: number with actor "
- S120: " Scoring match list: indef mode "
- S121: " is rejected (doesn't match descriptors)
- "
- S122: " Best guess ran out of choices
- "
- S123: " Match filtered out: token filter "
- S124: "Try typing "showverb" and then the name of a verb."
- S125: "It appears that that last blow was too much for you. I'm afraid you are
- dead."
- S126: "You are in perfect health.
- You can be killed by a serious wound."
- S127: "You have a light wound, which will be cured after "
- S128: " moves.
- You can be killed by a serious wound."
- S129: "You have a serious wound, which will be cured after "
- S130: " moves.
- You can be killed by one more light wound."
- S131: "preposition not found (this should not occur)"
- S132: "Property value not routine or string: ""
- S133: "Entry in property list not routine or string: ""
- S134: "Too many timers/daemons are active simultaneously. The limit is the
- library constant MAX_TIMERS (currently "
- S135: "" can only be used as a player object if it has the "number" property"
- S136: "Attempt to take random entry from an empty table array"
- S137: " is not a valid direction property number"
- S138: "The player-object is outside the object tree"
- S139: "Tried to set a non-existent pronoun using SetPronoun"
- S140: "A 'topic' token can only be followed by a preposition"
- S141: "[Random number generator now predictable.]"
- S142: "chews on your armor a bit, but fails to harm you."
- S143: "nips at your feet, only barely scratching you for one point."
- S144: "attacks your armor viciously, but succeeds only in drooling on its
- stylish veneer."
- S145: "takes a bite at your leg, chomping "
- S146: "hangs on your arm a bit, but can't quite seem to grasp the concept of
- armor."
- S147: "chomps off part of your hand for "
- S148: "thinks he managed to hurt you, but in actuality only scratched your
- armor a bit. You don't have the heart to tell him otherwise, so you act like it
- hurt really, really badly."
- S149: "does no damage at all. Poor, poor doggie."
- S150: "only manages to dent your badass armor."
- S151: "shoots across your shoulder, hitting you for "
- S152: " points. It's only a flesh wound."
- S153: "only manages to dent your swanky armor."
- S154: " points. It won't kill you, but you'd really rather it not happen
- again."
- S155: "only manages to scuff your life-saving armor."
- S156: "grazes your scalp, hitting you for "
- S157: "only manages to scuff your life-saving armor."
- S158: "hits you right in the thigh, taking off "
- S159: " points. That could have been much worse."
- S160: "only manages to dent your stylish armor."
- S161: " points. It won't kill you, but you'd really rather it not happen
- again."
- S162: "only manages to dent your apparently superior armor."
- S163: " points. You'll be fine tomorrow, but it really smarts."
- S164: "only manages to scuff your life-saving armor."
- S165: "shoots you in the pinky, causing you to wail like a little girl and
- taking off "
- S166: "only manages to scuff your life-saving armor."
- S167: "hits you square in the chest, missing any major organs, but still
- inflicting "
- S168: "only manages to scuff your life-saving armor."
- S169: "hits you right in the ear, taking it clean off. It's a good thing those
- Medkits are so effective, because you've really grown quite attached to that
- ear."
- S170: "only manages to scuff your life-saving armor."
- S171: "
- Welcome to QUAKE!
- Newbie tips: Type "
- S172: "You find yourself in a room with three corridors, each leading to a
- slipgate. On either side of you are stone pyres, their flames flickering
- softly. Directly in front of you is a metal structure with the word QUAKE
- carved into it. The structure splits into three corridors, to the northwest,
- north and northeast respectively."
- S173: "It's a simple enough torch, flickering quietly to itself and not
- bothering you."
- S174: "This game is lit well enough as is, so you really won't be needing a
- torch. Besides, you're much too badass to let a measly Grue kill you."
- S175: "It's big and metal, with the word QUAKE carved into it."
- S176: "Yeah, I'd like to see you try, Hercules."
- S177: "You are standing in a dingy room with flickering lights. There are tools
- everywhere and wooden planks scattered across the floor. The slipgate you
- entered through lies directly behind you to the south."
- S178: "There is a small bowl of pudding sitting on the table, looking awfully
- tasty."
- S179: "The pudding is white, creamy and very likely extremely yummy."
- S180: "How can you have any pudding if you don't eat your meat?"
- S181: "The pudding is simply heavenly...it's far better than you could ever
- possibly have hoped it could be. It makes this whole adventure of yours
- worthwhile."
- S182: "You emerge from the slipgate into a room with four hallways. To the
- West, a metallic frame beckons you, with bright red arrows pointing to it,
- making you wonder why on Earth someone would bother putting bright red arrows
- on a doorway. To the Northwest is an oddly shaped doorway covered in some sort
- of latticework, with checkered stone steps leading you into a gothic hallway.
- To the Northeast is a box-like doorway adorned with what can only be described
- as "Gothic Aztec" wallpaper, and a pair of pseudo-Nordic runes. And to the East
- is a plain old wooden doorway, with plain old wooden steps. You can see the
- flickering light from a torch coming down its hallway.
-
- Directly beneath your feet is a metal plate with something scratched on its
- surface.
-
- Behind you to the south lies the slipgate you just emerged from."
- S183: "They're bright, red arrows. Perhaps you should follow them to the west?"
- S184: "They're just decoration, man! Can't you find something more important to
- do?"
- S185: "Plain old latticework. If you want more than that, I'm afraid you'll
- have to enable OpenGL."
- S186: ""Gothic Aztec" is so last year."
- S187: "You have an advanced degree in Nordic languages, so it's only a trivial
- matter to read the runes that are affixed to the doorway. As you suspected,
- they don't mean a damn thing."
- S188: "They're stone and you step on them."
- S189: "As you enter the West portal room, the words "THIS IS THE FIRST EPISODE:
- DIMENSION OF THE DOOMED" materialize in front of you. After briefly panicking
- slightly, you continue, when all of a sudden the words, "THE MYSTICAL PAST
- COMES ALIVE..." pop up. Carefully, doing your best not to trip any more mystery
- words, you tiptoe your way into the room.
-
- The room is dimly lit, and one light keeps flickering on and off in a strobe
- effect that you find to be quite annoying after a few seconds. The walls are
- metallic and rusted, a theme you see repeated on the slipgate directly in front
- of you to the north. "
- S190: "Metal, rusted walls."
- S191: "If the light keeps flickering like that, it's going to give you a
- migraine."
- S192: "You walk past the lattice archway into a gray corridor with flickering
- torches and a checkerboard floor. As you make your way down the hallway, the
- words "THIS IS THE SECOND EPISODE: THE REALM OF BLACK MAGIC. ANCIENT CASTLES
- AND STRANGE BEASTS AHEAD..." pops into your head. There is a large metal door
- directly to the North at the end of the hallway, and the way you came in
- beckons to the southeast."
- S193: "You know, if you had some giant chess pieces, this would be really
- cool."
- S194: "The large metal door has no keyhole that you can see, nor does there
- seem to be any opening mechanism. Perhaps all you need to do is simply walk
- through it?"
- S195: "You walk up the rather dull wooden steps to come to a plain room with
- two flickering torches and a big pool of water in the center. As you approach,
- the words "THIS IS THE FOURTH EPISODE: THE ELDER WORLD. YOUR WORST NIGHTMARES
- COME TRUE..." appears in your mind.
-
- You find this peculiar, because as of this morning your worst nightmare was
- mysterious words appearing in your mind.
-
- The only path by land is the one by which you arrived here, to the west."
- S196: "The pool of water looks inviting. Perhaps you should take a swim?"
- S197: "The pool of water sits there motionless, just asking to be dived into."
- S198: "They're made of wood and you step on them."
- S199: "You dive into the water, only to discover that it in fact has no bottom,
- but rather is puzzlingly suspended in mid-air. You think about this for a
- moment, before realizing that while this water may not be bound by the laws of
- physics, you are, and the next thing you know, you are falling.
-
- You land right on your rear, causing you no small amount of discomfort. That's
- sure to leave a mark, and it robs you of 10 hit points."
- S200: "You find yourself in a circular stone room with wooden planks positioned
- around, presumably holding the ceiling (and by proxy, the water that's just
- hovering there) in place. Directly in front of you to the north, at the top of
- some plain wooden stairs, lies a small room with metal bars blocking the
- entrance. Behind you to the south lies a plain old boring (but still quite
- pretty) slipgate."
- S201: "They're just plain old wooden planks. You want to know more? Install
- OpenGL and look for yourself."
- S202: "You're no scientician, but something just seems odd to you about a large
- pool of water hovering over your head."
- S203: "It's much too high to attempt that."
- S204: "As you walk up the plain wooden stairs, the metal bars retract into
- holes in the ceiling, like some sort of medieval supermarket door. To call the
- area you walk into next a room would be a deep insult to rooms everywhere (and
- lord knows they're an easily offended lot). This closet has two very small
- bodies writhing in agony on the walls and an archaic-looking metal slipgate in
- front of you to the north. And that's it. Clearly the designers of this room
- expected you to be wowed by the aquatic passageway they installed in lieu of a
- normal door to the previous room."
- S205: "As you ascend the steps to this corridor, the words "THIS IS THE THIRD
- EPISODE: THE NETHERWORLD. PRIMAL FEAR IN A STRANGE DIMENSION..." pops into
- your head. You really wish that sort of thing would stop. It's quite
- disconcerting.
-
- Directly in front of you, past a metal grate that flows over some lava to the
- north, lies what appears to be a thick metal door of some kind. The path by
- which you entered lies behind you to the southwest."
- S206: "It's too far down for you to reach, or else you'd have yourself a nice,
- steaming cup of lava."
- S207: "It's too far down for you to reach, or else you'd have yourself a nice,
- steaming cup of lava."
- S208: "It's big and metal, and is the only thing keeping you from falling to
- your certain death in boiling hot lava."
- S209: "It's big and metal, and doesn't seem to have any keyhole or doorknob or
- anything else you would expect to find in a door."
- S210: "As you approach the door, it opens for you automatically. How
- convenient. You continue up the stone steps to come to a rusty slipgate
- directly in front of you to the north."
- S211: "OpenGL does nothing for this slipgate. Whereas the other slipgates
- you've seen are intoxicatingly easy on the eyes, this one is rustic, to say the
- least. It consists of two metal grates, which are so rusted they look as if
- they're bleeding, connected by an equally ugly mass of machinery and wires.
- There seems to be a monitor of some sort in the center of the slipgate,
- although it appears to be merely painted on."
- S212: "As you walk towards the door, the thick metal frames swing open,
- disappearing into the walls on either side of you. You follow the metal bridge
- around the corner and up, eventually coming to an empty and poorly lit room
- containing a single, rusted slipgate in front of you to the north."
- S213: "As you walk down the northwest corridor, the phrase "THIS HALL SELECTS
- EASY SKILL" mysteriously pops into your head. Directly in front of you to the
- north is a slipgate which pulsates mysteriously. Carved into each side is the
- word "EASY". There is a stained glass window here depicting a flaming torch,
- which, in an odd bit of artistic redundancy, is directly opposite an actual
- flaming torch. The opening of the structure you came from lies behind you to
- the southeast."
- S214: "As you make your way into the north corridor, the phrase "THIS HALL
- SELECTS NORMAL SKILL" manifests itself in front of you. The effect is quite
- disconcerting. To the north is a pulsating, rectangular slipgate with the word
- "NORMAL" etched on each side. To your right and left are stone carvings of some
- sort of demon. The path you followed to get here lies behind you to the south."
- S215: "You are standing in a dank and disturbing corridor. Above, pinned to the
- walls on either side of you are emaciated bodies that seem to be writhing in
- agony. Directly in front of you to the north is a slipgate marked "HARD"."
- S216: "You are standing in a dank and disturbing corridor. The floor is cracked
- and broken directly in front of you, creating a gap that prevents you from
- reaching the slipgate at the end. As you approach the gap, the phrase, "THIS
- HALL SELECTS THE HARD SKILL" hits you like a ton of bricks. Above, pinned to
- the walls on either side of you are emaciated bodies that seem to be writhing
- in agony. You might be more comfortable going back the way you came to the
- southwest."
- S217: "What are you, an idiot? That's the lava!"
- S218: "Hey, you were warned. It's your life."
- S219: "A single gib bounces in and out of the lava, leaping up as if to grasp
- for freedom before plunging back down."
- S220: "A smallish bit of meat, you stare at it in mid flight for a moment and
- wonder what miracle of physics is causing it to leap so intoxicatingly."
- S221: "You grab the giblet in mid bounce. It's a bit warm, but then, that's the
- way you like your meat."
- S222: "Mmm...meat. It's a bit salty and stringy, but by and large, it's some
- fine eatins."
- S223: "It's lava. Orange-reddish, flowing and probably quite hot. I wouldn't go
- in there if I were you."
- S224: "You bend down to take a sip of the lava (as it looks
- ever-so-refreshing), and as you cup some in your hand, you're amazed to
- discover that it's BOILING HOT LAVA, you nitwit.
-
- This brazen act of stupidity costs you ten points off your health."
- S225: "I tell you what: if you can come up with a way to take a pit of boiling
- lava, I'll let you take it with you. I'll just wait while you come up with
- something."
- S226: "What are you, an idiot? That's the lava!"
- S227: "Hey, you were warned. It's your life."
- S228: "You scoff at the pathetic lava as you jump over to the other side. You
- can now proceed through the slipgate to the north."
- S229: "You step out of the slipgate into a metallic corridor with rusted walls
- and flickering lights. On either side of you, the metal floor is raised,
- leading to an indentation in the wall, which is filled with some kind of vague
- electronics of some sort. At the north end of the room are metal structures,
- which are arranged in what appear to be steps of some kind. The only visible
- path from this room is to the west, where a thick metal door lies. "
- S230: "You are standing in a room with a metallic corridor containing rusted
- walls and flickering lights. On either side of you, the metal floor is raised,
- leading to an indentation in the wall, which is filled with some kind of vague
- electronics of some sort. At the north end of the room are metal structures,
- which are arranged in what appear to be steps of some kind. The only visible
- path from this room is to the west, where a thick metal door lies. "
- S231: "Like everything in this dank world you find yourself in, the door is an
- uninviting shade of brown. The door consists of two interlocking pieces of
- metal, which look quite heavy. It's quite likely that this is the automated
- sort of door, which is quite convenient for you."
- S232: "As you peer over to take a look, the words "YOU CAN JUMP UP HERE..." pop
- into your mind."
- S233: "You jump onto the indentation, squeezing yourself in it. As you manuever
- your way into the tight passageway, the words "SHOOT THIS SECRET DOOR" appear
- in your mind."
- S234: "It's a rather plain looking indentation in the wall. Not nearly as
- exciting as the one on the other side of the room."
- S235: "There's really no reason to get into this thing. It wouldn't be very
- comfortable. Now that right indentation...that's the money one."
- S236: "These metal platforms are arranged to look like stairs. If this is a
- secret, it's clearly not a very well hidden one."
- S237: "As you approach the structure, the words "YOU CAN JUMP ACROSS..."
- materialize in your mind. Looking behind you, you notice that there is a
- slightly raised portion of the floor. As you are of at least moderate
- intelligence, you take a few steps back, get a good running start, and leap
- across to the metal platform. You then walk up the virtual stairs and follow it
- around the corner until you reach a small inlet."
- S238: "There's nothing here really, save for the blue armor that's floating in
- front of you. Behind you to the south lies the room you just came from."
- S239: "The blue armor rotates invitingly."
- S240: "You grab the blue armor and slap it on your chest. While the blue
- clashes slightly with your otherwise brown appearance, its benefits more than
- outweigh any snickers you'll hear because of it."
- S241: "It really looks just like the rest of this passageway, except for the
- fact that these mysterious voices in your head are telling you to shoot it."
- S242: "It's a rather plain and nondescript box containing shotgun shells. You'd
- really have been happier if there were gold doubloons back here, but hey -- you
- earned the right to be bored by this gift, dammit."
- S243: "This room is really more of an inlet off the previous corridor, as it
- consists only of some metal walls, and a bright red button that is flashing."
- S244: "It's a shiny red button, which blinks on and off. On. Off. On. Off. On.
- Off..."
- S245: "Now what would you want to do with that?"
- S246: "A grunt is standing here, armed with a shotgun and looking rather
- surly."
- S247: "I don't think he would like that very much."
- S248: "The grunt doesn't look amused at all. He has "
- S249: "The elevator springs to life, jerking sharply and then moving downward.
- You walk out of the elevator and find yourself in an open yard consisting of
- two patches of grass connected by a rusted iron bridge. On the other side of
- the bridge, a Grunt and Rottweiler are patrolling back and forth and they
- notice your presence pretty quickly. Above you, the sky is a peaceful shade of
- gray, with clouds moving by so fast you feel like you're watching a time-lapse
- film. To your north is the entrance to a large, metallic complex, while the
- elevator you emerged from lies behind you to the south."
- S250: "The elevator springs to life, jerking sharply and then moving downward.
- You walk out of the elevator and find yourself in an open yard consisting of
- two patches of grass connected by a rusted iron bridge. Above you, the sky is a
- peaceful shade of gray, with clouds moving by so fast you feel like you're
- watching a time-lapse film. To your north is the entrance to a large, metallic
- complex, while behind you to the south lies the elevator you just emerged
- from."
- S251: "You are standing in an open yard consisting of two patches of grass
- connected by a rusted iron bridge. On the other side of the bridge, a Grunt and
- Rottweiler are patrolling back and forth and they notice your presence pretty
- quickly. Above you, the sky is a peaceful shade of gray, with clouds moving by
- so fast you feel like you're watching a time-lapse film. To your north is the
- entrance to a large, metallic complex, and an elevator to take you back up lies
- to the south."
- S252: "You are standing in an open yard consisting of two patches of grass
- connected by a rusted iron bridge. Above you, the sky is a peaceful shade of
- gray, with clouds moving by so fast you feel like you're watching a time-lapse
- film. To your north is the entrance to a large, metallic complex, while an
- elevator to take you back up lies to the south."
- S253: "All the leaves are brown, and the sky is gray."
- S254: "If I could pluck the sky down and give it to you I would, my dear."
- S255: "It's a shiny red button, which blinks on and off. On. Off. On. Off. On.
- Off..."
- S256: "Now what would you want to do with that?"
- S257: "Ah...that's better. Your health increases by 20 points."
- S258: "Ah...that's better. Your health increases by 20 points."
- S259: "You can see a pair of Medkits sitting here."
- S260: "There is a Medkit here, sitting all by its lonesome self."
- S261: "Your standard issue first person shooter medkit. You don't know how it
- works, but damn does it ever come in handy."
- S262: "Ah...that's better. Your health increases by 20 points."
- S263: "A Grunt is on patrol here, armed with a shotgun and looking rather
- surly. As you enter the room, he looks up and turns in your direction."
- S264: "I don't think he would like that very much."
- S265: "The grunt doesn't look amused at all. He has "
- S266: "The Rottweiler sniffs you immediately and runs in your direction"
- S267: "
- The Rottweiler, smelling the presence of fresh meat, starts running towards
- you, his tongue flapping out of his drooling mouth."
- S268: "I don't think he would like that very much."
- S269: "The rottweiler is angry and hungry. He has "
- S270: "You are standing at the entrance to what appears to be some sort of
- military complex. This room consists of thick metal walls that are covered in a
- fine, brown rust, and lumpy metal floors. Directly in front of you is a big
- hazardous materials canister. To your right is a pillar, containing several
- monitors that appear to be painted on. There is a corridor leading deeper into
- the complex to the west, and a door leading back out into the yard to the
- south. "
- S271: "It's probably a load-bearing column, as it clearly has no technical
- value and adds little to the overall aesthetic of the room."
- S272: "Now why would you want to try a thing like that?"
- S273: "The Rottweiler sniffs you immediately and runs in your direction"
- S274: "I don't think he would like that very much."
- S275: "The rottweiler is angry and hungry. He has "
- S276: "A Grunt is on patrol here, armed with a shotgun and looking rather
- surly. As you enter the room, he looks up and turns in your direction."
- S277: "I don't think he would like that very much."
- S278: "The grunt doesn't look amused at all. He has "
- S279: "It's a metal canister, marked with a red hazardous materials seal. Just
- in case it wasn't absolutely obvious that you really don't want to be near this
- thing, the seal is flashing in a rather effective shade of red."
- S280: "It's a metal canister, marked with a red hazardous materials seal. Just
- in case it wasn't absolutely obvious that you really don't want to be near this
- thing, the seal is flashing in a rather effective shade of red."
- S281: "Do you not see the big "DO NOT TAKE THIS CANISTER YOU MORON" seal
- flashing on its side?"
- S282: "Your standard issue first person shooter medkit. You don't know how it
- works, but damn does it ever come in handy."
- S283: "Ah...that's better. Your health increases by 20 points."
- S284: "You are standing in a metal corridor consisting of several raised metal
- structures. The walls are heavily rusted, and the floor is metal and lumpy.
- There are some metal stairs in front of you, continuing the corridor to the
- north, and a path leading back to the entrance to the east."
- S285: "The Rottweiler sniffs the air a few times immediately and runs in your
- direction"
- S286: "I don't think he would like that very much."
- S287: "The rottweiler is angry and hungry. He has "
- S288: "A Grunt is standing here, leaning against a wall, clearly sleeping on
- the job. As you approach, he wakes up and turns in your direction."
- S289: "I don't think he would like that very much."
- S290: "The grunt doesn't look amused at all. He has "
- S291: "As you enter the room, a Rottweiler that is perched on top of a metal
- structure catches your scent and begins running back and forth. There's clearly
- no way for him to reach you, but he doesn't seem to know that yet."
- S292: "You can't reach him, and even if you could, he'd probably bite your hand
- off."
- S293: "The Rottweiler has worked himself into a frenzy. He has "
- S294: "They're metal and you stand on them."
- S295: "You are standing at the top of some metal stairs, facing a giant gap,
- which is filed with some brown, ugly water. There are some stairs to the north
- leading down into the water, and a path leading back to the south. On the wall
- to your right is a button that's blinking softly to itself."
- S296: "The water pit is filled with a murky, pea-soup colored liquid that has a
- rather uninviting odor."
- S297: "Ouch! This water hurts!
-
- You feel five health points get eaten away. Maybe you should consider leaving?
- "
- S298: "Ouch! You know, you will die if you don't get out of this water."
- S299: "Ouch! There goes another five points..."
- S300: "It's bad enough to look at...you want to take it with you?"
- S301: "only manages to dent your badass armor."
- S302: "shoots across your shoulder, hitting you for "
- S303: " points. It's only a flesh wound."
- S304: "only manages to dent your swanky armor."
- S305: " points. It won't kill you, but you'd really rather it not happen
- again."
- S306: "only manages to scuff your life-saving armor."
- S307: "grazes your scalp, hitting you for "
- S308: "only manages to scuff your life-saving armor."
- S309: "hits you right in the thigh, taking off "
- S310: " points. That could have been much worse."
- S311: "only manages to dent your stylish armor."
- S312: " points. It won't kill you, but you'd really rather it not happen
- again."
- S313: "only manages to dent your apparently superior armor."
- S314: " points. You'll be fine tomorrow, but it really smarts."
- S315: "only manages to scuff your life-saving armor."
- S316: "shoots you in the pinky, causing you to wail like a little girl and
- taking off "
- S317: "only manages to scuff your life-saving armor."
- S318: "hits you square in the chest, missing any major organs, but still
- inflicting "
- S319: "only manages to scuff your life-saving armor."
- S320: "hits you right in the ear, taking it clean off. It's a good thing those
- Medkits are so effective, because you've really grown quite attached to that
- ear."
- S321: "only manages to scuff your life-saving armor."
- S322: "I don't think he would like that very much."
- S323: "only manages to dent your badass armor."
- S324: "shoots across your shoulder, hitting you for "
- S325: " points. It's only a flesh wound."
- S326: "only manages to dent your swanky armor."
- S327: " points. It won't kill you, but you'd really rather it not happen
- again."
- S328: "only manages to scuff your life-saving armor."
- S329: "grazes your scalp, hitting you for "
- S330: "only manages to scuff your life-saving armor."
- S331: "hits you right in the thigh, taking off "
- S332: " points. That could have been much worse."
- S333: "only manages to dent your stylish armor."
- S334: " points. It won't kill you, but you'd really rather it not happen
- again."
- S335: "only manages to dent your apparently superior armor."
- S336: " points. You'll be fine tomorrow, but it really smarts."
- S337: "only manages to scuff your life-saving armor."
- S338: "shoots you in the pinky, causing you to wail like a little girl and
- taking off "
- S339: "only manages to scuff your life-saving armor."
- S340: "hits you square in the chest, missing any major organs, but still
- inflicting "
- S341: "only manages to scuff your life-saving armor."
- S342: "hits you right in the ear, taking it clean off. It's a good thing those
- Medkits are so effective, because you've really grown quite attached to that
- ear."
- S343: "only manages to scuff your life-saving armor."
- S344: "I don't think he would like that very much."
- S345: "only manages to dent your badass armor."
- S346: "shoots across your shoulder, hitting you for "
- S347: " points. It's only a flesh wound."
- S348: "only manages to dent your swanky armor."
- S349: " points. It won't kill you, but you'd really rather it not happen
- again."
- S350: "only manages to scuff your life-saving armor."
- S351: "grazes your scalp, hitting you for "
- S352: "only manages to scuff your life-saving armor."
- S353: "hits you right in the thigh, taking off "
- S354: " points. That could have been much worse."
- S355: "only manages to dent your stylish armor."
- S356: " points. It won't kill you, but you'd really rather it not happen
- again."
- S357: "only manages to dent your apparently superior armor."
- S358: " points. You'll be fine tomorrow, but it really smarts."
- S359: "only manages to scuff your life-saving armor."
- S360: "shoots you in the pinky, causing you to wail like a little girl and
- taking off "
- S361: "only manages to scuff your life-saving armor."
- S362: "hits you square in the chest, missing any major organs, but still
- inflicting "
- S363: "only manages to scuff your life-saving armor."
- S364: "hits you right in the ear, taking it clean off. It's a good thing those
- Medkits are so effective, because you've really grown quite attached to that
- ear."
- S365: "only manages to scuff your life-saving armor."
- S366: "I don't think he would like that very much."
- S367: "
- As you enter the room, you notice three Grunts that are sitting here. They look
- up at you, and seem to be quite annoyed that you have shown up like this,
- inadvertently disrupting their otherwise peaceful game of Diamondback."
- S368: "
- Three angry grunts are here, clearly not amused by your intrusion."
- S369: "Two angry grunts are here, and they ain't gonna take no guff from you."
- S370: "There is one angry grunt here, who seems to be taking out his loss on
- you."
- S371: "It's a shiny red button, which blinks on and off. On. Off. On. Off. On.
- Off..."
- S372: "Now what would you want to do with that?"
- S373: "You press the button, which causes a platform to slide out and cover up
- the noxious water pit. Phew. You can now continue on to the north."
- S374: "You've already pushed this button!"
- S375: "You are standing in a straight hallway with metal walls and floor. It
- continues on to the north, or back to the south."
- S376: "A Grunt is standing here, patrolling his way down the hallway. He
- doesn't seem to have noticed you yet."
- S377: "
- The Grunt swings around and raises his shotgun menacingly."
- S378: "I don't think he would like that very much."
- S379: "The grunt doesn't look amused at all. He has "
- S380: "You are standing at the top of a ramp leading downwards to the north. As
- you approach the ramp, a light goes on above you. There is a curious looking
- red button here, blinking quietly to itself."
- S381: "You are standing at the top of a ramp leading downwards to the north. A
- path leads back out to the south. There is a curious looking red button here,
- blinking quietly to itself."
- S382: "A shiny red button is sitting here, blinking to itself quietly. On. Off.
- On. Off. On. Off."
- S383: "It's a shiny red button, which blinks on and off. On. Off. On. Off. On.
- Off..."
- S384: "Now what would you want to do with that?"
- S385: "As you press the shiny red button, the button turns yellow and the words
- "TWO MORE TO GO..." pop into your head."
- S386: "As you press the shiny red button, the button turns yellow and the words
- "ONE MORE TO GO..." pop into your head."
- S387: "As you press the shiny red button, the button turns yellow and the words
- "SEQUENCE COMPLETE!" pop into your head. In the distance, you can see that a
- door has opened up at the end of the ramp."
- S388: "A Grunt is standing here, patrolling his way down the hallway. He
- doesn't seem to have noticed you yet."
- S389: "
- The Grunt swings around and raises his shotgun menacingly."
- S390: "I don't think he would like that very much."
- S391: "The grunt doesn't look amused at all. He has "
- S392: "You are standing in the middle of a lengthy ramp that twists around and
- leads downwards to the north. As you continue your descent, a light goes on
- above you. A path back out lies behind you to the south. There is a curious
- looking red button here, blinking quietly to itself."
- S393: "You are standing in the middle of a lengthy ramp that twists around and
- leads downwards to the north, or back up behind you to the south. There is a
- curious looking red button here, blinking quietly to itself."
- S394: "A shiny red button is sitting here, blinking to itself quietly. On. Off.
- On. Off. On. Off."
- S395: "It's a shiny red button, which blinks on and off. On. Off. On. Off. On.
- Off..."
- S396: "Now what would you want to do with that?"
- S397: "As you press the shiny red button, the button turns yellow and the words
- "TWO MORE TO GO..." pop into your head."
- S398: "As you press the shiny red button, the button turns yellow and the words
- "ONE MORE TO GO..." pop into your head."
- S399: "As you press the shiny red button, the button turns yellow and the words
- "SEQUENCE COMPLETE!" pop into your head. In the distance, you can see that a
- door has opened up at the end of the ramp."
- S400: "A Grunt is standing here, patrolling his way down the hallway. He
- doesn't seem to have noticed you yet."
- S401: "
- The Grunt swings around and raises his shotgun menacingly."
- S402: "I don't think he would like that very much."
- S403: "The grunt doesn't look amused at all. He has "
- S404: "You are standing at the bottom of a long and twisting ramp. As you
- continue your descent, a light goes on above you. You can see an opening in the
- wall in front of you to the north. There is a curious looking red button here,
- blinking quietly to itself."
- S405: "You are standing at the bottom of a long and twisting ramp. As you
- continue your descent, a light goes on above you. There is a curious looking
- red button here, blinking quietly to itself."
- S406: "You are standing at the bottom of a long and twisting ramp. You can see
- an opening in the wall in front of you to the north. There is a curious looking
- red button here, blinking quietly to itself."
- S407: "You are standing at the bottom of a long and twisting ramp. The only
- perceivable path lies behind you to the south. There is a curious looking red
- button here, blinking quietly to itself."
- S408: "A shiny red button is sitting here, blinking to itself quietly. On. Off.
- On. Off. On. Off."
- S409: "It's a shiny red button, which blinks on and off. On. Off. On. Off. On.
- Off..."
- S410: "Now what would you want to do with that?"
- S411: "As you press the shiny red button, the button turns yellow and the words
- "TWO MORE TO GO..." pop into your head."
- S412: "As you press the shiny red button, the button turns yellow and the words
- "ONE MORE TO GO..." pop into your head."
- S413: "As you press the shiny red button, the button turns yellow and the words
- "SEQUENCE COMPLETE!" pop into your head. In the distance, you can see that a
- door has opened up at the end of the ramp."
- S414: "A Grunt is standing here, patrolling his way down the hallway. He
- doesn't seem to have noticed you yet."
- S415: "
- The Grunt swings around and raises his shotgun menacingly."
- S416: "I don't think he would like that very much."
- S417: "The grunt doesn't look amused at all. He has "
- S418: "You are standing in a white and utterly bare room, with no perceivable
- exit. The doorway you came in from has completely disappeared behind you. In
- fact the only thing in the room at all (aside from yourself) is a grungy
- looking chap who has his fingers tented in a Mr. Burns-esque pose."
- S419: "Seeing you suddenly appear in front of him apparently comes as no
- surprise to this person, as he nods, acknowledging your presence."
- S420: "Somehow I don't think that's a very good idea."
- S421: "
- The person stands up from his chair and begins to walk around the room,
- stroking his dingy beard."
- S422: "
- The person turns towards you and says, "I suppose you probably want to know
- what's going on here." He ponders this for a moment."
- S423: "
- The stranger continues, "The game you are currently playing elaborate as it may
- be, is in actuality an April Fool's gag." The stranger continues to walk around
- the room."
- S424: "
- "You see, this whole thing," he gestures around the completely empty white
- room, "is nothing more than a joke." He stops his pacing for a moment. "Or at
- least, that was the idea, anyway.""
- S425: "
- "Odd as it may seem, the idea of an interactive fiction version of the original
- Quake struck me as being a very, very funny idea. And so I created everything
- you see here. Well, not everything you see HERE, because obviously there's
- nothing to see in this room, but I'm referring to the game as a whole.""
- S426: "
- "And so here you are, having completed the entire game, as it currently stands.
- I must confess, I didn't actually expect you to get this far. But I suppose I
- underestimated you.""
- S427: "
- "So I tell you what -- you've been an awfully good sport here, and you've
- played this far without killing yourself, so I'm going to let you 'win' this
- game. For now, anyway. But hopefully you've enjoyed playing this as much as
- I've enjoyed creating it, as I do believe I will continue this project. I will
- of course confess to the portions of it that are intended to be part of the
- April Fool's gag (if you really put this in the same directory as your Quake
- PAK files, I've got a bridge to sell you.""
- S428: "
- "So thank you for playing. Be sure to check the IF Quake site periodically for
- a new release. It may take me a while, but there's a lot of stuff I intend to
- put in. Besides...you haven't even seen a Shambler yet. Thanks again, and good
- night.""
- S429: "The Creator is not the cleanest looking fellow you've ever seen. But he
- does carry himself in an oddly regal fashion."
- S430: "The slipgate glows with an otherworldly sheen. It's really a shame you
- don't have OpenGL installed, as it's quite lovely to look at. This slipgate is
- marked "NORMAL", which would seem to suggest that it's a normal slipgate, and
- not one of those ones that, you know, kills you or Shub Niggurath or
- something."
- S431: "The slipgate glows with an otherworldly sheen. It's really a shame you
- don't have OpenGL installed, as it's quite lovely to look at."
- S432: "OpenGL does nothing for this slipgate. Whereas the other slipgates
- you've seen are intoxicatingly easy on the eyes, this one is rustic, to say the
- least. It consists of two metal grates, which are so rusted they look as if
- they're bleeding, connected by an equally ugly mass of machinery and wires.
- There seems to be a monitor of some sort in the center of the slipgate,
- although it appears to be merely painted on.
-
- As you look over at the slipgate, the words "WALK INTO THE SLIPGATE TO START
- PLAYING QUAKE!" appear. Perhaps if you walk into the slipgate these words will
- stop tormenting you?"
- S433: "The slipgate glows with an otherworldly sheen. It's really a shame you
- don't have OpenGL installed, as it's quite lovely to look at. This slipgate is
- marked "EASY", which probably means walking through it won't be much of a
- challenge, certainly not for an experienced person like yourself."
- S434: "The slipgate glows with an otherworldly sheen. It's really a shame you
- don't have OpenGL installed, as it's quite lovely to look at. This slipgate is
- marked "HARD", which means you might have some difficulty passing through it.
- Then again, probably not. It's just a bloody slipgate, not a Rubik's Cube."
- S435: "The slipgate glows with an otherworldly sheen. It's really a shame you
- don't have OpenGL installed, as it's quite lovely to look at. You spend a few
- moments admiring its nicely rendered glory."
- S436: "The tools and wooden planks are the usual things you'd expect to see at
- a construction site. You've seen them plenty of times before, and have no real
- need to spend any more time admiring them."
- S437: "Don't you have better things to do than clean up this room?"
- S438: "The two pyres are made of stone, and contain a small, almost miniscule
- flame. You're not missing much by not being able to see this, believe me."
- S439: "Directly in front of you, a slovenly and obese fellow wearing
- dirt-covered jeans, a stained white t-shirt and a bright red trucker hat is
- sitting at a desk fiddling with some nails and a hammer. He turns around to
- look at you, and you see that he's wearing a name tag on his chest that reads
- "Sal", which you assume is either his name, or the name of the guy he stole it
- from."
- S440: "Even if you could fit Sal into your pocket, he probably wouldn't like
- the idea very much."
- S441: "
- You don't even want to know what Sal just did. Trust me."
- S442: "
- Sal replies, "Heys! Yous shouldn't be heres. You shoulds just goes backs the
- ways you cames in untils this here rooms is completeds.""
- S443: "Sal is fat, ugly, and quite possibly rather slow. He's everything you
- wish you could be."
- S444: "*********************************************************************
- *** Welcome to Quake Shareware v1.01! ***
- *********************************************************************
-
- Please consult the README.TXT file for the latest-breaking information on this
- Quake version!
-
- Quake System Requirements
- -------------------------
- IBM PC and Compatibles
- Pentium processor or better
- VGA Compatible Display or better
- 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
- CD-ROM drive Required
- MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
- Hard Drive (30MB for Shareware, 80 MB for Registered)
-
- *** IMPORTANT!: Quake requires a floating point processor.
- Systems that do not have an FPU installed will not run Quake -- at all.
-
- Thank you,
-
- id Software, inc.
- "
- S445: "The plate is a bit blurry and rusted, but you can clearly see that the
- text scratched into its surface is pure gibberish. Perhaps some meaning lies in
- these crude scratchings, but you certainly aren't going to spend the time
- bothering to figure it out when you have all these lovely hallways to explore."
- S446: "The two stone demon's heads depict an angry, horned beast, with his
- mouth agape and blood covering his lips and chin, suggesting that not only has
- he recently been involved in some sort of violent, bloody feast, but that he
- really should be properly instructed on table manners."
- S447: "They're nailed to the wall. They ain't leaving without a fight, and you
- have better things to do than to try and steal someone else's demon heads."
- S448: "The window is nicely crafted, if slightly dull."
- S449: "The bodies are crucified to the walls on your right and left. They seem
- to be emaciated, but also rather small in comparison to your ample girth,
- suggesting that these were perhaps some unfortunate Leprechauns who had one too
- many drinks on St. Patrick's Day. Interestingly, they appear to be thrashing
- about in near unison, making you wonder if they were in fact some sort of
- synchronized agony team."
- S450: "They're too high up for you to grab, and even if you could, the guilt
- you'd feel at breaking the symmetry of this display would be too much to bear."
- S451: "A large and heavy weapon capable of firing nine-inch-nails out of its
- two symmetrical rectangular barrels. You wouldn't want to get one in your eye.
- "
- S452: "A nice long-range weapon. Not nearly as effective as the Super Shotgun,
- but it's effective enough for its primary purpose. "
- S453: "Ah, your trusty hatchet. It's purely a melee weapon, which means it's
- not really a good idea to use it when you have other options, but every now and
- then you like to get your hands dirty, and really, there's nothing more
- satisfying then the "thunk!" sound you hear when striking a blow with your axe.
- Its metal blade is caked with dry blood, although that could just as easily be
- from the peanut butter and jelly sandwich you cleaved in twain with it over
- lunch."
- S454: "Your standard issue first person shooter medkit. You don't know how it
- works, but damn does it ever come in handy."
- S455: "Ah...that's better. Your health increases by 20 points."
- S456: "Greetings, your omnipotence. Hey, wait a minute...cut that out!"
- S457: "You suddenly feel like you can walk through walls.
- After a moment,the feeling passes. I guess you're just going to have to play
- this the hard way."
- S458: ""All the news that's fit to..." etcetera, etcetera."
- S459: "I hear it gets you chicks. Is that true? Well obviously not, or else why
- would you be sitting here typing useless things into a Z-Machine like this?"
- S460: "Hey, what did I tell you about that?"
- S461: "You will not sue. You will not sue. You will not sue."
- S462: "A bloody egomaniac who can't resist the urge to include his own name
- in...huh? Oh, I didn't say anything."
- S463: "Woah. Did you feel that? That must have been at least a 3.7."
- S464: "You pull your trusty copy of the Necronomicon out of your robes and
- begin to chant.
-
- Alsi ku nushi ilani mushiti
- Itti kunu alsi mushitum kallatum kattumtum
- Alsi bararitum qablitum u namaritum
- Ashshu kashshaptu u kashshipanni
- Eli nitum ubbiraanni
- Ili-ia u Ishtari-ia ushis-su-u-eli-ia
- Eli ameri-ia amru-usanaku
- Imdikula salalu musha u urra
- Qu-u imtana-allu-u pi-ia
- Upu unti pi-ia iprusu
-
- The world around you begins to shake and shudder...in the distance you can hear
- thunder...could it be?
-
- Yes!
-
- Yes!
-
- Cthulhu is awake!
-
- Cthulhu is awake!"
- S465: "We're not worthy. We're not worthy."
- S466:
- "------------------------------------------------------------------------------
- -
- Quake 1.09 by id Software
- -------------------------------------------------------------------------------
-
-
- IF Quake ported and compiled by jason bergman
- (http://www.loonyboi.com/if/quake/)
-
- ASCII id Software logo by Frans P. DeVries of 3DGamers.com. Used with
- permission.
-
- Zork Extensions for Inform by Joe Merical (python_q@email.com)
-
- Special thanks to Simon Carless for beta testing!
-
- Quake (c) 1996 - 2004 id Software. You will not sue. You will not sue. You will
- not sue.
-
- --
-
- Please do not redistribute this file (either online or on physical media)
- without express permission of the author!
-
- Thank you for playing IF Quake!"
- S467: "
- Sal replies, "Heys! Yous shouldn't bes heres. Yous shoulds just goes backs the
- ways you cames ins untils this here rooms is completeds.""
- S468: "Yeah, I get those all the time too. It's best to ignore them."
- S469: "Stuck already, eh? Well, that's okay, I'm here to help. Actually, I'm
- here for much more interesting things than this but, hey, you're the player.
-
- You are playing an Interactive Fiction adventure written by one Jason Bergman.
- In this game, you'll want to walk around by typing in the directions you wish
- to walk in (to go to the North, type "North" or simply "n" and so on). You can
- take items by using the "take" command (also useful: "take all"), and
- manipulate them using commands like, "eat", "read", "use", "attack" and so on.
-
- For more useful information, consult the official IF Quake homepage at
- http://www.loonyboi.com/if/quake/ or visit one of the many, many IF sites on
- the web.
-
- Interactive FictionTM: it's your friend!"
- S470: "What exactly would you like to jump on, and why?"
- S471: "What exactly would you like to jump down from?"
- S472: "Deciding that life isn't worth living, you attempt to snuff yourself
- out. You're new at this sort of thing, so you succeed in taking off ten health
- points, but fail in your ultimate goal of actually ending your life."
- S473: "In Utah, it is illegal to detonate a nuclear weapon. Possession is
- legal, but detonation is not. Comforting, huh?"
- S474: "Kakorrhaphiophobia is the fear of failure or defeat."
- S475: "The first United States coast to coast airplane flight occurred in 1911
- and took 49 days."
- S476: "In Missouri, there is a special tax exclusively for single men. Of
- course, being only one dollar per year, some might argue the benefits are well
- worth the extra taxes."
- S477: "A ball of glass will bounce higher than a ball of rubber. A ball of
- solid steel will bounce higher than one made entirely of glass."
- S478: "Virginia O'Hanlon Douglas was the eight-year-old girl who, in 1897,
- asked the staff of The New York Sun whether Santa Claus existed. In the
- now-famous editorial, Francis Church assured Virginia that yes, indeed, "there
- is a Santa Claus.""
- S479: "Selenophobia is the fear of the moon."
- S480: "Leonardo da Vinci could write with one hand and draw with the other at
- the same time."
- S481: "Xanthophobia is a fear of the color or word yellow. Also known as "Alan
- Scott syndrome". (If you caught that reference give yourself +2 geek points)."
- S482: "The People's Republic of China recently admitted that a long-held myth
- was indeed false: the Great Wall of China can not be seen from outer space."
- S483: " health points left. You might want to get that taken care of.
-
- You have "
- S484: " health points left. Face it. You've seen better days.
-
- You have "
- S485: "You are in pristine condition, with a full 100 health points. Now if
- only you didn't smell so badly...
-
- You have "
- S486: " health points left. You're a little banged up, but you'll live.
-
- You have "
- S487: " health points left. Battle scarred, but relatively healthy.
-
- You have "
- S488: " health points left. You're a bit tired, but you'll live.
-
- You have "
- S489: "Sal responds with a belch of his own, at least ten times louder and more
- potent. Clearly you have met your match."
- S490: "Shoot what at what with what? What?"
- S491: "Feeling like a big man, you strike Sal, dealing him a fatal blow. Just
- before he dies, Sal cries out, "Heys...whats gives...?"
-
- Nicely done there, killing an unarmed slob like that."
- S492: " from his health and killing him. Nicely done there, Leatherface."
- S493: " from his health and killing him. Nice shootin', Tex."
- S494: " from his health and killing him. Frag-tastic."
- S495: " from his health and killing him. Move over, Thresh."
- S496: " from his health and killing him. He never stood a chance."
- S497: " from his health and killing him. You spit on his corpse."
- S498: "That wouldn't be very productive."
- S499: "The Creator turns towards you. "Well if you're going to act that way,
- I'll just have to take that away from you.""
- S500: "Hah HAH! You attack the pitiful Text File, chopping it in twain. That'll
- teach developers to include such wasteful pieces of virtual text with their
- software programs."
- S501: "KaBLAM! You attack the pitiful Text File, blowing it to smithereens.
- That'll teach developers to include such wasteful pieces of virtual text with
- their software programs."
- S502: "With a mighty blow you swing your Axe at your target. This accomplishes
- nothing whatsoever. Perhaps you should find something better to do with your
- time?"
- S503: "Blam! Niiice shot there homeboy. Maybe you ought to save your ammo for
- some actual enemies?"
- S504: "You hit the hazardous canister right on its side, causing a major chain
- reaction. Unfortunately for you, you're the only person left standing in here,
- and you're hit full-force with the explosion, causing 25 points of damage."
- S505: "You hit the hazardous canister right on its side, causing a major chain
- reaction. Luckily for you, there's a Grunt here to take the brunt of the
- explosion, killing him instantly. You manage to walk away with a mere five
- points taken off your health."
- S506: "You hit the hazardous canister right on its side, causing a major chain
- reaction. Luckily for you, there's a Rottweiler here to take some of the
- explosion, killing him instantly. Still, it doesn't absorb all of it, and walk
- away with ten points taken off your health."
- S507: "You hit the hazardous canister right on its side, causing a major chain
- reaction. Thankfully, there's both a Rottweiler and a Grunt here to absorb the
- explosion, killing them both instantly, and leaving you without a scratch."
- S508: "You fire at the door, which surprisingly results in some blood (or
- possibly blood-colored rust) to spatter off of it. After that moment of
- ickiness, the door moves backwards and slides into the wall, revealing a small
- alcove containing a single box. Right on cue, the words "YOU HAVE FOUND A
- SECRET AREA" pop into your head. You stifle the urge to yell out NO KIDDING
- MORON."
- S509: "You already shot that door. Let's not go crazy here with the shooting."
- S510: "What? You didn't actually expect that to do anything, did you? What kind
- of a game do you think this is, anyway?"
- S511: "You suddenly feel peculiar...is if...no...it couldn't be...yes! You can
- FLY! You can FLY! Oh, it's so beautiful up here...oh wait, no, there you
- go...sorry. Guess it was just a temporary thing, huh?"
- S512: "Hey you tried twice already! Stop flogging that horse."
- S513: " .od8888
- "
- S514: " .od88bo. ...ood88888888
- "
- S515: " d8888888888b 888888888888888888
- "
- S516: " d888888888888b 888888888888888888
- "
- S517: " 88888888888888 888888888888888888
- "
- S518: " Y888888888888P 8888888888888
- "
- S519: " Y8888888888P 888888888888
- "
- S520: " Y88P 888888888888
- "
- S521: " ...oooo.. 888888888888
- "
- S522: " ....oooo88888 .o8888888888888o.888888888888
- "
- S523: " 88888888888888888.d888888888888888888888888888888
- "
- S524: " 888888888888888P'88888888888888888888888888888888
- "
- S525: " 88888888888888P 8888888888P Y8888888888888
- "
- S526: " 888888888P 888888888 888888888888
- "
- S527: " 88888888 88888888 888888888888
- "
- S528: " 88888888 88888888 888888888888
- "
- S529: " 88888888 88888888 888888888888
- "
- S530: " 88888888. 88888888. 888888888888
- "
- S531: " 888888888 88888888b .888888888888
- "
- S532: " 888888888b 888888888b.. ..o8888888888888
- "
- S533: " d8888888888b. Y888888888888888888888888888888b
- "
- S534: " ood88888888888888b. 8888888888888888888888888888
- "
- S535: " 8888888888888888888bo Y88888888888P 8888888888
-
- "
- S536: " ---------------------SOFTWARE-----------------------
- "
- S537: " ---------------------PRESENTS-----------------------
-
- "
- S538: "VIDEO WAIT SUCCESSFULLY ENABLED!
- "
- S539: "GL_VENDOR: ATI TECHNOLOGIES INC.
- "
- S540: "VIDEO MODE 640X480 TEXT_ONLY INITIALIZED."
- S541: "
- Quake 1.09 by id Software
- IF Quake ported and compiled by jason bergman
- http://www.loonyboi.com/
- Type "Credits" for full list of credits.
- "
- S542: "write to"
- S543: "read"
- S544: "send message"
- S545: "apply 'ofclass' for"
- S546: ": 'create' can have 0 to 3 parameters only **]"
- S547: "objectloop broken because the object "
- S548: " was moved while the loop passed through it **]"
- S549: ", which is not a valid ZSCII character code for output **]"
- S550: "tried to print (address) on something not the "
- S551: "tried to print (string) on something not a "
- S552: "tried to print (object) on something not an "
- S553: "give" or test "has" or "hasnt" with a non-attribute on the
- object "
- S554: "recreate"
- S555: "destroy"
- S556: "copy"
- S557: "copy"
- S558: "set"
- S559: "<unknown attribute>"
- S560: "name"
- S561: "create"
- S562: "recreate"
- S563: "destroy"
- S564: "remaining"
- S565: "copy"
- S566: "call"
- S567: "print"
- S568: "print_to_array"
- S569: "shootable"
- S570: "blunt"
- S571: "warned"
- S572: "ewarned"
- S573: "didjump2"
- S574: "didjump"
- S575: "deadsal"
- S576: "numbuttons"
- S577: "stairway1"
- S578: "stairway2"
- S579: "stairway3"
- S580: "watercount"
- S581: "meat"
- S582: "firstrun"
- S583: "candidblow"
- S584: "button1"
- S585: "button2"
- S586: "secretdoor"
- S587: "puddingt"
- S588: "button3"
- S589: "e1"
- S590: "diff"
- S591: "salc"
- S592: "yard"
- S593: "medcount"
- S594: "latestdamage"
- S595: "numgrunts"
- S596: "fly"
- S597: "multiplyer"
- S598: "damage"
- S599: "animate"
- S600: "absent"
- S601: "clothing"
- S602: "concealed"
- S603: "container"
- S604: "door"
- S605: "edible"
- S606: "enterable"
- S607: "general"
- S608: "light"
- S609: "lockable"
- S610: "locked"
- S611: "moved"
- S612: "on"
- S613: "open"
- S614: "openable"
- S615: "proper"
- S616: "scenery"
- S617: "scored"
- S618: "static"
- S619: "supporter"
- S620: "switchable"
- S621: "talkable"
- S622: "transparent"
- S623: "visited"
- S624: "workflag"
- S625: "worn"
- S626: "male"
- S627: "female"
- S628: "neuter"
- S629: "pluralname"
- S630: "before"
- S631: "after"
- S632: "life"
- S633: "n_to"
- S634: "s_to"
- S635: "e_to"
- S636: "w_to"
- S637: "ne_to"
- S638: "se_to"
- S639: "nw_to"
- S640: "sw_to"
- S641: "u_to"
- S642: "d_to"
- S643: "in_to"
- S644: "out_to"
- S645: "door_to"
- S646: "with_key"
- S647: "door_dir"
- S648: "invent"
- S649: "plural"
- S650: "add_to_scope"
- S651: "list_together"
- S652: "react_before"
- S653: "react_after"
- S654: "grammar"
- S655: "orders"
- S656: "initial"
- S657: "when_open"
- S658: "when_closed"
- S659: "when_on"
- S660: "when_off"
- S661: "description"
- S662: "describe"
- S663: "article"
- S664: "cant_go"
- S665: "found_in"
- S666: "time_left"
- S667: "number"
- S668: "time_out"
- S669: "daemon"
- S670: "each_turn"
- S671: "capacity"
- S672: "short_name"
- S673: "short_name_indef"
- S674: "parse_name"
- S675: "articles"
- S676: "inside_description"
- S677: "play"
- S678: "Pronouns"
- S679: "Quit"
- S680: "Restart"
- S681: "Restore"
- S682: "Save"
- S683: "Verify"
- S684: "ScriptOn"
- S685: "ScriptOff"
- S686: "NotifyOn"
- S687: "NotifyOff"
- S688: "Places"
- S689: "Objects"
- S690: "Score"
- S691: "FullScore"
- S692: "Inv"
- S693: "Take"
- S694: "Drop"
- S695: "Remove"
- S696: "PutOn"
- S697: "Insert"
- S698: "EmptyT"
- S699: "Give"
- S700: "Show"
- S701: "Enter"
- S702: "GetOff"
- S703: "Exit"
- S704: "VagueGo"
- S705: "Go"
- S706: "LMode1"
- S707: "LMode2"
- S708: "LMode3"
- S709: "Look"
- S710: "Examine"
- S711: "LookUnder"
- S712: "Search"
- S713: "Unlock"
- S714: "Lock"
- S715: "SwitchOn"
- S716: "SwitchOff"
- S717: "Open"
- S718: "Close"
- S719: "Disrobe"
- S720: "Wear"
- S721: "Eat"
- S722: "Yes"
- S723: "No"
- S724: "Burn"
- S725: "Pray"
- S726: "Wake"
- S727: "WakeOther"
- S728: "Kiss"
- S729: "Think"
- S730: "Smell"
- S731: "Listen"
- S732: "Taste"
- S733: "Touch"
- S734: "Dig"
- S735: "Cut"
- S736: "Jump"
- S737: "JumpOver"
- S738: "Tie"
- S739: "Drink"
- S740: "Fill"
- S741: "Sorry"
- S742: "Strong"
- S743: "Mild"
- S744: "Attack"
- S745: "Swim"
- S746: "Swing"
- S747: "Blow"
- S748: "Rub"
- S749: "Set"
- S750: "SetTo"
- S751: "WaveHands"
- S752: "Wave"
- S753: "Pull"
- S754: "Push"
- S755: "Turn"
- S756: "PushDir"
- S757: "Squeeze"
- S758: "ThrowAt"
- S759: "Tell"
- S760: "Answer"
- S761: "Ask"
- S762: "Buy"
- S763: "Sing"
- S764: "Climb"
- S765: "Wait"
- S766: "Sleep"
- S767: "Consult"
- S768: "parse_input"
- S769: "AskFor"
- S770: "GiveR"
- S771: "ShowR"
- S772: "begin_action"
- S773: "end_turn_sequence"
- S774: "Diagnose"
- S775: "damage_death"
- S776: "Transfer"
- S777: "dive"
- S778: "jumpedUp"
- S779: "JumpOn"
- S780: "myhealth"
- S781: "myscore"
- S782: "isdead"
- S783: "init"
- S784: "turnaway"
- S785: "pushed"
- S786: "button"
- S787: "Talk"
- S788: "legible"
- S789: "Version"
- S790: "TraceOn"
- S791: "TraceLevel"
- S792: "TraceOff"
- S793: "ActionsOn"
- S794: "ActionsOff"
- S795: "RoutinesOn"
- S796: "RoutinesOff"
- S797: "TimersOn"
- S798: "TimersOff"
- S799: "ChangesOn"
- S800: "ChangesOff"
- S801: "CommandsOn"
- S802: "CommandsOff"
- S803: "CommandsRead"
- S804: "Predictable"
- S805: "XPurloin"
- S806: "XAbstract"
- S807: "XTree"
- S808: "Goto"
- S809: "Gonear"
- S810: "Scope"
- S811: "Showverb"
- S812: "Showobj"
- S813: "Empty"
- S814: "InvTall"
- S815: "InvWide"
- S816: "GoIn"
- S817: "AttackWith"
- S818: "Load"
- S819: "God"
- S820: "Noclip"
- S821: "Unreal"
- S822: "Zork"
- S823: "blue"
- S824: "Loony"
- S825: "id"
- S826: "sue"
- S827: "summon"
- S828: "shack"
- S829: "Quake"
- S830: "Carmack"
- S831: "Credits"
- S832: "Fly"
- S833: "NoTarget"
- S834: "Impulse"
- S835: "Help"
- S836: "Belch"
- S837: "Health"
- S838: "Suicide"
- S839: "Stupid"
- S840: "AttackAt"
- S841: "JumpDown"
- S842: "LetGo"
- S843: "Receive"
- S844: "ThrownAt"
- S845: "Order"
- S846: "TheSame"
- S847: "PluralFound"
- S848: "ListMiscellany"
- S849: "Miscellany"
- S850: "Prompt"
- S851: "NotUnderstood"
- S852: "task_scores"
- S853: "the_timers"
- S854: "inputobjs"
- S855: "multiple_object"
- S856: "kept_results"
- S857: "pattern"
- S858: "pattern2"
- S859: "line_ttype"
- S860: "line_tdata"
- S861: "line_token"
- S862: "match_list"
- S863: "match_classes"
- S864: "match_scores"
- S865: "buffer"
- S866: "parse"
- S867: "buffer2"
- S868: "parse2"
- S869: "buffer3"
- S870: "oops_workspace"
- S871: "PowersOfTwo_TB"
- S872: "LanguagePronouns"
- S873: "LanguageDescriptors"
- S874: "LanguageNumbers"
- S875: "LanguageArticles"
- S876: "LanguageGNAsToArticles"
- S877: "StorageForShortName"
- S878: "task_done"
-
- [End of text]
-
- [End of file]
-