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 that
you're entering another dimension. When you complete 

        an entire
dimension (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 not registered, the 

        first episode, Dimension of the Doomed, is the only place you can go. 

        After registration, all four episodes are available. 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're moving forward, and you jump higher if you're moving up a slope at 

      the time. You'll be surprised at the spots you can reach in a jump. 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 to
keep 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 a platform won't lower, you may need to do something special to 

      activate it.

   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. If it is armor, it means the stuff you're trying to get is 

      worse than what you 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 they are

      shot or hit with an axe. The rest are opened by hidden pressure plates

      or buttons.

   Platforms

      Most platforms only go up and down, while some follow tracks around

      rooms or levels. When you step atop of a platform, it rises to its

      full height, and usually only lowers when you step off. Some platforms

      must be activated via button or pressure plate.

   Pressure Plates & Motion Detectors

      Invisible or visible sensors which open doors, unleash traps, warn

      monsters, etc.

   Uncovering Secrets

      Secrets are hidden lots of ways. You might need to shoot a button, kill

      a monster, walk through a secret motion detector, etc.

   The Secret of Secrets

      All secrets in Quake are indicated by clues. Don't waste your time

      hacking at every wall. It's much more productive (and fun) to use your

      brain and your eyes. Look up. An angled texture, a light shining under

      a wall, a strange sound -- anything -- might be the clue. Something

      prominent in a room might be decoration ... or it might be the clue.



=============================================================================

== TIP -- Bouncing a grenade off a shootable button or secret door won't   ==

== open it, but if the grenade's explosion goes off nearby, this may       ==

== activate such secrets.                                                  ==

=============================================================================



IV. CONTROLS

A. Keyboard Commands

   By using the key configuration option from the Main Menu, you can

   customize the keyboard to suit your fancy, except for the Function keys,

   the Escape key, and the ~ (tilde) key.



FUNCTION KEYS

Help				F1

Save Game			F2

Load Game			F3

Options Menu			F4

Multiplayer Menu		F5

Quicksave			F6

Quickload			F9

Quit to operating system        F10

Screenshot                      F12



WEAPONS

Axe				1

Shotgun				2

Double Barrelled Shotgun	3

Nailgun				4

Supernailgun			5

Grenade Launcher		6

Rocket Launcher			7

Thunderbolt			8

Change to next weapon		/



MOVEMENT

Move / Turn	arrow keys

Jump / Swim	Space bar or Enter

Run		Shift

Sidestep Left	. or >

Sidestep Right	, or <

Strafe *	Alt

Swim Up         D

Swim Down       C



OTHER CONTROLS

Main Menu		Escape

Console			~ (tilde)

Look Up			A or PgDn

Look Down		Z or Del

Center View		X or End

Mouse Look **		\ or center mouse button

Keyboard Look ***	Ins



  * Turning right or left sidesteps instead while the Strafe key is pressed.

 ** Sliding your mouse forward and back looks up and down while the Mouse

    Look key is pressed.

*** The walk forward/backpedal arrows will look up and down while the

    Keyboard Look key is pressed.



B. The Main Menu

   Tap the Escape key to pop  up the Main Menu. While you are in the menu,

   the game is paused.

      Use the arrow keys to move the Quake icon up and down the menu. Place 

   the icon before the desired option, and tap the Enter key. To return to the

   Main Menu, tap the Escape key again. To exit the menu and return to the

   game, tap the Escape key when you are on the Main Menu.



   NEW GAME

      Discards the game you're playing, and starts anew.



   MULTIPLAYER

      Controls multiplayer game starting and details...

      Name

         Type your name or alias here, and all messages about you will use

         this. So the computer says stuff like, "Josephine rides Bad Bill's

         rocket."

      Shirt Color

         Lets you select your character's uniform color from 14 different

         options (numbered 0-13).

      Pants Color

         As above, but your pants color also determines what team you're on,

         if in team play. (After all, pants are more important than shirts.)

      Communications Configuration

         Takes you to a separate menu on which you can change communications

         settings.

         Com Port

            Selects the COM Port to use for Communications. A null modem or 

            modem must be connected to this port.

         Baud Rate

            Selects the COM port baud rate (9600-57600bps). This is NOT the

            same as setting the modem speed. The COM port speed must be AT 

            LEAST the same speed as the modem speed.

         Device

            Selects the type of connection, either direct (null-modem) or

            modem.

         Modem Init String

            The Initialization string for the modem. 

      

      Start a Multiplayer Game

         If you want your machine to be the host for a multiplayer game 

         (Note: if you are starting a listen server, id Software strongly 

         recommends that the fastest machine act as the host! If you are

         playing a game with more than 4 players, we suggest using a 

         dedicated server as the host!), select this option, and you'll get

         the following menu  ...

         Begin Game

            Starts up the game. Now all your friends have to do is log on, 

            using either "search for local network games" or "join a 

            running game at..." Multiplayer options (see below). 

         Maximum Players

            You can have up to 16 players. You need at least 2, or it's not 

            "multiplayer", right?

         Game Type

            Toggles between cooperative and deathmatch.

         Team Color Rules

            Toggles between "none" and "no friendly fire". In the latter mode, 

            your shots won't injure someone wearing the exact same color 

            pants as you. 

         Skill

            Chooses skill level. Only applicable in a cooperative game. 

         Frag Limit

            From none to 100, in ten-frag increments. When someone reaches 

            the frag limit, by killing the 40th (or whatever) person, then 

            the game ends immediately, and final scores are printed. If your 

            frag limit is none, the game won't end till someone exits the 

            level or the time limit expires. 

         Time Limit

            From none to 60 minutes, in 10 minute increments. When the time

            limit is up, the game ends immediately, and final scores are 

            printed. If your time limit is none, the game won't end till 

            someone exits the level or the frag limit is reached. 

         Start Map 

            Lets you choose what map you'd like to play on. The top line 

            gives you the episode name, and the lower line is the level's 

            name. Note that all levels in Quake are fun to play, but the 

            episode Deathmatch Arena is composed of special levels that are 

            solely-designed for deathmatch play. Try them, you'll like them. 

      Search For Local Network Games

         Has your computer look through your network. It will list all the 

         games it finds on the console, and you can choose to join one of 

         them by typing connect <server>.

      Join A Running Game At ... 

         Lets you join a game either by typing its net address (for a net 

         game) or your friend's modem phone number (for a modem game). 

         If necessary, ensure your modem and network connections are operative 

         by checking your Communications Configuration menu. 



   SAVE

      Brings up a list of saved games. Highlight the desired slot, and tap the 
     Enter key. Each saved game is identified by the level's name, plus the 

      proportion of kills you have achieved so far. 

   LOAD

      Brings up a list of saved games. Highlight the desired slot, and tap the

      Enter key. 

   OPTIONS

      Miscellaneous game options ...

         Configure Keys

            Permits you to customize Quake so every action is linked to the 

            button or key that you prefer. 

               First, move the cursor (via the arrow keys) to the action you 

            wish to change. Then tap the Enter key. Now press the key or 

            button you want to bind to that action. For instance, if you wish

            to use the Alt key for Jump, move the cursor to Jump / Swim, tap 

            the Enter key, then press the Alt key. 

               Each action can have two different keys assigned to it. If you 

            already have two keys in an entry, you cannot add more from this 

            menu. 

               To clear the keys bound to an action, move the cursor to that 

            action and tap the Backspace or Delete key instead of the Enter 

            key. This will clear the keys formerly bound to that action, 

            leaving it blank.

               You can bind any key to an action except Function keys, the 

            Escape key, and the ~ (tilde) key. "Weird" keys such as Scroll 

            Lock, Print Screen, etc. may or may not work, depending on your 

            machine, but why bother?

 

            Attack

               Fires your weapon

            Change Weapon

               Switches to the weapon "above" the one you're now using. Wraps 

               around to the axe.

            Jump / Swim Up

               If you're on land, jumps. If you're underwater, kicks you 

               towards the surface. If you're right at the water's edge, pops

               you up out of the water, if you combine it with forward 

               movement. 

            Walk Forward 

            Backpedal 

            Turn Left 

            Turn Right 

            Run

               Press this while moving, and you move at double speed. 

            Step Left

               Sidesteps (strafes) left

            Step Right

               Sidesteps (strafes) right

            Sidestep

               Press this when using turn left or turn right and you sidestep

              (strafe) instead.

            Look Up

               Lets you angle your view upwards. Your view returns to 

               horizontal when you start walking forward. 

             Look Down

               Lets you angle your view upwards. Your view returns to 

               horizontal when you start walking forward. 

             Center View

                If  you're looking up or down, returns your view to dead 

                center. 

             Mouse Look

                Press this to allow your mouse to look up or down (by 

                sliding it forward and back), and to remain looking up or 

                down even if you move forward. 

             Keyboard Look

                Press this to use your movement keys to look up or down. 

             Go To Console

                Brings down the Console. Also possible by tapping the 

                ~ (tilde) key. 

             Reset To Defaults

                Everything you've changed in the options menu is reset by 

                this option. Consider it an "Oops" key. 

             Screen Size

                A slider which enlarges or shrinks your view area. All 

                Quake's sliders use the right and left arrow keys. 

             Brightness

                Pretty much self-explanatory. Choose a brightness which 

                doesn't strain your eyes. 

             Mouse Speed

                Adjusts mouse sensitivity. The further you set the slider 

                to the right, the quicker your mouse reacts. 

             Music Volume

                Self-explanatory

             Sound Effects Volume

                Self-explanatory

             Always Run

                When this is selected, you do not need the Run key -- you 

                are always at double speed.

             Invert Mouse Up / Down

                This gives your mouse "airplane-style" controls. This means 

                that pushing the mouse forward "noses down", and pulling it 

                back "noses up". Some people prefer this control technique. 

              Lookspring

                 Returns your view immediately to straight ahead when you 

                 release the look up / down key. Otherwise, you must move 

                 forward for a step or two before your view snaps back. 

                 Lookspring does not work while you are underwater. 

              Lookstrafe

                 If you are using the look up / down key, then this option 

                 causes you to sidestep instead of turn when you try to move 

                 left or right.



   HELP / ORDERING

      Lists the default keyboard and mouse commands. Also contains the 

      information you need to register Quake. 

    QUIT

      Exits Quake at once. 



=============================================================================

== TIP -- Quake saves your current key configuration when you quit, so     ==

== next time you play, you have the same configuration.                    ==

=============================================================================



C. Console

      Tap the ~ (tilde) key to bring down the console. As with the Main Menu, 

   when the console is down, a singleplayer game is paused. A wide variety of

   esoteric commands can be entered at the console. If your keyboard has no 

   ~ (tilde), the Options Menu (inside the Main Menu) has a "Console" option. 



D. Command Line

   For special command line parameters, see README.TXT. 



E. Cheat Codes

   id Software, as in our previous games, has removed all cheat codes from 

   Quake. 



V. THE GAME

A. The Screen

      The large top part of the screen is the view area, in which you see 

   monsters and architecture. Immediately below is the Inventory, beneath 

   which is the Status Bar. You can enlarge the viewing area (tap the + key), 

   so much that it engulfs first the Inventory Bar and then the Status Bar. 

   The - key shrinks the view area. 



   Inventory Bar

      Lists ammo, weapons, deathmatch scores, and power-ups.

         The active weapon is lit up. Each weapon has a number by it -- type 

      the appropriate number key to switch to that weapon.

         In addition, this gives the amount of ammo you have of each type, 

      any keys you possess, and any power=ups currently active. Plus it shows 

      how many and which of the four Runes you possess. 

         In Deathmatch, it shows the top four scores in the game. 



   Status Bar

      A vital part of the screen. When your armor, hit points, or ammo get 

      low, the number turns red. 

         From left to right, the big numbers represent: Armor Points, Health, 

      and Ammo (of the current weapon). Icons show the Armor Type (green,  

      yellow, or red), your adorable face, and your Ammo Type). 



   Score Bar

      Hold down theTab key to replace the Status Bar with the Score Bar. 

         This lists the proportion of monsters you've killed, secrets you've 

      found, and time you've spent, along with the level name. 

         In Deathmatch, the Score bar lists the top six scorers, along with 

      their names. 



B.  Messages 

   Quake talks to you from time to time. Some messages appear at the top of 

   the screen. These are non-critical, and tell you that you've picked up an 

   object, or you've died in an interesting fashion. Ignore these messages if

   you please. 

      Certain messages appear inconveniently in the middle of your view. These 

   are always important, and you do not want to ignore them!



D Ending a Level

   Once you finish a level, you'll find a slipgate or a distinctive archway 

   leading to the next level. Pass through to emerge onto a new level. 

      You start the new level with the same armor, weapons, and ammo you had at 

   the end of the previous one. If a power-up was active at the end of the 

   previous level, it is now, sadly, gone. Make the best of it. If your hit 

   points were over 100 or under 50, they are altered to 100 or 50, 

   respectively. Otherwise, your hit points are unchanged. 



D. Ending a Dimension

   Once you've finished all the levels in a particular dimension, you return 

   to the starting hall. New dimensions are started from scratch -- you, your 

   shotgun, and axe.



VI. Your New Environment

A. Firepower

   You are blessed with eight different Means o' Mass Destruction. Each has 

   its place in a balanced diet. 



   Axe

      The last resort. Face it  -- going toe-to-toe with the uglies in Quake

      demonstrates all the good sense of a man parachuting into an alligator 

      farm. 



   Shotgun

      The basic gun, to which all other guns compare favorably.



   Double-barrelled Shotgun

      A worthy weapon with three minor drawbacks: first, it uses up 2 shells 

      per blast; second, it's slow; third, its shot pattern is very loose at 

      long range. But in general, once you find this puppy, the other shotgun 

      starts rusting from disuse. 



   Nailgun

      A two-barrel dingus that prickles bad guys with armor-piercing darts, 

      technically termed "nails". 



   Supernailgun 

      The great equalizer. Four cyclic barrels that hose out spikes like 

      crazy. Pro: foes drop like flies. Con: eats ammo like popcorn. 



   Grenade Launcher

      Thumps neat exploding bombs into the air. You can even bounce a grenade

      off the wall or floor.. When a grenade hits someone, it explodes. 

      If it misses, the bomb sits on the floor for a moment, then explodes. 

      Even though I sometimes bounce grenades into myself, this gun's still 

      my favorite. 



   Rocket Launcher

      For when a grenade positively, absolutely, has to be there on time. 



   Thunderbolt  

      Try it. You'll like it. Use the same technique as watering your 

      rosebush.



   Switching Between Weapons

      If you are firing a weapon and run out of ammo, Quake automatically 

      switches you to another weapon. It will never switch to the grenade 

      launcher or rocket launcher, however, for reasons that ought to be 

      obvious. So if you're firing away happily and suddenly switch to the 

      axe, it doesn't mean you're out of all ammo -- you may still have 

      grenades. But Quake requires you to select such dangerous 

      explosives on your own. 



=============================================================================

== TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==  

== cells in every direction in a single gigantic KA-ZAP, with you at the   == 

== center. Don't try this at home.                                         ==

=============================================================================



B. Ammo

   The eight weapons use four types of ammo. Each ammo type comes in two 

   flavors -- small and large. The large boxes carry twice as much as the 

   small. 



   Shells 

      For shotguns and double-barrelled shotguns. A small box holds 20.



   Flechettes 

      For nailguns and supernailgunss. A small box holds 25. 



   Grenades 

      For grenade launchers and rocket launchers. A small crate holds 5.



   Cells 

      For Mr. Thunderbolt. A small battery has 6 charges, lasting a little 

      over a second.



C. Power-ups

   All power-ups except armor burn out after a while, so smoke 'em while you 

   got 'em. 



   Armor 

      Comes in three flavors; green, yellow, and red, from weakest to most 

      powerful.



   Megahealth

      Gives you 100 additional hit points. After a few seconds, all hit points 

      over 100 start slowing draining away, because it's too much for the human 

      frame to hold. Still, it's nice while it lasts. 



   Biosuit 

      lets you breathe underwater and swim through slime without harm. Does 

      not protect against lava. 



   Ring of Shadows 

      Renders you almost totally invisible. Only your eyes can be seen. 

      Monsters don't detect you unless you do something stupid. Like shoot.



   Pentagram of Protection 

      Renders you invulnerable. 



   Quad Damage 

      Magnum upgrade! You now deliver four times the pain!



=============================================================================

== TIP -- When quad damage is activated, use the grenade or rocket         ==

== launcher with care -- their bursts are four times as deadly to you, as  ==

== well as your enemies.                                                   ==

=============================================================================



D. Bad Guys

   Quake critters are extremely tough, but you have the firepower to vent 

   your grievances on them anyway. Good hunting. 



   Rottweiler

      Bad, bad doggie! Play dead! -- blam! -- yipe! Good  dog!



   Grunt 

      Goons with probes inserted into their pleasure centers; wired up so 

      when they kill someone, they get paroxysms of ecstasy. In essence, 

      customized serial killers. Easy to kill, and they tote shotgun shells. 

      It's like a little Christmas each time you blow a Grunt away!



   Enforcer (registered only) 

      Grunt, Mark Two. Recruits who are surlier and beefier than the rest get 

      outfitted in combat armor and built-in blasters. 



   Knight 

      Canned meat. Open 'er up and see if it's still fresh. 



   Death Knight (registered only) 

      This particular canned meat tends to open you up instead. 



   Rotfish (registered only) 

      Disgusting little critters who dish it out, but can't take it.



   Zombie

      Thou canst not kill that which doth not live. But you can blast it 

      into chunky kibbles. 



   Scrag 

      Floats like a butterfly, stings like a bee. Ugly as hell. They're not 

      real tough, but like to bushwhack you. 



   Ogre 

      What's worse than a cannibal monster eight feet tall? One with a 

      chainsaw. And a sack of grenades.



   Spawn (registered) 

      A merrily bouncing blob as dangerous to kill as to ignore. Blech.



   Fiend 

      In essence, organic buzzsaws, rife with pummeling power! 



   Vore (registered) 

      A spideresque hybrid horror. Keep your eye on the energy pod he hurls. 



   Shambler 

      Even other monsters fear him, so expect a clobbering. He shrugs off 

      explosions. Good luck. 



=============================================================================

== TIP -- Some weapons are better vs. particular monsters than others. If  ==

== a new monster seems real tough, switch weapons.                         ==

=============================================================================



E. Environmental Hazards and Effects



   Explosions

      Radioactive containers are in some military bases. Shooting these 

      things unleashes a big boom, so be careful -- you may not want to 

      stand too close in a firefight. 

         Your own grenades and rockets cause explosions too, of course -- the 

      blast can hurt you if you're too close. 



   Water 

      Safe enough unless you stay under so long you start to drown. Come up 

      for air periodically to prevent this. 



   Slime 

      Hurts you instantly and keeps on hurting. Stay out of slime unless you 

      have a very good reason to take a dip. 



   Lava 

      If you're quick and the lava's shallow, you might escape before you're 

      burnt to a crisp,  but don't bet on it. 



   Traps 

      Quake has many different traps. Don't be paranoid, because traps aren't 

      really very common, but be aware of their existence. Traps can't be 

      classified because they come in many varieties -- monsters in ambush, 

      spike shooters, crushing walls, trapdoors, etc. 



    Teleporters 

      These are distinctive in appearance and emit a unique sound. When you 

      step into a teleporter, you're instantly transported to another 

      teleporter, or atop a teleport pad. If you teleport directly right atop 

      of somebody else, he or she is killed instantly. 



=============================================================================

== TIP -- Monsters are smart enough not to activate their own traps, but   ==

== if you activate the traps, the monsters can get caught by them.         ==

=============================================================================



VII. Multiplayer Action 

   Quake can be even more fun when you're playing with friends than when 

   you're playing by yourself.

      When you are using the console or Main Menu in multiplayer, the game does

   not pause. Irresponsible players and monsters can freely shoot you, and

   your only recourse is bloodthirsty vengeance. 

     The Talk function is useful here. When you talk, the message appears at 

   the top of all players' screens, preceded by the speaker's name.

     To talk, press 'T' and start typing your message. Press ENTER to set

   the message to everyone.

     To set up, run, or join a multiplayer game, use the Main Menu Multiplayer

   option. README.TXT contains details that may be useful if your network or 

   modem need special configurations. 



A. Cooperative

   In a co-op game, you and your friends work together to finish the level. 

   When one person exits, everyone else exits too, wherever they might be. If 

   you are killed in co-op, you reappear at the start area, and have to catch 

   up to your buddies. Use Talk to find out where they are. See the 

   Multiplayer options on the Main Menu for more info.



B. Deathmatch	

   In a deathmatch, play is totally cutthroat. No monsters exist, and when 

   you are killed, you reappear in a random spot. After you pick up an item, 

   it respawns (i.e. pops back into existence) after a while. (Some items 

   take longer to respawn than others.) Every time you kill someone, you get 

   a Frag. The person with the most Frags wins, so wreak slaughter amongst 

   your pals! 

      If you kill yourself, whether intentionally or by accident, you lose a 

   Frag. This includes drowning, getting crushed, and so forth. See the 

   Multiplayer options on the Main Menu for more info.



C. Team Games 

   Team play is a cool combination of co-op and deathmatch. Each team picks 

   a "uniform" and everyone on that team changes their color to the team 

   color. The team with the most Frags wins. See README.TXT or the Main Menu 

   for details. 



=============================================================================

== TIP -- if you have the Team Color Rules set to No Friendly Fire, your   ==

== weapons won't hurt other players wearing the same color pants as you.   ==

== (You can still have differently-colored shirts.) Your shots still wear  ==

== down their armor, and your own grenade and rocket explosions still hurt ==

== YOU, just not them.                                                     ==

=============================================================================



VIII. Commonly Asked Questions



Q. I'm stuck. How do I get through the level?

A. Take a stroll around and look for a place you haven't been yet. Sometimes 

you have to kill a particular monster in order to progress, so exterminate 

them all!



Q. How can I find all the secrets? 

A. Don't worry about it. You never have to find a secret to finish a level.. 

Also, some secrets are intentionally hard to find. 



Q. I've cleared out the whole level, but my monster kill score isn't 100%. 

Where are they hiding?

A. Some monsters hide inside secrets, or are released by them. You won't be 

able to kill those monsters until you find their secrets. Also, some monsters 

might  lurk underwater. Good fishing. 



Q. Don't you worry that Quake teaches people that all problems can be solved 

by the misuse of deadly force? 

A. No. 



Q. Did I really see two monsters fighting each other?

A. Probably. Some monsters hate one another almost as much as they hate you. 

You can use this to your advantage (exercise left up to the reader). 



Q. How do I prevent motion sickness when watching Quake?

A. If you're one of the unlucky sufferers from motion sickness in Quake, 

we're sorry to say the answer seems to differs from person to person. Try 

sitting closer to the screen, or further away. Dim the lights in your room, 

or turn them up high. Adjust screen brightness up or down. Take a break from 

Quake and rest your eyes every hour or so. One or more of these tricks, or a 

combination, ought to work. 



Q. Are you guys Satan-worshipers?

A. No. 



IX. Tech Support

   Any of the information listed below could change. Check the id software Web

Site, at www.idsoftware.com, for updates.



A. Tech Support Options

id Software does charge for technical support, but we strive to offer this 

service at the lowest cost possible. Because volume on the support lines 

dictates costs, we periodically adjust our rates for Voice Tech Support. 

Check our web site for current pricing.



Paying for Voice or Automated Support

   1 -- You can get Voice Support using a major credit card for a one-time 

   shot. The system asks for your credit card number and expiration date, then 

   pre-authorizes your credit card for the tech support call. You will only be 

   billed for the number of minutes actually used.



   2 -- You can assign yourself a rechargeable PIN account. The system 

   prompts you for your credit card information, and assigns you a PIN account

   number. You can use the PIN to access Voice Support, Automated Support and 

   the Game Hints Line. Once your account runs out, you can charge it up

   again.



   3 -- You may also charge up a PIN account using the number 

   1 (900) call-2-id. Then call back at 1 (800) id-games, and use your

   new PIN to receive all the support and hints you wish.



Voice Support

Telephone -- 1 (800) id-games

   Lines Open from 12 noon to 10pm Central Time

   7 Days a week ($1.75 per minute maximum as of this printing)

   Closed some holidays

Please have the following information handy.

   1.  Game title and version number. (The version number can be found in the 

   lower right-hand corner of the console.)

   2.  Your operating system, processor, processor speed and amount of RAM.

   3.  If you are having a sound, video or modem problem, we need to know the   

   device brand name and model.



Automated Support

Telephone -- 1 (800) id-games 

   Lines Open 24 hours a day, 365 days a year (366 in Leap year)

   ($0.25 per minute)

Please have pencil and paper handy



E-mail Support

   Just send your e-mail to support@idsoftware.com

   We will respond within 48 hours after receiving your e-mail. When sending

   e-mail, cut and paste the following into your e-mail message and fill

   in the blanks --



Date:  

Name:  

Phone number:  

E-mail address:  (please include this, we redirect tons of mail)

Game Title:  

Version #:  

Operating system (eg., DOS 6.0 or Windows 95):

Computer type:  

Processor type:  

Processor speed:  

Video card brand and model:  (only if video problem)

Audio card brand and model:  (only if audio problem)

Modem brand and model:  (only if modem problem)

Network card brand and model:  (only if netgame problem)

Network configuration (eg., NET.CFG file):  (only if netgame problem)

Drivers, protocol stacks, and versions:  (eg., lsl v2.14, exp16odi

v2.33, and ipxodi v3.01)  (only if netgame problem)

If there were any error messages or fault information, report them

here:

Please state the problem you encountered:

Please state how to reproduce the problem:



Web Support

   Found at www.idsoftware.com

   Our web support pages provide the same information that's available via

   Automated Support, except it's free!



News Sites

   For information, FAQ, or announcements, check out

      rec.games.computer.quake.announce



   For editing and hecking Quake-related files, check out

      rec.games.computer.quake.editing



   For general Quake discussion, check out

      rec.games.computer.quake.misc



Game Hints Line

Telephone -- 1 (800) id-games or 1 (900) call-2-id

   Lines Open 24 hours a day, 365 days a year (366 in Leap year)

   ($0.85 per minute)



B. In Europe

   Our help lines in Europe are open 7:30am - 5:00pm GMT, Monday - Friday. 



      English:  +44 01923 209145

      German:   +44 (0)1923 209151

      French:   +44 (0)1923 209148



C. Problems

   If you have an unfavorable experience using our services, please send

   e-mail to support@idsoftware.com. Kindly include your full name,

   address, phone number, and the problem encountered.



X. LEVELS & DESIGNERS



***************************************

The Beginning

start -- Welcome to Quake -- by John Romero

***************************************

Dimension of the Doomed (shareware episode)

e1m1: Slipgate Complex -- by John Romero

e1m2: Castle of the Damned -- by Tim Willits

e1m3: The Necropolis -- by Tim Willits

e1m4: The Grisly Grotto -- by Tim Willits

e1m5: Gloom Keep -- by Tim Willits

e1m6: The Door To Chthon -- by American McGee

e1m7: The House of Chthon -- by American McGee

***************************************

Realm of Black Magic

e2m1: The Installation -- by John Romero

e2m2: Ogre Citadel -- by John Romero

e2m3: Crypt of Decay -- by John Romero

e2m4: The Ebon Fortress  -- by John Romero

e2m5: The Wizard's Manse -- by John Romero

e2m6: The Dismal Oubliette -- by John Romero

***************************************

Netherworld

e3m1: Termination Central -- by John Romero

e3m2: The Vaults of Zin -- by American McGee

e3m3: The Tomb of Terror -- by American McGee

e3m4: Satan's Dark Delight -- by American McGee

e3m5: Wind Tunnels --by Tim Willits

e3m6: Chambers of Torment -- by American McGee & Tim Willits

***************************************

The Elder World

e4m1: The Sewage System -- by Tim Willits

e4m2: The Tower of Despair --by Sandy Petersen

e4m3: The Elder God Shrine --by Sandy Petersen

e4m4: The Palace of Hate --by Sandy Petersen

e4m5: Hell's Atrium --by Sandy Petersen

e4m6: The Pain Maze --by Sandy Petersen

e4m7: Azure Agony --by Sandy Petersen

***************************************

The End

end: Shub-Niggurath's Pit --by John Romero

***************************************

The Deathmatch Arenas

dm1: Place of Two Deaths --by Tim Willits

dm2: Claustrophobopolis --by American McGee

dm3: The Abandoned Base --by John Romero

dm4: The Bad Place --by American McGee

dm5: The Cistern --by Tim Willits

dm6: The Dark Zone --by Tim Willits

***************************************

???

Ziggurat Vertigo --by American McGee

Underearth --by Tim Willits

The Haunted Halls -- by American McGee

The Nameless City -- by Sandy Petersen

***************************************



XI. Legal Boilerplate 

   Quake (tm) (c) id Software, Inc. All rights reserved. All trademarks are

   the property of their respective companies. For full information on the

   legal issues of owning and using Quake, please refer to the files

   LICINFO.TXT and ORDER.TXT.



The program you've purchased was produced through the effort of many people.

Don't make copies for others who have not paid for the right to the

registered version of Quake. To report copyright violations to the Software

Publishers Association, call 1 (800) 388-PIR8 or write:



	Software Publishers Association

	Suite 901

	1101 Connecticut Avenue NW

	Washington, DC  20036



XII. MUSIC CREDITS



Titles of Songs or Themes (C) 1996 TVT/Interscope Records.

All Rights Reserved.

Written by Trent Reznor (C) 1996 Leaving Hope/TVT Music.

ASCAP All Rights Reserved.



Note: music is ONLY available on CD. See your local software retailer

or order Quake today at 1-800-idgames!



XIII. Thanks



id Software would like to give special thanks to:



Sean Barrett

Raymond Chen

DJ Delorie

Andy Glew

Lance Hacking

Chris Hecker

Todd Laney

Terje Mathisen

Charles Sandmann

Jon Vondrak

Billy Zelsnack

The GameTech crew

Syntrillium Software for CoolEdit

