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quake/articles/1996/art-188



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From: toby@inferno.prestel.co.uk (Toby Goldstone)


Newsgroups: rec.games.computer.quake.announce


Subject: Quake FAQ - version 1.0 - Launch - quakefaq.txt (1/1)


Date: 4 Jul 1996 16:51:21 +0100


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------------------------------------------------------------------------------


The Unoffical Quake FAQ - version 1.0 (beta)


By Toby Goldstone - toby@inferno.prestel.co.uk


------------------------------------------------------------------------------



Disclaimer:


This FAQ is for the use of people who play Quake by iD Software. The


author of this FAQ (and all contributors) can in no way be responsible for


anything you do after reading this FAQ. Like shooting someone and blaming me!


Don't do it! Breath deeply... relax...



Trademarks:


Quake and DOOM are trademarks of id software


Windows is a trademark of Microsoft corporation


OS/2 is a trademark of IBM


Duke Nukem 3D is a trademark of 3D Realms



NOTE: If a trademark isn't here please email me so it can be added. All


trademarks (shown and not shown) are acknowledged.



Copyright:


The Unoffical Quake FAQ is Copyright 1996 by Toby Goldstone. All rights


reserved. You are granted the following rights:



I. To make copies of this FAQ in original form, as long as


(a) the copies are complete and are unaltered by anyone other than Toby


Goldstone;


(b) the copies are in electronic form;


(c) they give credit to the author, Toby Goldstone.


II. To distribute this work, under the provisions above, as long as


(a) the copies are complete and are unaltered by anyone other than Toby


Goldstone;


(b) no fee is charged;


(c) they give credit to the author, Toby Goldstone, in any description;


(d) the distributed form is not in an electronic magazine or within


computer software;


(e) the distributed form is the newest version of the FAQ (email the


author to find the latest version number);


(f) the distributed form is electronic.



You may NOT distribute this FAQ in *any* non-electronic media.


You may NOT distribute this FAQ in any electronic magazine.


You may NOT distribute this FAQ within computer software.



NOTE: These rights are temporary, and may be revoked upon written, oral,


or other notice by Toby Goldstone. If you wish to distribute this FAQ


within a magazine or electronic magazine, get in touch with the author.




Contents:



[1] Introduction


[1-1] Foreword by the author


[1-2] About the Unoffical Quake FAQ


[1-3] Getting the Unoffical Quake FAQ


[1-3-1] Via Usenet


[1-3-2] Via WWW


[1-3-3] Via FTP


[1-3-4] Via BBS


[1-3-5] Via IRC


[1-4] Submitting stuff to the Unoffical Quake FAQ


[1-5] Acknowledgments



[2] Whats new?


[2-1] Fully three-dimensional environment


[2-2] You can move your head! And jump!


[2-3] No action button


[2-4] No map


[2-5] Better network play


[2-6] Internet play


[2-7] More than two players over a modem


[2-8] Traps and things...


[2-9] Swimming


[2-10] Better AI


[2-11] New Weapons!



[3] Quake basics


[3-1] The story so far...


[3-2] The aim of the game


[3-3] How do I select a skill level?


[3-4] How do I select an episode?


[3-5] How do I move around in Quake?


[3-5-1] Can I use my mouse?


[3-5-2] Can I use my joystick?


[3-5-3] How do I walk around?


[3-5-4] How do I run?


[3-5-5] How do I shoot?


[3-5-6] How do I jump?


[3-5-7] How do I look up and down?


[3-5-8] How do I swim?


[3-5-9] How do I use stuff?


[3-5-10] How do I pick stuff up?


[3-6] Finding things


[3-6-1] Switches and Floorplates


[3-6-2] Doors


[3-6-3] Secret Doors


[3-6-4] Platforms or Lifts


[3-6-5] Pressure Plates and Motion Detectors


[3-7] Environmental hazards


[3-7-1] Explosions


[3-7-2] Water


[3-7-3] Slime


[3-7-4] Lave


[3-7-5] Traps


[3-7-6] Teleporters


[3-8] What are the default Quake controls?


[3-9] The Screen


[3-9-1] The View area


[3-9-2] The Inventory bar


[3-9-3] The Status bar


[3-9-4] The Score bar


[3-10] Messages


[3-11] Ending a level


[3-12] Ending an episode



[4] The Main Menu


[4-1] New Game


[4-2] Multiplayer


[4-2-1] Host Name


[4-2-2] Your Name


[4-2-3] Shirt Color/Pants Color


[4-2-4] Communications Configuration...


[4-2-4-1] COM Port


[4-2-4-2] Baud rate


[4-2-4-3] Device


[4-2-4-4] Modem INIT string


[4-2-4-5] Network Driver Status


[4-2-5] Start a Multiplayer game...


[4-2-5-1] Begin Game


[4-2-5-2] Maximum Players


[4-2-5-3] Game Type


[4-2-5-4] Team Colour Rules


[4-2-5-5] Skill


[4-2-5-6] Frag Limit


[4-2-5-7] Time Limit


[4-2-5-8] Start Map


[4-2-6] Search for Local Network games


[4-2-7] Join a running game at:


[4-3] Save


[4-4] Load


[4-5] Options


[4-5-1] Customize keys...


[4-5-2] Go to Console


[4-5-3] Reset to defaults


[4-5-4] Screen Size


[4-5-5] Brightness


[4-5-6] Mouse Speed


[4-5-7] Music Volume


[4-5-8] Sound Effects Volume


[4-5-9] Always Run


[4-5-10] Invert Mouse up/down


[4-5-11] Lookspring


[4-5-12] Lookstrafe



Game Elements


-------------


[5] Weapons


[5-1] Axe


[5-2] Shotgun


[5-3] Double barrelled shotgun


[5-4] Nailgun


[5-5] Super Nailgun


[5-6] Grenade Launcher


[5-7] Rocket Launcher


[5-8] *Thunderbolt



[6] Ammo and Power-ups


[6-1] Shells


[6-2] Flechettes


[6-3] Grenades


[6-4] Cells


[6-5] Armor


[6-6] Megahealth


[6-7] Biosuit


[6-8] Ring of Shadows


[6-9] Pentagram of Protection


[6-10] Quad Damage



[7] Monsters in Quake


[7-1] Rottweiler


[7-2] Grunt


[7-3] *Enforcer


[7-4] Knight


[7-5] *Death Knight


[7-6] *Rotfish


[7-7] Zombie


[7-8] Scrag


[7-9] Ogre


[7-10] *Spawn


[7-11] Fiend


[7-12] *Vore


[7-13] Shambler



I need help playing Quake!


--------------------------


[8] Tables and Things


[8-1] How much does it take to kill a certain Quake monster?


[8-1-1] Short Range


[8-1-2] Long Range


[8-2] How do I kill the boss on episode one?


[8-3] How do I cheat?


[8-4] How do I kill Shamblers?


[8-5] Problems killing Scrags...



[9] What are the secret areas in Quake? (Kyle R. Hoffman)


[9-1] Level: Introduction


[9-2] Level: E1M1 - The Slipgate Complex


[9-3] Level: E1M2 - Castle of the Damned


[9-4] Level: E1M3 - The Necropolis


[9-5] Level: E1M4 - The Grisly Grotto


[9-6] Level: E1M5 - Gloom Keep


[9-7] Level: E1M6 - The Door to Chthon


[9-8] Level: E1M7 - The House of Chthon


[9-9] Level: E1M8 - Ziggurat Vertigo


[9-10] Contributors to section [9]



[10] I'm really lame, and need a walk through...



[11] Deathmatch tactics


[11-1] Don't walk!


[11-2] Don't taunt your opponent before hand



[12] Cooperative tactics


[12-1] Work together


[12-2] Carnage!



Technical Stuff


---------------


[13] Quake Commands - The Console and Command Line (MephistoX)


[13-1] Command Line Parameters


[13-2] Console Commands


[13-3] Actions




===


[1] Introduction


===



[1-1] Foreword by the author


=====


I decided to make this FAQ because I was getting annoyed with people


asking me all kinds of lame questions on undernet channel #quake, such as 'How


do I setup a game of Quake over the internet?' Arghhh... Anyway, all they have


to do now is check this. Less hassle for me in the long run (Yeah right).


Toby Goldstone - 28th June 1996



[1-2] About the Unoffical Quake FAQ


=====


This is version 1 of the Unoffical Quake FAQ. For the rest of this FAQ, I


will refer to it as the (U)noffical (Q)uake (F)requently (A)sked (Q)uestions -


UQFAQ. The UQFAQ is in no way related to iD Software or its employees, hence


the name. This FAQ is not meant to be in competition with any offical Quake


products.



The UQFAQs version number will increase by 0.1 everytime a few things


have been added/altered, increase by 0.5 everytime lots of things have been


added/altered, and increase by 1.0 everytime the UQFAQ has had lots of new


information added, or everytime a substantial amount of information has been


altered/corrected. Alternatively I will just increase the version by 1.0 if


I feel like it needs it :)



Chapter enclosure system (eh?). Chapters are either enclosed with []'s or


**'s. The reasons for this are below:



[] - Chapters enclosed in small brackets means the information contained


in that chapter has not been updated/altered since the last version


of the UQFAQ.


** - Chapters enclosed in asterisks means the information contained in


that chapter is new, or has been updated since the last version of


the UQFAQ.



NOTE: For this IRC beta version, all chapters are in []'s. It would be a


little pointless to put them in **'s, because I would have to change them


all next version.



[1-3] Getting the Unoffical Quake FAQ


=====



[1-3-1] Via Usenet


-------


New versions of the UQFAQ will be posted as soon as they are completed.


If a new version is not completed for a whole month (or more) the FAQ will be


posted in its unaltered form.


The following newsgroup is the *only* newsgroup I will be posting the


UQFAQ to:



rec.games.computer.quake.announce



NOTE: The alt.games.quake newsgroup will not recieve the UQFAQ.



[1-3-2] Via WWW


-------


This section not done yet.... a WWW page is forthcoming...



[1-3-3] Via FTP


-------


This section not done yet.... an FTP site is forthcoming...



[1-3-4] Via BBS


-------


The author does not at the time of writing intend to upload the UQFAQ to


any BBS. This may change within time. You may upload the UQFAQ to a bbs, as


long as you follow the copywrite information at the begginning of the UQFAQ.



[1-3-5] Via IRC


-------


The UQFAQ will only be distributed on IRC for a limited time. This


version of the FAQ is intended only as a beta, and is not yet finished. You


can get the UQFAQ by /msg'ing 'DarkSpike' and asking for it. Be nice. I also


hang out on #quake on undernet, sometimes. Talk to me there.



[1-4] Submitting stuff to the Unoffical Quake FAQ


=====


If you have some information you want to share with everyone else then


email it to me at: toby@inferno.prestel.co.uk


All submissions will be checked, and may be altered for reasons of space


or clarity. The author is under no obligation to include any information


submitted to him.



[1-5] Acknowledgments


=====


id Software for DOOM and for Quake



Kyle R. Hofmann for letting me use his 'Quake Shareware Secrets' FAQ



MephistoX for giving me all the Quake console commands... good one m8



xxZero on #quake for letting me use his '28.8 Quake modemers guide' FAQ




Everyone on the newsgroups: rec.games.computer.quake.*



The guys on undernet IRC channel: #quake - get the bots fixed guys, they


are crap.



Ummm, Oliver for helping me try direct connection



_GeNaSiDe for trying modem 2 modem with me



And....... other people.... you know who you are...




===


[2] Whats new?


===


Lots. I can't possibly remember all of the changes, but I'll try to


mention them all... In the weeks that I have been playing quake everything now


seems natural and second nature...



[2-1] Fully three-dimensional environment


=====


Levels in Quake are in true 3D. It is possible to have one player stand


on another players head, for example. This system allows much more complex and


entertaining levels to be created. In deathmatch this change really stands


out, with people hiding in places that would have been impossible in doom.


Sprites have also been removed. Quake uses 3D models with textures mapped


onto them. Not only does this look cool, but it allows stuff like explosions


to look *really* good... :)



[2-2] You can move your head! And jump!


=====


In Quake you can look up and down. Doesn't sound like much, but id have


designed the levels so well that you must take advantage of this feature.


Another feature that id have added is jumping. Again this feature is well


implemented in the levels.



[2-3] No action button


=====


The action button in DOOM, used to open doors and move lifts, has been


removed. Now you walk into switches or shoot them to activate them. Generally


speaking, you only have to shoot a switch if you can't reach it.



[2-4] No map


=====


Having no map is a bit of a pain when you start out, but thinking about


it, would you really have time to draw a map whilst battling with Shamblers? I


think not.... Anyway, after a few plays you learn the levels off by heart, so


there is no real need for a map. How the hell would you be able to *easily*


use a map anyway? Remember Quake is a 3D game....



[2-5] Better network play


=====


Network play is *still* a great laugh in DOOM, but now with Quake you can


play 16 player!!



[2-6] Internet Play


=====


Quake allows you to play with up to 16(!!!) players over the internet.


Make sure you have a fast modem though (ISDN recommended if you're gonna be


playing against 15 other people).



[2-7] More than two players over a modem


=====


If you can get modem play to work (hahaha) then, in theory, you can play


against 4 or so friends over a modem. From what I gather, you can also connect


some *more* friends with direct links! I must try this! Email me if you have


tried this out...



[2-8] Traps and things...


=====


Big bits of metal fly out of walls and smash you, ceilings fall to crush


you, nail traps perforate you... Quake is trap-ridden, not surprising when you


consider one of the level designers like roleplaying games like D&D...



[2-9] Swimming


=====


Nearly forgot this bit! Thats how much I am used to it... You can now


swim around in water, slime, and lava. After about 10 seconds you start to


choke.... :) Oh, its not recommended that you go swimming in slime or lava


without the necessary protection.



[2-10] Better AI


======


id have made some radical new advancements to the computers AI. Monsters


now use their weapons much more effectivly, with the more weedy monsters


staying back and letting the tougher ones take the damage. Monsters now also


seem more prone to fighting amongst themselves. In some cases you can stand


back and watch them all slaughter each other.



[2-11] New Weapons!


======


The Shotgun and Double barreled Shotgun are still there, but id have


added the Nailgun, Supernailgun (my favourite gun), Grenade Launcher and


Rocket Launcher. The full version of the game (not yet released) also has one


more additional weapon, the Thunderbolt. Another great weapon is the Axe...




===


[3] Quake basics


===



[3-1] The story so far...


=====


Note: I just ripped this straight from the quake manual...



Background


You get the phone call at 4 a.m. By 5:30 you're in the secret


installation. The commander explains tersely, "It's about the Slipgate


device. Once we perfect these, we'll be able to use them to transport


people and cargo from one place to another instantly.



"An enemy codenamed Quake, is using his own slipgates to insert death


squads inside our bases to kill, steal, and kidnap..



"The hell of it is we have no idea where he's from. Our top scientists


think Quake's not from Earth, but another dimension. They say Quake's


preparing to unleash his real army, whatever that is.



"You're our best man. This is Operation Counterstrike and you're in


charge. Find Quake, and stop him ... or it ... You have full authority


to requisition anything you need. If the eggheads are right, all our


lives are expendable.."



Prelude to Destruction


While scouting the neighborhood, you hear shots back at the base Damn,


that Quake bastard works fast! He heard about Operation Counterstrike,


and hit first. Racing back, you see the place is overrun. You are almost


certainly the only survivor. Operation Counterstrike is over. Except for


you.



You know that the heart of the installation holds a slipgate.


Since Quake's killers came through, it is still set to his dimension.


You can use it to get loose in his hometown. Maybe you can get to the


asshole personally. You pump a round into your shotgun, and get moving.



[3-2] The aim of the game


=====


Same as DOOM really. Stay alive and finish the level you're in. When you


complete an entire dimension, you'll find a rune and another slipgate, which


takes you to the start.



[3-3] How do I select a skill level?


=====


When you start Quake and select New Game, you are presented with three


hallways. The one on the left selects easy skill, the one in the middle


selects medium skill, and the one on the right selects hard skill. Walk down


one of the hallways and into the slipgate.



[3-4] How do I select an episode?


=====


After selecting a skill level you are teleported into a room with four


exits. Walk down one of them and into the slipgate to start playing (you can


only play episode 1, 'The Doomed Dimension' at the time of writing).



[3-5] How do I move around in Quake?


=====


NOTE: All of the following key references refer to the default Quake


keys. You may prefer changes them to something more suitable, especially if


(like me) you have a Windows 95 keyboard.



[3-5-1] Can I use my mouse?


-------


Yes. Using a mouse is the best way to play. Although it takes some


getting used to, a player using a mixture of the keyboard and mouse, will


almost always beat a keyboard only player.



[3-5-2] Can I use my joystick?


-------


As long as you have the 0.92 patch. Joystick play is not favoured by most


Quake players, although I have seen one player who plays a good game of Quake


using it. NOTE: Using the joystick slows game play by a few percent! This is a


serious disadvantage. If you intend playing with other people, learn to use


the keys or mouse, so as not to slow the game down.



[3-5-3] How do I walk around?


-------


Easy. Just use the arrow keys, the joystick, or the mouse. To rotate your


view press either the left or right arrow keys, move the mouse to the left or


right, or move the joystick to the left or right.


To stay alive in Quake you will also need to dodge left or right to avoid


the monsters. This can be done by pressing the strafe key [ALT]. Hold the key


down and move left or right in the normal way, to dodge incoming fire. Try it.



[3-5-4] How do I run?


-------


Press the [SHIFT] key whilst moving. You may also like to go to the main


menu, then go to options and select 'Always Run'. This means you that you will


move around at running speed by default.



[3-5-5] How do I shoot?


-------


Press the [CTRL] key, left mouse button, or joystick button #1 to fire.


Hold it down to release even more shots (never)! Remember to watch your ammo.



[3-5-6] How do I jump?


-------


Press the [SPACE BAR] or [ENTER] key to jump. If you are moving and then


jump, you jump further. If you are moving up a slope and jump, you jump


higher. Its possible to reach some otherwise hidden areas with the jump key.


Combine running and jumping to leap great distances. It is also possible to


jump right over some of the smaller monsters, escaping damage.



[3-5-7] How do I look up and down?


-------


To look up, press the [A] or [PgDn] key. To look down, press the [X] or


[DEL] key. To center your view, press the [X] or [END] key.



[3-5-8] How do I swim?


-------


When you jump into the water moving around is similar to moving around on


land. Aim yourself in the direction you want to travel, and press forward. To


move up or down, use the look up and look down keys. To go straight to the


surface, press the [SPACE BAR] key. You can also use the [SPACE BAR] to tread


water whilst on the surface.



[3-5-9] How do I use stuff?


-------


If you are a DOOM player, you may miss the use key. You now have to walk


into switches, or maybe shoot them, to use a feature. Some items, such as


lifts, are activated when you walk onto them. Other items are time delayed,


like some lifts (again) are.



[3-5-10] How do I pick stuff up?


--------


To pick up items, weapons and power-ups, just walk over them. If this


doesn't work, then you either have the maximum amount of that thing. If the


item you are trying to pick up is armour, and you can't pick it up, then the


armour you are already wearing is better.



[3-6] Finding things


=====



[3-6-1] Switches and Floorplates


-------


All switches will activate when you touch them. If you see a switch which


you cannot reach, it is probably a shootable switch. Fire at these types of


switch to activate them. These sorts or switches may trigger a trap or a


monster, but they usually do more good than bad. In other words, activate


every switch you encounter.



[3-6-2] Doors


-------


Most doors in Quake will open on approach. If one doesn't, look around


for a switch or a floor plate. A switch may need a key. You can tell which


doors need which key, because they a coloured key symbol on them.



[3-6-3] Secret Doors


-------


Some doors are hidden. These doors will often be textured with a slightly


different graphic than the rest of a wall, so they are easier to spot. Most


secret doors open when hit (with the axe) or shot. If they don't, look for a


switch or pressure plate.



[3-6-4] Platforms or Lifts


-------


In the shareware version of Quake, all the platforms ascend and descend.


In the registered version of Quake, platforms follow tracks around an area or


a level. To activate a platform, walk on it, or press a nearby switch. Most


platforms will not reset until you step off of them.



[3-6-5] Pressure Plates and Motion Detectors


-------


These come in two forms, visible and hidden. They may open a door, start


a trap, warn of danger, or do something else...



[3-7] Environmental Hazards


=====



[3-7-1] Explosions


-------


Some careless person has left radioactive containers around some military


bases, just waiting to be shot. When these *are* shot, they explode, killing


(or severly hurting) everything in the near vicinity.


Grenades that you fire also work in this way, but are less powerful.


Remember your own grenades *will* cause damage to you if you stand to close.



[3-7-2] Water


-------


Water is just water. Safe enough for a quick swim, but don't stay


underwater for more than ten seconds, as you start to choke from lack of air..


Remember to come up for a breather every so often.



[3-7-3] Slime


-------


Hurts you a lot. Don't hang around in this stuff. Get a biosuit to save


yourself from certain doom.



[3-7-4] Lava


-------


Do not touch the lava. Can kill you in two seconds. The Pentagram of


Protection is your only hope of survival in this stuff.



[3-7-5] Traps


-------


Traps in Quake come in many different flavours (Yum). Some of the traps


you will encouter are: Spike shooters, Ambushes, Trapdoors and crushing


ceilings. Don't worry though. The traps in Quake are usually few and far


between.



[3-7-6] Teleporters


-------


You'll know what these look like when you see them. Jump into them to be


transported to another place on the same level.


This is a really cool way of killing people in deathmatch. Wait for them


to go through, then follow them straight away. If you're lucky, you will


teleport directly on that person, and kill them instantly.



[3-8] What are the default Quake controls?


=====


Note: The following information was ripped from the Quake manual, and


reformatted to look nice.


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


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


[ESCAPE] key, and the [~] (tilde) key.



FUNCTION KEYS | WEAPONS


Help F1 | Axe 1


Save Game F2 | Shotgun 2


Load Game F3 | Double Barrelled Shotgun 3


Options Menu F4 | Nailgun 4


Multiplayer Menu F5 | Supernailgun 5


Quicksave F6 | Grenade Launcher 6


Quickload F9 | Rocket 7


Quit to operating system F10 | Thunderbolt 8


Screenshot F12 | Change to next weapon /


|


MOVEMENT | OTHER CONTROLS


Move / Turn arrow keys | Main Menu Escape


Jump / Swim Space bar or Enter | Console ~ (tilde)


Run Shift | Look Up A or PgDn


Sidestep Left . or > | Look Down Z or Del


Sidestep Right , or < | Center View X or End


Strafe * Alt | Mouse Look ** \ or center


| mouse button


| Keyboard Look *** Ins


| Increase view area +


| Decrease view area -



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


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


Look key is pressed.


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


Keyboard Look key is pressed.



[3-9] The Screen


=====



[3-9-1] The View area


-------


The view area is where all the action takes place. This is what you can


see. Anything in the view area is part off the Quake level you are on. You can


use the [+] and [-] keys to resize this view.



[3-9-1] The Inventory Bar


-------


Lists ammo, weapons, deathmatch scores, and power-ups. The active weapon


is lit up. Each weapon has a number by it -- type the appropriate number key


to switch to that weapon. In addition, this gives the amount of ammo you have


for each type of weapon, any keys you possess, and any power=ups currently


active. Plus it shows how many and which of the four Runes you possess.


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



[3-9-2] The Status bar


-------


A vital part of the screen. When your 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).



[3-9-3] The Score bar


-------


Hold down the Tab key to replace the Status Bar with the Score Bar. This


lists the proportion of monsters you've killed, secrets you've found, and time


you've spent, along with the level name.


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


names.



[3-10] Messages


=====


Everytime you pickup some ammo, a gun or some other non-special item,


Quake will inform you by playing a sound and placing a message at the top of


the screen. You can ignore these, their only purpose is to let you know you


got that object.


Other messages will appear in the middle of the screen. These messages


are important. And you should read them. On the first few levels, these


messages are used to help you get used to Quake, whilst on harder levels you


will find less messages, and maybe more cryptic ones.



[3-11] Ending a level


======


When you get to the end of a level you will find a slipgate or large


archway. Walk through these to start the next level.


You start the new level with the same 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.



[3-12] Ending an episode


======


When you have finished the last level on a particular episode, walk


through the large slipgate to return to the starting hall. When you start a


new dimension, you start from scratch. The only weapons you get are the Axe


and the Shotgun.




===


[4] The Main Menu


===


To access the main menu press the [ESCAPE] key at any time whilst Quake


is running. Whilst you are using the menu system, Quake is paused. To select


an item from a menu, move up or down it using the up and down arrows keys. To


go back to the previous menu, press [ESCAPE]. To return to the game, press


[ESCAPE] whilst on the main menu.



[4-1] New Game


=====


This starts a new game of Quake. It will either stop the demo currently


playing, or end the game currently in progress. You will start in the skill


selection hall. Check out '[3-3] How do I select a skill level?' for more


information on starting a game of Quake.



[4-2] Multiplayer


=====


This is where you setup Quake for multiplayer games (really?).


Note: I am not going into details here of how to start and play


multiplayer games. Thats coming later in the FAQ. This is just so you know how


and where you setup these details.



[4-2-1] Host Name


-------


Don't bother mucking with this option. I think it just sets the game


name... not sure though. [incomplete]



[4-2-2] Your Name


-------


Bit of an easy one this. Type in your name (or whatever you want to be


known as in a game of Quake) here.



[4-2-3] Shirt Color/Pants Colour


-------


Here you can select the colour of both your top half and bottom half.


Try colour 0 for shirt and colour 0 for pants (trousers) for that urban camo


look :)


If both you and your opponent select the same pants colour, then you will


be considered to be on the same team. For example, if two players selected


white pants, and two players selected brown pants, then two teams would be


created. Team vs team is great fun in deathmatch...



[4-2-4] Communications Configuration...


-------


On this menu you can select the status of your COM port.



[4-2-4-1] COM Port


---------


When you enter this menu, press enter to change the COM port. You can


select COM1 or COM2.



[4-2-4-2] Baud rate


---------


Next is baud rate. This is the speed of your COM port, NOT your modem.


The COM speed must be *at least* the same speed as the modem speed.



[4-2-4-3] Device


---------


Here you can select either Modem or Direct Connect. Direct connect is


also known as serial link or null modem.



[4-2-4-4] Modem INIT string


---------


Here you can type in the init string. There is a list of init strings for


use with Quake in the appendix of this FAQ. Note: Patch 0.92 fixed the problem


of Quake crashing when you entered a long init string.



[4-2-4-5] Network Driver Status


---------


You can not change this option. This option is to inform you if your IPX


or TCP/IP protocal is established.



[4-2-5] Start a Multiplayer game...


-------


Press enter to cycle through options...



[4-2-5-1] Begin Game


---------


Starts a multiplayer game of Quake. You may want to setup some of the


options below though.



[4-2-5-2] Maximum Players


---------


The total number of players you want to be in your game. Note: You can


only have a maximum of 4 players, unless you are running a dedicated server.



[4-2-5-3] Game Type


---------


Selects with Deathmatch or Cooperative. Deathmatch is where you have to


kill your friends, cooperative is you and your friends versus the monsters.



[4-2-5-4] Team Color Rules


---------


Here you can select if your team members will be affected from friendly


fire. This is great if you want to let rip in a packed room, and not worry


about hitting your friends. Note: Armour will still decrease if you shoot


someone on your side, just not health.



[4-2-5-5] Skill


---------


Select either Easy, Normal, Hard or Nightmare. Note: In deathmatch mode,


this is a pointless function as there are monsters.



[4-2-5-6] Frag Limit


---------


Selectable in 10 Frag increments. A frag is one kill. You can set this


figure from none to 100. A game of, say, a 50 frag limit, won't end until the


50th frag has happened. When the frag limit is reached, the game ends. A frag


limit of none means the game is not restricted, and will only end when someone


ends the level.



[4-2-5-7] Time Limit


---------


Selectable in 10 minute increments. You can set this figure from none to


60. A game of, say, a 30 minute limit, won't end until the game reaches 30


minutes. When the time limit is reached, the game ends. A time limit of none


means the game is not restricted, and will only end when someone ends the


level.



[4-2-5-8] Start Map


---------


This select the level your multiplayer game starts on. The first line is


the episode name, and the second line is the level name. In the registered


version, the episode 'Deathmatch Arena' is also available. This episode


contains levels design for deathmatch only.



[4-2-6] Search for Local Network games


-------


This option will make Quake search through your network, looking for any


games currently in progress.



[4-2-7] Join a running game at:


-------


Will make Quake either dial the telephone number typed in here, or


connect to the net address typed in. If no Quake game can be found, then Quake


will display a message telling you so.



[4-3] Save


=====


Allows you to save the current Quake game in one of twelve save game


slots. When you save a game, the level name and kills will be displayed, so


when loading you know roughly where you are in a level (the more the kills the


nearer to the end, generally speaking).



[4-4] Load


=====


The opposite of save. Lets you load a saved Quake level. You restart in


excatly the same place and with the save weapons and ammo.



[4-5] Options


=====


Brings up Quakes options menu.



[4-5-1] Customize keys...


-------


Allows you to change most of the keys you can use in Quake. How to do


this is self explanatory, and not worth me describing.



[4-5-2] Go to Console


-------


Brings the console up. Note: Pressing the [~] key also does this.



[4-5-3] Reset to defaults


-------


Resets everything to its default.



[4-5-4] Screen Size


-------


Alters the size of the screen. Pressing the [+] and [-] keys whilst in


play also have the same effect.



[4-5-5] Brightness


-------


Adjusts the brightness of the display. Usefull if you don't want to mess


with your monitor settings, or need it *even* brighter. Note: Turning


brightness up to its highest level and putting your monitor brightness to its


highest level, just to see things that are in the dark, is considered to be a


little lame. Dark is good. You don't know whats going to jump you :)



[4-5-6] Mouse Speed


-------


Adjusts the sensitivity of the mouse.



[4-5-7] Music Volume


-------


Adjusts the music volume.



[4-5-8] Sound Effects Volume


-------


Adjusts the volume of the sound effects.



[4-5-9] Always Run


-------


If you turn this on, when you move you will automatically move at running


speed. I turned this option ever since I started playing Quake, and haven't


turned if off since...



[4-5-10] Invert Mouse up/down


--------


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


the mouse forward "noses down", and pulling it back "noses up". Some people


prefer this control technique. If you're not sure what I mean, then play a


flight sim and find out!



[4-5-11] Lookspring


--------


Returns your view immediately to straight ahead when you release the look


up / down key. Otherwise, you must move forward for a step or two before your


view snaps back. Lookspring does not work while you are underwater.



[4-5-12] Lookstrafe


--------


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


sidestep instead of turn when you try to move left or right.



[4-6] Help/Ordering


=====


Displays Quakes (less than helpful) in game help menu. Also provides


details of how to order Quake (if you live in the USA).



[4-7] Quit


=====


Quits Quake. Obviously.




-------------


Game Elements


-------------


===


[5] Weapons and Monsters


===



[5-1] Axe


=====


I love this weapon. Its just as powerful as the normal shotgun (on grunts


at least)... two hits and they are down. Its also a good way to relieve stress


when you're mad. Turn god mode on for some *real* satisfaction :)


Another benefit of this weapon is that it doesn't eat ammo.



[5-2] Shotgun


=====


Not very good really. Get a new weapon quick. This is not A Good Thing


for killing the Quake nasties with.


Uses up 1 shotgun shell per shot.



[5-3] Double barrelled shotgun


=====


An ok weapon for the first few levels of Quake. It is, however, slow to


reload and has a very loose shot pattern at long range (the further away the


target, the less damage it causes).


This weapon takes up two shells per shot.



[5-4] Nailgun


=====


This weapon looks really cool... Its also very good. It chucks out nails


through its two barrels at an alarming rate. Excellent against Knights, Grunts


and Ogres. Also useful for the other monsters.


Uses up lots of ammo in a short time.



[5-5] Super Nailgun


=====


Same as the above but with *four* barrels! This is the weapon of choice


for killing most of the quake monsters. Watch your friends get mowed down in


deathmatch.


You can fire this gun for about 5 seconds before it runs out of ammo.


Watch that ammo counter carefully... Save this gun for when you need it.



[5-6] Grenade Launcher


=====


Another cool new gun. This one fires a grenade, which either kills on


impact, or bounces around the room till it explodes. Grenade blasts can be


used to switch switches. Note that bouncing a grenade off of a switch does not


switch it. This is the best weapon for killing Zombies.


Uses 1 grenade per shot. Not very accurate



[5-7] Rocket Launcher


=====


This weapon also uses grenades, but is much more precise than the grenade


laucher. Fires a grenade at top speed towards an enemy. Certain death for all


of the smaller bad guys (Grunts, Dogs, Knights, Zombies). 2 hits will kill an


ogre.


Takes 1 grenade per shot.



[5-8] *Thunderbolt


=====


I'm not really sure about this weapon. It only appears in the registered


version, and that isn't out yet. Heres what the Quake manual says about it:



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


rosebush.'



And....



'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.'



Sounds like a Quake version of the BFG9000 to me... we can only hope :)



NOTE: After writing this section, I noticed that the Thunderbolt *is* in


the shareware version! Just type 'Impulse 9' in the console to get it, and


every other weapon. See the cheats section for more information



===


[6] Ammo and Power-ups


===



[6-1] Shells


=====


Shotguns and double barrelled shotguns use these. The shotgun uses one


per shot, whilst the double barrelled shotgun uses two per shot.


A small box holds 20.



[6-2] Flechettes


=====


For the nailgun and supernailgun.


A small box holds only 25.



[6-3] Grenades


=====


For grenade launchers and rocket launchers.


A small crate holds 5.



[6-4] Cells


=====


The thunderbolt uses these.


A small battery has 6 charges, lasting a little over a second. Note: Not


available in shareware version.



[6-5] Armor


=====


There are three types of armour available: Green, Yellow and Red. Green


is week armour, whilst Red is good armor. Yellow is, er, in the middle.



[6-6] Megahealth


=====


Gives you 100 extra hit points. Very useful. After a couple of seconds,


all hitpoints over 100 start to drain away, until your hitpoints reach 100.


Enjoy it while it lasts.



[6-7] Biosuit


=====


Gives you an increased air supply in water and slime, and also has the


added bonus of letting you travel in slime without being hurt. Lasts about 15


seconds. Lava is still deadly, even if you are wearing a biosuit.



[6-8] Ring of Shadows


=====


Makes you almost totally invisible. Only your eyes can be seen (spooky).


Monsters can't see you unless you shoot at them, at which point they fire


everything they have (remember the movie 'Predator').



[6-9] Pentagram of Protection


=====


Makes you completly invulnerable. Lasts for only a short time. Use it to


scare your opponent in deathmatch. Watch his face when he shoots a rocket at


you and you just shrug it off :)



[6-10] Quad Damage


======


Everytime you fire you unlease four times the damage. Certain death for


most monsters with just a few hits! Use the axe for some *real* fun!




===


[7] Monsters in Quake


===



[7-1] Rottweiler


=====


Annoying little dogs. Can cause a fair bit of damage if not dealt with


quickly. Can take two hits with the normal shotgun. Many grunts get lonely


and have rottweilers around to keep them company. This mainly happens on the


first few levels, so watch out.



[7-2] Grunt


=====


God, are these guys *ugly*! Get up close and look at their faces! Yuck!


They can also dish out quite a bit of pain if you don't get them quick. Can


take two shotgun hits at close range. Hard to hit at long range, so don't


waste shots trying to get them if they are far away.



[7-3] *Enforcer


=====


Like the sargeant on DOOM. A souped up version of the above, probably


with a double barrelled shotgun. Watch out. Note: Registered version only.



[7-4] Knight


=====


Evil looking things. They run *very* fast, considering they are supposed


to be wearing heavy armour. Take this out at long range. If they get close


then you are in trouble. Their swords cut big chunks out of you.



[7-5] *Death Knight


=====


Only appears in the registered version. Like the knight but meaner.



[7-6] *Rotfish


=====


Those disgusting fish things from the Deathmatch Test. Easy to kill, but


hard to target. Don't get surrounded by them. Note: Registered version only.



[7-7] Zombie


=====


These are weird. They make a kind of groaning, moaning sound. They also


look like decomposing corpses (which is what they are supposed to be, so


thats ok). These guys are already dead, and have been re-animated by Quake.


Convential weapons don't work on them, only the grenade and rocket launchers


do.




[7-8] Scrag


=====


Possibly the worst looking things ever. Take one fish, one ugly face,


mix, and you have a Scrag. These guys fly around and throw green stuff at


you. Watch out. The nailguns work best on these guys, remember the Cacodemons


of DOOM? Get them with the chainsaw and they can't fire back. Same applies to


Scrags in Quake.



[7-9] Ogre


=====


You'll learn to respect these guys fast. They have a chainsaw *in* one


arm, and a grenade launcher in the other. Keep dodging to avoid the grenades,


but don't get too close to them, or they'll tear you apart.



[7-10] *Spawn


======


Registered only. I've never seen one. So I don't know.


[Incomplete]



[7-11] Fiend


======


Scary. BIG dog like things with horns. Can take about 4 grenades. Most


of the levels pack them in groups of two or more. Dishing out 8 grenades in a


few seconds, without getting hurt yourself, is no easy task.



[7-12] *Vore


======


Registered only. I've never seen one. So I don't know.


[Incomplete]



[7-13] Shambler


======


These are simply amazing! I thought this was a boss when I first saw it!


These guys can *really* hurt you, and, much to my dismay, take lots of


punishment too. When I first saw one of these I ran. Turn off the lights and


play nightmare. These guys crop up *real* soon. The best tactic is, if you


can, to just run straight past them.


I once killed *two* of these guys when I was on 3% health, and had no


armour! The secret is to keep sidestepping. They can't 'lock on' to you.


They use an organic version of the thunderbolt to hurt you.




--------------------------


I need help playing Quake!


--------------------------


===


[8] Tables and Things...


===



[8-1] How much does it take to kill a certain Quake monster?


=====


Note: This are approximations. For example, sometimes it takes 7,8 or 9


shotgun hits to kill an Ogre. I have averaged this out as 8, which I feel is


accurate enough. For the Nailgun, Super Nailgun, and Thunderbolt I have


stated how long you should hold the fire button down for.


Note: It is impossible to get this excatly right, and I can't be that


bothered to spend hours killing Shamblers (I'm too scared) with every weapon.


If some kind (sad, lonely) person wants to do this, email me the results and


get mention right HERE.



[8-1-1] Short Range


-------


Short range means bloody close, to six or seven meters away. Scary.



|Rottweiler|Grunt-----|Enforcer--|Knight----|DKnight---|Rotfish---|


Axe | 2| 2| 3?| 4| 5?| ?|


Shotgun | 2| 2| 3?| 3| 5?| ?|


DBShotgun | 1| 1| 2?| 2| 3?| ?|


Nailgun | 1 sec| 1 sec| 1.5 sec?| 1.5 sec| 1.5 sec?| 1 sec|


SNailgun | 1 sec| 1 sec| 1.5 sec?| 1.5 sec| 1.5 sec?| 1 sec|


GLauncher | 1| 1| 1| 1| 1?| 1|


RLauncher | 1| 1| 1| 1| 1?| 1|


Thunder | 1 sec| 1 sec| 1 sec| 1 sec| 1.5 sec?| 1 sec|


-------------------------------------------------------------------


|Zombie----|Scrag-----|Ogre------|Spawn-----|Fiend-----|Vore------|


Axe | 0| 5| 8| ?| 12| ?|


Shotgun | 0| 4| 8| ?| 11| ?|


DBShotgun | 0| 2| 5| ?| 6| ?|


Nailgun | 0| 1.5 sec| 1.5 sec?| ?| 3 sec| ?|


SNailgun | 0| 1.5 sec| 1 sec?| ?| 2 sec| ?|


GLauncher | 1| 1| 2| ?| 4| ?|


RLauncher | 1| 1| 2| ?| 4| ?|


Thunder | ?| 1.5 sec| 2 sec| ?| 2 sec| ?|


-------------------------------------------------------------------


|Shambler--|


Axe | Hahaha|


Shotgun | Joke?|


DBShotgun | ?|


Nailgun | 40 sec?|


SNailgun | 30 sec?|


GLauncher | Lots|


RLauncher | Lots|


Thunder | 20 sec?|


------------



[8-1-2] Long Range


-------


Long range means *long* range. Ie, over 7 meters away. Long range does


not mean other side of the map. Don't email me whining how these figures are


all wrong, because a), it is impossible to type up *every* possible


combination of distance and firepower, and b) because I haven't done them yet!


Expect them in the next version...


[Incomplete]



[8-2] How do I kill the boss on episode one?


=====


Fry the son of a bitch! Shooting him/her/it is a waste of time, I'm sure


that it doesn't take damage in this way. Instead, catch the lift to the top


platforms, and run around, making sure you run over the floorplates. If you


run over both of them, two large columns will descend to the height of the


boss. Press the central floorplate to electrocute him.


Note: On easy skill level, one electrocution will kill it. On normal


skill level, three electrocutions will do it. I'm not sure about hard and


nightmare skill levels. I guess 5 and 7 times respectively.


You should also remember that as you increase skill levels, the bosses


'lava balls' (hahah... i just re-read that. Don't be so gross.) get closer and


closer. In other words, on hard skill level the boss will hit you more times.



[8-3] How do I cheat?


-----


Despite what id say in the Quake manual, you can cheat in Quake. As of


now the known cheats are:



GOD - makes you invincible


NOTARGET - makes monster oblivious to you unless you shoot at them.


FLY - lets you fly through the levels


NOCLIP - Same as DOOM. Lets you walk through walls. Good for finding


secrets. Use the [D] and [C] keys to move up and down.


IMPULSE 9 - All weapons (including the thunderbolt, which *is* in the


shareware version!) and full ammo.


IMPULSE 255 - Quad Damage upgrade


GIVE # - Give weapon #


GIVE H # - Give # of health


GIVE S # - Give # of shells


GIVE R # - Give # of rockets


GIVE C # - Give # of cells


GIVE N # - Give # of nails



You type all of the above cheats directly into the console [~].



NOTE: You *can* use these cheats in deathmatch! I don't know what id was


thinking by doing this, but it seems a little dumb to me. Hopefully a later


patch will allow you to select if you want the cheats to be on or off.



[8-4] How do I kill Shamblers?


=====


The best way to kill these is to run round them in circles, or strafe


left and right non-stop. The shambler won't be able to get a clear shot at


you. I personally prefer to hide behide a big stone (not in real life!) and


then jump out and fire a few rockets off, before jumping back behind the


stone.



[8-5] Problems killing Scrags...


=====


If you're new to Quake, or have played Duke Nukem 3D, then this won't be


a problem for you... but if you have come from playing DOOM to playing Quake,


then you could be in for some learning difficulties. Many DOOM players forget


about the look up and down keys [A] and [Z], and get killed by Scrags. The


best way to combat this is to experiment in the skill selection hall, or to


turn a cheat on and practice moving around and shooting whilst looking up and


down.




===


[9] What are the secret areas in Quake?


===


For this section I hand you over to the capable hands of Kyle R. Hofmann,


who has listed all of the secrets to be found in the shareware version of


Quake. As the registered version has not yet been released, this is what we


have. Enjoy...


Heres what Kyle has to say...


If you have a comment, suggestion, or addition, e-mail me at


rhofmann@crl.com. MAIL REGARDING CHEAT CODES, COMMANDS IN THE CONSOLE,


OR ASKING HOW TO GET TO A SECRET LISTED IN HERE MAY BE DELETED WITHOUT


NOTICE.


Note: You may also like to check out the HTML version of this list of


secrets at: http://www.crl.com/~rhofmann/secrets.html



[9-1] Level: Introduction


=====


#1 - From the start of the level: Enter one of the difficulty selection


slipgates. Walk towards episode 4. There will be a pool of water.


Jump into the pool and duck underneath the platform you were just


standing on. Drop through the water. You will land on a beam of wood


above the floor. Walk along the beam into an archway (on your left


looking in the direction you walk down the hall to reach episode 4).


Walk through the archway and through another slipgate to reach Nightmare


mode!



#2 - The 'Super Secret' (also known as the 'Dopefish Secret') talked


about by one of the beta testers. It has been moved from its previous


location in the Introduction. For now, the only clue comes from


shooting a box on the wall on the way to the Nightmare skill level: "The


Well of Wishes awaits in the Crypt of Decay!" Note that this is NOT the


staircase underneath the episode selection area.



[9-2] Level: E1M1 - The Slipgate Complex


=====


#1 - Forward and to the right of the start is a ledge with flashing


lights. Shoot the wall nearest the start on that ledge (the one with the


red design on it). There will be a box of shells behind it. Also, the


guys at id are nice enough to tell you to shoot this one if you try to


use it.



#2 - Underneath the first bridge you come to is a river. It flows into a


cavern. Enter this cavern and walk through it. As you pass by a set of


steps containing a 100 health item and a door to the end of the level


(which cannot be opened from this side), the game will register a


secret. At the end of the cavern is a lift taking you back up to the


blue armor at the start.



This secret can also be accessed at the end of the level. Climb up


the ramp to the room right before the slipgate out of the complex. Turn


to the right. There should be a column on the wall. Shoot it. Shoot the


wall to the right of the column. It will open, revealing the river and


100 health box.



#3 - Past the first bridge is a door. Enter the door and kill the


monsters. To the right of the entrance is a column and a ledge. Go to


the corner between the ledge and the column. Shoot the globe texture


high up on the column. A platform will rise and you will be on the


ledge. Turn to your right and shoot the globe texture on the ledge. The


wall behind the globe will open, leading to a quad damage item.



This secret can also be accessed from hall after the platform that


extends over the pool of slime (See secret #4). Walk to the end of that


hall, right before the walkway with the three buttons. To the right


should be a red wall. Shoot it. It will open, allowing access to the


quad damage.



#4 - To the left of the door past the bridge is a large hall. Follow it


to the right. There will be a large, shallow pool of slime and a button


on the wall. Push the button and a platform will slide out from the


wall. Halfway across the platform, turn to your left. There will


be a red target in a depression slightly above your the level of


your head. Shoot it and turn to your left. A door in a wall will


open, revealing a double barreled shotgun.



#5 - Past the platform over the pool is a hall. Walk down the hall. You


will reach a walkway. Go down the walkway and turn left. Go down the


walkway again and turn left. There will be a button and a light in front


of you. Jump onto the bannister. Jump onto the light. Either step or


jump onto the button (sometimes you fall off when you step, but jumping


is very difficult). Look at the wall in front of you. There will be a


ledge and two blocks jutting out. Jump to the lowest block. Jump up to


the next block and to the ledge. Inside is a 100 health item.



#6 - Go all the way down the walkway. There will be a door. To the


right and behind a column will be a biosuit. Take it. Don't dawdle now,


as the biosuit doesn't give you much more time than you need. Jump into


the slime. Swim underneath the door. Follow the tunnel to where it


opens into a slightly larger area. There will be a platform overhead.


You won't be able to see it unless you try to surface. There will be a


boxed in area of the platform that you can see, however. Swim up that


opening. If you are running low on air, you can swim up to the platform


from the tunnel, but you must step over the opening before the game


registers the secret. There should yellow armor and some health on the


platform. There is also a slipgate to the area over the door past the


bridge (back around secret #3)



[9-3] Level: E1M2 - Castle of the Damned


=====


#1 - At the start, walk down the stairs and jump off to the right into


the water. There should be a green, lit wall in front of you. Shoot it


and it will open. Walk along the passage until you surface.



This secret can also be accessed by the area near the bridge with the big


red symbol over it. Jump off the bridge and swim underneath it, going away


from the symbol. You will swim under an arch and come into a small room.


There will be a ramp on the left. Walk up the ramp.



#2 - From the start, go forward until you reach the wall. Turn right.


Forward again. Turn left. There will be a bridge over a pool of


water. There will also be a large red symbol on an archway over the


bridge. Go onto the bridge. To the left, there will be a double


barrelled shotgun. Jump off and swim underneath the area of the


gun. Swim under an arch and to the right. Follow the passage.


There will be a bridge above you all the way. You will eventually


reach a pool. To the left of the entrance will be a wall with a


symbol high up on it. Walk in front of it and it will open up.


There will be 25 health, a box of nails, and a slipgate to the ledge


opposite the one containg the double barreled shotgun.



#3 - Cross the bridge with the red symbol. Turn to the right and walk


through the door. Turn to the left. Climb the staircase. There


will be a column to your right and midway across the room. Go to


the side of the column facing outward. A small plate of stone is on


the column. Push it. A door to the right will open to give you a


quad damage item.



[9-4] Level: E1M3 - The Necropolis


=====


#1 - From the start: Forward and to the left. Get the grenade launcher.


Turn to the left. There will be an ogre behind a set of bars and a


couple of other monsters. There will be two paths: one through the


door to the left and a set of steps leading down and to the right. Take the


steps. Go along the passage until you reach a bridge. Jump down. To


the left of the bridge and behind where you came from is an alcove.


Shoot the back of the alcove and the wall will open. There will be rockets


and health inside.



#2 - Starting from the same bridge from which you jumped down in #1, cross


the bridge and turn right. There will be a short passage, two sets of


stairs, and a platform down. Go down and turn to face the left wall of


the passage you just went down. There will be a short corridor there. Go


down the corridor until you reach a shallow lake. To your left will be


the gold key. Take it. Turn slightly to the left. There will be an


area of the wall darker and with a slightly different texture from the


rest. Go right up to it. You will fall beneath the water. Ahead is a


short passage. Swim through it and up to land. There will be a ring of


the shadows there.



#3 - From the area with the ogre behind bars (described in secret #1),


take the door. Get the nailgun and shoot the symbol. Go down the


steps and follow the passage. There will be a series of platforms.


Go across the platforms. You will reach a locked door. Open it (it


uses the key described in secret #2). Follow the passage. Jump


down to a set of tunnels filled with slime. Go forward, turn left,


forward again, left, first tunnel on the right, and up the ramp.


Open the door. Above you will be two ogres on platforms. To your right


is a yellow armor blocked by two sets of two bars each. Killing the


ogres above removes the bars. Shoot the wall behind the armor. A wall


will open, revealing a slipgate. Go through the slipgate. You will be


on the platforms that the ogres were standing on. There are rockets here.



[9-5] Level: E1M4 - The Grisly Grotto


=====


#1 - Through the door at the start there is a set of spiral stairs. On


the left and right at the top are two red symbols. Shoot them. The


celing will fall, revealing a yellow suit of armor. The knight below is


sometimes crushed by the celing.



#2 - From the bottom of the stairs, go through the passage. You will come


upon a deep lake. Get the biosuit. Dive into the water. Directly to


your right should be a small ledge where you can surface. Go up and you


will get a box of rockets.



#3 - From the pier with the silver key: Jump off and swim in the


direction of the pier. Surface on the other side. Go through the


silver key door and to the left. Follow the passage. You should reach a


small body of blue slime with a bridge over it. Go to the end of the


bridge and ride the platform up. Step on all the touchplates. Two


doors wil open in the walls. Enter both and press the buttons. The


game should tell you that a secret cave has opened. Jump onto the


bridge and head back out to the deep pool where you got the silver


key. Along the right wall of the cave will be a large, bright


circular opening. Enter it. Swim up. Inside a little room is a


grenade launcher, health, and a slipgate to the secret level.



[9-6] Level: E1M5 - Gloom Keep


=====


#1 - Jump to the right and off the bridge you start on. There will be an


area sticking out of the wall, almost like a column. Beneath the water


is an opening to a ledge with a box of nails and 100 health.



#2 - Cross the bridge at the start and turn right. Follow the walkway and


pass through the gate. There should be a stairway forward and to the


right. Jump onto the bannister of the stairway. Jump across to a ledge


that juts out from the wall. Run along the ledge to the platform with


an ogre. Jump across. There are rockets and armor on the platform.



#3 - Cross the bridge at the start and go through the gate. Walk along


the passageway until you reach a room where you are standing on a


Y-shaped platform. From there, take the right fork. Follow the passage


and you will come into a large room. Forward and to the left is a


staircase. On the right will be a square area with a column in the


center. Walk up to the column. Jump up and hit the torch with your


head. Behind the column, a door will open in the wall, revealing yellow


armor and a touchplate to open the wall if it closes on you.



#4 - From the same large room described in secret #3, climb the


staircase. To the right is another set of stairs and an octogonal room


with a slipgate to the gold key. Go behind the slipgate and step


through. You will end up near the start on top of the building you


enter. There is a quad damage nearby.



#5 - When you fall down the passage to the exit slipgate, turn around.


The wall will look turned --- it has roll added to it. Shoot the wall.


The wall will open, leading to a slipgate back to the gold key doors.



[9-7] Level: E1M6 - The Door to Chthon


=====


#1 - From the start, jump down. To the left will be a corridor. At the


end is a design suspended over lava. Ahead of that is a door which opens


as you walk down the corridor, and to the left is another door. Enter the


door ahead of you. Turn to the right. There should be an obvious, but


still hidden door ahead and a room forward and to the right. Walk in


front of that room. Turn to face away from the room and look up. There


will be a red Q symbol. Shoot it. The hidden door, now to your right,


will open. Ride the lift up onto the air ducts. Walk to the edge and


look down and to your left. You should see the celing of the room


below. Jump onto the celing. There will be a quad damage powerup there.



#2 - Go to the room to the left of the design suspended over lava. Push


the button with the Q. Fall into the pit that opens behind you. Wait


for the stairs to form and then walk down them. There is a passage with


useful 100 health item at one end and a spiked wall at the other. As you


walk down the hall, bars come down and block your exit, a wall opens,


revealing several ogres, and the spiked wall begins to come towards you.


Kill the ogres and escape using a lift that becomes unbarred with their


death. Jump down onto the stairs into the middle of the lava. These are


the same stairs you just went down. The bars will go up at some point and


you will be able to enter. This time, the bars will not go down, and


the spiked wall will move as soon as you enter. Trigger the wall and go


back. Wait for the wall to pass and go behind it. There will be a slipgate


which leads to a super nailgun and a box of nails. You will also be able


to jump to a landing with a 100 health box.



#3 - Below the start is a completely dark room. Once you get the silver


key, this room lights up. Cross the pit in this room and go to the end


of the passage. Turn left. You should be facing a set of stairs with a


closed door at the top. To the right of the stairs is a column and a


large chamber with a big switch in it. Hit the switch. Go to the side


of the column that points away from the chamber. A red symbol will have


been uncovered. Shoot it. The stairs with the closed door will lower.


At the bottom is a box of rockets.



#4 - Stay at the bottom of the stairs in #3 until they rise again. There


will be a slipgate down a small flight of stairs. Walk through. You will


be on a ledge. On another ledge across from the one you are on is a 100


health box.



[9-8] Level: E1M7 - The House of Chthon


=====


There are no secrets on this level.



[9-9] Level: E1M8 - Ziggurat Vertigo


=====


#1 - At the start, you should see a Pentagram of Protection. Get the


pentagram and dive into the lava by the bridge. Swim beneath the bridge


away from the ziggurat and you will emerge in a small room. There is a


quad damage powerup, health, and a slipgate to the bridge in front of the


ziggurat.



#2 - Behind the silver key door, there is a passage forward and to the


left and one to the right. Take the one on the left. Follow it to the


end. On your right should be a wall with a dark border on one section.


Shoot that section. A door in the wall will open, leading to two boxes


of nails.



[9-10] Contributors to section [9]


======


Author: Kyle R. Hofmann



Secrets:


E1M1 #3


Mike Simpson


Matt Hudson


Bryce E. Maryot


E1M1 #4


Bryce Maryot


E1M2 #1


Enigma from the Adrenaline Vault


E1M2 #3


Greg Wood


Aftershock


E1M5 #3 & #4


Jim Bucher


E1M6 #1 & #3 & #4


Jim Bucher




====


[10] I'm really lame, and need a walk through...


====


I can't believe *that* many people would want this, but it does make


great reference material if you get stuck on a certain level. Note: I decided


to make these descriptions pretty simplistic, to avoid confusion and to ease


the work load on me...


If you get stuck on a level and just can't get past it then, *don't* tell


me... instead keep trying. No-one expects you to play through the later levels


of Quake on hard skill level without dying... Also remember to quicksave *all*


the time... better safe than sorry!


[Incomplete - I may get round to these next version, I doubt it though.


Which would you prefer? A walkthrough or technical help on your modem/direct


connect/net/internet games? Get my point?]



====


[11] Deathmatch tactics


====


NOTE: Please, please, please send me your multiplayer stories, tips and


tactics. I want this section to be BIG.



[11-1] Don't walk!


======


Argh!!! I can't believe the number of people who just *walk* around the


levels in Quake!!! Walking speed in Quake is slower than walking speed in


DOOM, and I never walked in deathmatch DOOM, so walking in Quake is really


dumb! I really laugh when I see someone walking along... its as if they're out


for a walk or something, not out to kill...



[11-2] Don't taunt your opponent before hand


======


This 'tactic' is the same for all multiplayer games. Consider the


following scenario between three players about to play deathmatch:



Bill: Ahh man, I'm gonna kick *both* your asses!


Fred: Dream on, I finished Quake on Nightmare without dying once!


Mike: Ok, well lets just play guys...


Bill: Sure... hahha... prepare to die!


Fred: In your dreams, punk!



One hour later:



Mike: Hahhaha, I won...


Fred: Next time...


Bill: I wan't my mummy...



See what I mean? It makes you look *really* lame! Boasting then getting


your ass kicked is just pathetic! If you are the best player in the world at


Quake, then keep it yourself... the others in the game will think you are a


newbie and go for you straight away... Surprise them :)


Winning after not boasting is cool. Do it. Surprisingly, I have seen less


people boast about their Quake playing abilities, than people did about their


Duke Nukem 3D playing abilities... surprising, as I did actually find Duke


(shareware version) harder than Quake (shareware version). Maybe Quake players


got their asses kicked in Duke, and want to keep quiet . Then again, maybe


not.....




====


[12] Cooperative tactics


====



[12-1] Work together


======


Remember, you *are* on the same side! Share ammo and power-ups. Don't


rush forward and grab all the power-ups, and leave all your allies on 10


health. Thats really lame. You should also remember that these guys *are* your


friends. Its easy to fall out with a friend over a game of Quake, it happened


to me in DOOM a few times.


When attack monsters don't cower behind the other players, run up front


and get involved. Laying back till everyone dies, then finishing the level, is


really stupid. It also makes you look like a lame player (which you are if you


do that). The exception to this rule is if you have very low health (40% or


less) or/and only the axe.


If you and your friends *do* rush up and attack, killing monsters is a


lot easier. Four players should have no problem killing a shambler, and even


two players will be able to do well. Make sure you are on opposite sides of


the creature, each blasting inwards. Note: Don't be silly and stand opposite


each other with, say, a grunt in the middle, firing rockets at it. You will


all die.



[12-2] Carnage!


======


MephistoX gave me this idea, kind of. He said on that he and his friends


play four (or so) player coop on Quake, each not caring about their own lives.


Ie, running around blasting the hell out of everything with rockets. Note:


everything *includes* your coop allies! Remember to ask everyone if this how


you want to play, before doing this!


I remember well the days I spent on coop DOOM, playing against each


other! We would start out playing together, but half way through would say,


sod it, all against all. The cool thing is you always started in the same


place! There was bodies everywhere... that was *fun*! A couple of days later I


told him that if you press F12 then you can see through your allies eyes. God


was he mad... :) Note: I know I just contradicted what I said. I said don't


cheat but did in DOOM. Heres my defence: a) I was young(er), b) It was a laugh


and most importantly c) We agreed it advanced. Thank you.




---------------


Technical Stuff


---------------


====


[13] Quake Commands - The Console and Command Line


====


Once again I am letting a keen Quake player, MephistoX, take control of


the FAQ for a bit. He has gone through all the console commands and listed


them all. If you find any errors (not likely) then email either me (see the


top of the FAQ) or him:



MephistoX - mephisto@oneworld.owt.com



Oh, something I should I also you let you know is that MephistoX goes by


the name of Michael Montgomery... in the *real* world :)




# indicates you should type a numerical value.


$ indicates you should type a string (words/symbols etc.)



A number after the # or $ means that you must give more than one number or


string, usually separated by a space.



So



color #1 #2



means you should type color, a space, a number, a space, another number, and


hit enter.



[13-1] Command Line Parameters


======


These can only be run from the command line. Many simply set flags of


the same name that you can manually set using the console. For example,


-nosound sets the nosound variable to 1.



-cdmediacheck


Quake will periodically check to see if you have changed the CD in the


CD-ROM drive. This is very slow on some CD players and unnecessary under


Windows 95. Unless you are frequently changing CDs while playing Quake


there is no reason to enable this option.



-condebug


Quake will log all console events to qconsole.log in the id1 directory.



-dedicated #


Quake starts as a dedicated server. It's only job is to receive and


transfer data to and from the clients. It will not draw graphics or


perform any other kind of operation. However, it will run the console,


which allows you to customize the game. # is the maximum number of


players allowed, up to 16. A 486/66 makes a perfect dedicated server.



-ipxport #


Specifies a IPX port to be used. The default is 26000.



-listen #


Quake starts as a listen server. Quake will perform normally as if you


were playing single-player, but will also perform as a server to which


others can connect. This allows multiplayer where there is not a network


available (most 2 player modem connections). Note that the player on the


listen server always starts first and gets network updates the fastest,


so they have a definite advantage over slow connections. # is the


maximum number of players allowed, up to 16. A Pentium 90 or higher will


make a good listen server.



-mpath


Enables support for code to use Win95's TCP/IP stack. Do NOT use this


under DOS!



-nocdaudio


Disables CD audio support.



-noipx


Disables support for IPX.



-nolan


Disables IPX and TCP/IP support.



-nonet


Disables network card support.



-noserial


Disable serial support.



-nosound


Disables sound card support.



-noudp


Disables support for TCP/IP.



-safe


-stdvid, -nosound, -nonet, -nocdaudio combined into one.



-sbinfo


Gives diagnostics on your current Sound Blaster configuration.



-sspeed #


Sets Quake's playback speed to # Hz. The default is 11025 Hz (11 KHz).


Increasing # above 11025 will degrade CPU performance and will not


increase sound quality because Quake's sound samples are only 11025 Hz to


begin with. Decreasing # below 11025 will increase CPU performance and


save memory, but will degrade sound quality.



-stdvid


Disables VESA video modes.



-udpport #


Specifies a UDP port to be used. The default is 26000.



-winlock


Windows 95 only. Quake will not share memory with other applications and


will not allow other applications to take memory from itself. Useful on


machines with low memory where background applications have to unload


parts of Quake in order to load some of their own code.



-winlockunlock


Windows 95 only. Quake will load all of itself possible, but will not


disk cache and will share memory with other applications.



-winmem #


Windows 95 only. Quake will allocate # megabytes of memory for itself.


Note that if # is greater than the amount of free RAM you have, Quake


will disk-cache the remaining amount of specified megs, which will


degrade performance. The default is 8.



[13-2] Console Commands


======


These can be entered from the console, run from the command line if they


are preceded with a + sign, bound or aliased to a key with bind or alias, or


run from a config file.



alias $1 "$2;$3;$4..."


Alias creates a new Quake command named $1, which is actually a


collection of already existing Quake commands ($2,$3,$4,etc.). Note that


the commands being aliased to $1 must be enclosed in quotation marks and


separated with semi-colons. Once you have aliased a command you can bind


it to a key. For example, typing the commands



alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"


bind INS net_game



would cause Quake to set the hostname, frag limit, and time limit every


time you hit the INSERT key.



ambient_fade #


Unknown. The default is 500.



ambient_level #


Controls the volume of ambient sounds. The default is .3



bf


Quake performs a background flash identical to the one you see when you


pick up an item. This will also cause Quake to reset the palette, which


can fix erratic colors under Windows 95.



bgmbuffer #


Sets the music buffer to # bytes. The default is 4096 (4K).



bgmvolume #


Changes the music volume to #, where # is from 0.0 to 1.0. Not all


CD-ROM drives support variable volume. 0 is off.



bind $1 $2


Binds the key $1 to the action $2. To make the j key the jump key you


would type "bind j +jump" (without the quotations) and press enter. You


can also bind keys to perform console commands. For example,


bind r "color 4 4" would cause your character to turn red whenever you


pressed r. Whenever the bound action/command contains any spaces, you


must enclose it in quotation marks.



The following keys can be bound:



A-Z 0-9


*F1-F12 *TAB


ENTER SPACE


BACKSPACE UPARROW


DOWNARROW LEFTARROW


RIGHTARROW ALT


CTRL SHIFT


INS DEL


PGDN PGUP


HOME END


PAUSE SEMICOLON



MOUSE1 (mouse button 1)


MOUSE2 (mouse button 2)


MOUSE3 (mouse button 3)



*~ (tilde)



* Can only be bound on the command line or in a .cfg file.



The ESC key cannot be bound.



cl_anglespeedkey #


The speed at which the player pitches and turns. The default is 1.5.



cl_backspeed #


Sets the player's backward movement speed. The default is 160.



cl_bob #


Sets how much the weapon bobs. The default is 0.02



cl_bobcycle #


The weapon will cycle through a complete bob in # seconds. Do not set to


0 even if cl_bob is set to 0. The default is 0.6.



cl_bobup #


Defines the topmost point of the bob cycle. The default is 0.5.



cl_forwardspeed #


How fast the player walks forward. The default is 200.



cl_movespeedkey #


When +speed is activated, all normal movement rates are multiplied by #.


The default is 2.0



cl_nolerp #


Unknown.



cl_pitchspeed #


The speed at which the player's pitch is changed when +lookup and


+lookdown are activated. Keyboard only. The default is 100.



cl_rollangle #


Controls the angle that the player leans when making fast turns. The


default is 2.0.



cl_rollspeed #


Controls the speed at which the player leans on turns. The default is


200.



cl_sidespeed #


Controls the strafing speed of the player. The default is 350.



cl_upspeed #


The speed at which the player floats using +moveup. The default is 200.



cl_yawspeed #


The speed at which the player turns using +left and +right. The default


is 140.



cd $



off: turns off the CD audio system. No more music will be played.


on: turns on the CD audio system. Quake will now play music.


reset: re-initializes the CD audio system. Useful when you change CDs or


insert a CD after you have already started Quake.


play #: plays track # once.


loop #: plays track #. When done it plays the track again.


stop: stop playing the current track.


resumre: resume playing the current track.


eject: ejects the CD. For CD players without a manual eject button.


remap # # #...: remaps the tracks on the current cd. Typing


remap 1 2 2 5 6 7 8 9 9 on a CD with 9 tracks would end


up with a CD mapped like this:



Actual track number 1 2 3 4 5 6 7 8 9


Remapped to 1 2 2 5 6 7 8 9 9



So when Quake is instructed to play track 4, it will


actually play track 5. Note that on the Quake CD track 1


is data, DO NOT remap it to a different track.


info: reports information on the CD-ROM and the CD currently playing.



clear


Clears the console buffer.



cmd


Unknown. Cannot be used while not connected to a server.



color #1 #2


Sets your player's shirt color to #1 and your pants color to #2. Values


are from 1 to 13.



com# $


# is the number of the com port you wish to set up. Typing com# without


a parameter will list the currents settings.



enable: initializes the com port. You cannot change the settings on an


enabled port.


disable: disables the com port. You can now change the settings. All


com ports are disabled by default.


modem: tells Quake that com port # is a modem.


direct: tells Quake that com port # is a direct connection (serial etc.).


dial: sets modem for dial-up operation.


answer: sets modem to answer incoming calls.


reset: resets the com port to the default settings.


port #: sets the hex address of the com port (COM1=0x3f8 COM2=0x2f8)


irq #: sets the IRQ of the com port (COM1=4 COM2=3)


baud #: sets the UART baud rate. This is the speed of the computer


talking to the modem, not the modem talking to the remote modem.


Valid values are 9600, 14400, 28800, 57600, 115200. 57600 is the


default.


8250: sets the UART type to 8250.


16550: sets the UART type to 16550. This is the default.


startup: the init string for your modem (ATZ).


shutdown: the hangup string for your modem (ATH).


+cts: Quake will honor the "clear to send" signal.


-cts: Quake will ignore the "clear to send" signal.


+dsr: Quake will honor the "data set ready" signal.


-dsr: Quake will ignore the "data set ready" signal.


+cd: Quake will honor the "carrier detect" signal.


-cd: Quake will ignore the "carrier detect" signal.



con_notifytime #


Quake will display messages for # seconds before clearing them from the


top of the screen. Setting # to 0 will eliminate all messages. The


default is 3.



connect "$"


Quake will attempt to connect to a Quake server at $. If $ is a phone


number (5551212), Quake will dial the number (providing the modem is


properly set up). If $ is an IPX address (00FADE23:00aa00b9b5b2), Quake


will search the network for this address. If $ is a server name


(My_Server), it will search the network for this server. If $ is an IP


address (204.145.67.122) and you are connected to the Internet, Quake


will connect to this address. Note that $ should be enclosed in


quotation marks.



d_mipscale #


Controls the detail level. The default is 1.



d_subdiv16 #


Tells Quake how often to perform a certain type of texture error


checking. This is only noticeable on textures viewed from extreme


angles.



0: Quake performs corrections on every pixel.


1: Quake performs corrections on every 16th pixel.



0 will result in perfectly drawn walls, but slows performance. 1 will


result in hardly-noticeable defects, but increases performance. The


default setting is 1.



demos


If Quake is not currently playing demos, it will start playing them when


you enter this command. If Quake is currently playing demos, it will


stop playing the current demo and being playing the next one.



disconnect


Disconnects client from server.



echo $


Displays $ for this station only, will not broadcast $ to other stations.


Useful with aliases and bindings.



edict #


An edict is similar to a 'thing' in Doom. Displays information on edict


number #.



edictcount


Gives a summary on the types and numbers of edicts in the current game.



edicts


Displays information on all edicts.



entities


Gives a list of every model in the game (item, player, monster, etc.)



exec $


Quake will search the ID1 subdirectory for the file $. It will then


execute the commands in the file line-by-line, just as if you had typed


them individually in the console.



fly


Toggles flight mode.



fov #


Determines the size of the field of view. This tells Quake to distort


the image so that you may sit at different distances from the monitor and


have it look OK. The minimum is 5, the maximum is 80, the default is 20.


This change will not take effect until the video mode is changed or the


screen size is altered.



fraglimit #


In Deathmatch, Quake will end the game after someone scores # frags.


The default is 20.



gamma #



< 1: Brightens the display.


1: Sets display brightness to normal.


> 1: Darkens the display.



give #


Gives the player weapon number #.



1: Axe


2: Shotgun


3: Double Barreled Shotgun


4: Nailgun


5: Supernailgun


6: Grenade Launcher


7: Rocket Launcher


8: Lightning Gun



god


Toggles god mode.



help


Displays the help screen.



host_framerate #


Unknown.



host_speeds


Unknown.



hostname "$"


When someone searches the network for a Quake game using the slist


command, this is the name that will show up for your server. The default


is "unnamed".



impulse #



1: Axe


2: Shotgun


3: Double Barreled Shotgun


4: Nailgun


5: Supernailgun


6: Grenade Launcher


7: Rocket Launcher


8: Lightning Gun


9: Switch to next available weapon.


10: All ammo and keys.



kill


Player commits suicide. Useful for when you become stuck in a wall or


something odd happens.



killserver


On a server, this causes Quake to stop acting as a server, effectively


disconnecting any clients.



listen #


Unknown. Can be 0 or 1. Default is 0.



lookspring #



0: When you release the mlook key your view will not center.


1: When you release the mlook key your view automatically centers.



map $


Begins a new game at map $. Valid entries are E#M# for coop levels, or


DM# for deathmatch levels.



messagemode


Starts a say command, which is then broadcast to all connected stations.



name $


Sets your player name to $.



net_messagetimeout #


Quake will wait # seconds for a message to arrive before deciding the


connection has died. The default is 3 minutes (180). Messages usually


arrive at 20 per second.



net_stats


Displays network statistics.



noclip


Toggles no clipping mode.



nosound



0: Quake will load and play sound effects.


1: Quake will not load or play further sound effects.



The default is 0.



notarget


Toggles no targeting mode. Monsters will not attack or notice you unless


they have already seen you or you attack them.



pausable



0: the game cannot be paused.


1: the game can be paused.



pause


Toggles whether Quake is paused or not.



play $


Quake will play the sound file $ (must be WAV(RIFF) or AIFF format) at


100% volume at the player's location.



playvol $ #


Quake will play sound file $ (must be WAV(RIFF) or AIFF format) at #


percent volume. If you specify more than one $, Quake will play both


sounds simultaneously.



pointfile


Unknown.



profile


Quake will display its internal diagnostics. Crashes Quake when you


are not connected.



quit


Quits Quake to the OS.



r_aliastransadj #


Unknown. The default is 100.



r_aliasstats #



0: Quake will not display information about currently visible models.


1: Quake will display information about currently visible models.



The default is 0.



r_clearcolor #


The color of the space outside the map.



r_drawentities #



0: Quake will not draw any entities.


1: Quake will draw entities.



The default is 1.



r_drawflat #



0: Quake will draw walls as normal.


1: Quake will draw walls filled with colors instead of textures.



The default is 0.



r_draworder #



0: Quake will draw walls in normal order, closest in front.


1: Quake will draw walls in reverse order, farthest in front.



The default is 0.



r_dspeeds #



0: Quake will not display timing information.


1: Quake will display timing information.



r_fullbight #



0: Quake will draw shadows and dark areas.


1: Quake will ignore shadows and draw everything at full brightness.



r_graphheight #


Controls the height in pixels of the graph drawn when r_timegraph is on.


The default is 10.



r_speeds #



0: Quake will not display basic timing data.


1: Qauke will display basic timing data.



The default is 0.



r_timegraph #



0: Quake will not draw a graph.


1: Quake will draw a graph depicting something. The height of the graph


is determined by r_graphheight.



The default is 0.



r_waterwarp #



0: Underwater scenes are not wavy.


1: Underwater scenes are wavy.



The default is 1.



record $1 $2


Quake will record a demo named $1.dem on map $2.



restart


Quake will reload the current map, starting the level over.



save $


Saves the game to $.sav



say $


Quake will broadcast $ to all connected stations.



scr_conspeed #


Sets the speed of the console raising/lowering to #. The default is 300.



scr_ofsx #


Offsets the player's viewpoint by # pixels on the X-axis. The default is


0.



scr_ofsy #


Offsets the player's viewpoint by # pixels on the Y-axis. The default is


0.



scr_ofsz #


Offsets the player's viewpoint by # pixels on the Z-axis. The default is


0.



screenshot


Quake takes the current screen and saves it in PCX format in the file


quake##.pcx, where ## is the next available screenshot number. If you


took 3 screenshots, you would have quake01.pcx, quake02.pcx, and


quake03.pcx. If you deleted quake02.pcx, the next screenshot you took


would be quake02.pcx, because 02 is the next avialable number.



sensitivity #


Sets the mouse sensitivity to #. If # is negative, the mouse controls


are reversed. The default is 3.



sizedown


Decreases viewsize by 10.



sizeup


Increases viewsize by 10.



slist


Searches the local LAN or null modem connection for Quake servers. It


will not cross routers. The names of the servers found are specified by


the hostname command.



soundinfo


Lists information on your current sound setup within Quake.



soundlist


Will list all the sounds Quake currently has cached into memory, along


with additional information on each sound.



spawn


Unknown.



status


Gives information on the state of the current game.



stopsounds


Stops Quake from playing sound, and halts all currently playing sounds.



stuffcmds


Quake will process command line arguments. Should only be used in


the initialization file quake.rc, which is found in pak0.pak in the ID1


directory.



sv_accelerate #


Sets the acceleration rate for players. The default is 10.



sv_aim #


Controls how far from a target you must be aiming before Quake will


automatically target it for you. 0 means you can't miss, 1 means you


fire exactly where you aim. The default is 0.93



sv_friction #


Controls the ground friction. Low values cause the player to behave as


if he were on ice. The default is 4.



sv_gravity #


Controls the gravity. Negative values cause things to float upwards.


The default is 800.



sv_idealpitchscale #


Controls how much the player's vertical pitch changes when look up/down


stairs or inclines. The default is 0.8.



sv_maxspeed #


Sets the maximum possible speed of a player to #. The default is 320.



sv_maxvelocity #


Limits the velocity of any projectile/object to #. The default is 2000.



sv_nostep #



0: Players can walk up steps.


1: Players cannot walk up steps without jumping.



The default is 0.



sv_stopspeed #


Controls how fast players decelerate. The default is 100.



sys_ticrate #


Only used by servers. Quake will send out an update every # seconds.


The default is 0.05 (20 per second). For modem or internet play, or on a


network with limited bandwidth, changing # to 0.1 (10 updates per second)


will half the amount of data being received by the clients, which will


result in very slightly reduced responsiveness, but much faster gameplay.



teamplay #


Deathmatch only.



0: Players with same-colored pants can hurt each other.


1: players with different colored pants cannot hurt each other.



Note that they can still take away armor, just not health. The default


is 0.



temp1 #


Unknown.



timelimit #


Quake will quit the current level and start a new one after # minutes.



timerefresh


Quake will spin the character around once and display the average number


of frames per second.



toggleconsole


Toggles the console on and off.



unbindall


Unbinds all keys.



v_centerspeed #


Controls how fast your view centers after you release mlook. The default


is 500.



v_idlescale #


Controls how wavy your view is. The wavy effect on the intermission


screen is generated using this command. The default is 0.



v_kickpitch #


Sets how far the player's viewpoint is temporarily thrown off when they


are wounded. The default is 0.6.



v_kickroll #


Controls how much the player leans when wounded. The default is 0.6.



v_kicktime #


Controls how long the player shakes after being wounded. The default is


0.5.



version


Displays information on your current version of Quake.



vid_describecurrentmode


Describes the current video mode.



vid_describemode #


Describes video mode #. # is the number of the mode reported by


vid_describemodes.



vid_describemodes


Lists all available video modes, built-in and VESA.



vid_mode #


Switches the video mode to mode #. Quake has 11 built-in modes:



0: 320x200


1: 320x200


2: 360x200


3: 320x240


4: 360x240


5: 320x350


6: 360x350


7: 320x400


8: 360x400


9: 320x480


10: 360x480



0 is the default mode. Modes above 10 are not built in, but are VESA


modes which may be supported by Quake and your hardware. Use


vid_describemodes to see the available VESA modes.



vid_nopageflip


Affects VESA modes only.



0: Page flipping is disabled on all VESA modes.


1: Page flipping is enabled on all VESA modes that support it.



1 will increase video speed and quality depending on the amount of


available video memory. 0 will degrade quality significantly and should


be avoided except in the case of hardware problems. 1 is the default.



vid_nummodes


Reports the total number of video modes available.



vid_testmode #


Switches Quake to mode # for 5 seconds, then switches back to the current


mode. This allows you to test modes that may be incompatible (black


screen, garbage all over screen) and return to the current mode so that


you are not permanently stuck with a garbled screen. However, is some


situations hardware incompatibilities may cause the system to hang


anyway.



vid_wait #


Sets the type of waiting that the video adapter should do.



0: no waiting


1: wait for vertical sync


2: wait for display enable



0 tells Quake to update the screen continuosly. This is the fastest


option, but may result in shearing and tearing. 1 will tell Quake to


wait for the monitor to finish drawing the current screen before giving


it a new screen to draw. This results in screens that are perfectly


drawn, but performance will degrade while Quake is waiting for the


monitor to finish. 2 tells Quake to update the screen whenever the video


card is ready. This is slightly slower than 0 and is only supported on


certain VESA modes. The default is 0 on built-in modes, 2 on VESA modes.



viewsize #


Sets the size of the screen. The minimum is 20, the maximum is 130. The


default is 100 (full screen with status bars).



[13-3] Actions


======


These can only be bound or aliased from the console or a config file.



+attack


Attack.



+forward


Move forward.



+jump


Jump.



+left


Turn left.



+lookdown


Look down.



+lookup


Look up.



+mlook


The mouse controls your view rather than your movement.



+movedown


When flying or no clipping, the character will float downwards.



+moveleft


Strafe left.



+moveright


Strafe right.



+moveup


When flying or no clipping, the character will float upwards.



+right


Turn right.



+showscores


Shows the Deathmatch scores in deathmatch or the current monster/item/


secret/time total in cooperative/single player modes.



+speed


Your movement speed is doubled (you run).



+strafe


+left and +right will cause the player to step left or right.