quake/articles/1996/art-188
Path: mantis!not-for-mail
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
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.