Quake Manual

I. The Story
A. Background
	You get the phone call at 4 a.m. By 5:30 you're in the
	secret installation. The commander explains tersely, "It's
	about the Slipgate device. Once we perfect these, we'll be
	able to use them to transport people and cargo from one
	place to another instantly.  "An enemy codenamed Quake, is
	using his own slipgates to insert death squads inside our
	bases to kill, steal, and kidnap..  "The hell of it is we
	have no idea where he's from. Our top scientists think
	Quake's not from Earth, but another dimension. They say
	Quake's preparing to unleash his real army, whatever that
	is.  "You're our best man. This is Operation Counterstrike
	and you're in charge. Find Quake, and stop him ... or it
	... You have full authority to requisition anything you
	need. If the eggheads are right, all our lives are
	expendable.."

B. Prelude to Destruction
	While scouting the neighborhood, you hear shots back at
	the base Damn, that Quake bastard works fast! He heard
	about Operation Counterstrike, and hit first. Racing back,
	you see the place is overrun. You are almost certainly the
	only survivor. Operation Counterstrike is over. Except for
	you.  You know that the heart of the installation holds a
	slipgate. Since Quake's killers came through, it is still
	set to his dimension. You can use it to get loose in his
	hometown. Maybe you can get to the asshole personally. You
	pump a round into your shotgun, and get moving.

II. Running and Installing Quake
A. Installation
	For installing Quake, refer to the separate Installation
	enclosure to see the exact procedure recommended for your
	machine.

B. Running the game

III. The Basics of Play
A. Goal of the Game
	Quake has two basic goals. First, stay alive.  Second, get
	out of the place you're. Some levels end in a slipgate --
	these signifiy that you've entered another dimension. When
	you complete an entire dimension (this takes six to eight
	levels), you are returned to the start.

B. Skill
	The start area has three short hallways. The one you go
	down selects the Skill you wish to play at.  Easy -- This
	is meant for little kids and grandmas.  Medium --  Most
	people should start Quake at Medium skill.  Hard -- Here
	at id, we play Hard skill, and we think you should too,
	once you're ready.  (Nightmare) -- This is so bad that the
	entry is hidden, so people won't wander in by accident. If
	you find it, don't say we didn't warn you.

C. Episode
	After the Skill halls, you're in a room with four exits.
	Each exit leads to a different military complex, at the
	end of which is a slipgate leading to a new dimension (i.e.,
	episode). If you have not registered, the first episode is
	the only place you can go. After registration, all four
	episodes are available.

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TIP -- From episode 1 to episode 4, the dimensions become
progressively more difficult. We suggest you play the
episodes in order to get the most fun out of Quake.
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D. Getting About
	Walk Forward -- Push the up arrow on the keyboard or the
	right mousebutton. Turn left or right by using the other
	arrow keys or sliding your mouse sideways.  Speed (Running)
	-- hold down the Shift key to move twice as fast.  Jumping
	-- tap the space bar or the Enter key to jump. You jump
	further if you're moving forward at the time, and you jump
	higher if you're moving up a slope at the time. You'll be
	surprised at the spots you can reach in a jump. You can
	even avoid some attacks this way.  Swimming -- when
	underwater, aim yourself in the direction you wish to go,
	and move forward. You have full three-dimensional freedom.
	Unfortunately, as in real life, you may lose your bearings
	while underwater. Use  jump (the space bar or Enter key)
	to kick straight up towards the surface.  Once on the
	surface, tread water by holding down jump.  To get out of
	the drink, swim towards the shore. Once there, use jump to
	clamber up. If you're down a well or you can't get a grip,
	you may not be able to climb out. There is always another
	way out, but you may have to submerge to find it.  Shooting
	-- tap the Ctrl key or the left mousebutton to fire. Hold
	shoot down to keep firing.  Use -- Quake has no "use"
	function. To push a button or open a door, walk up to it.
	To ride a platform up, step atop it. If a door won't open
	or a platform won't lower, you may need to do something
	special to activate it.  Picking up stuff -- to pick up
	items, weapons, and power-ups walk over them. If you can't
	pick up something, it means you already have the maximum
	possible. If it is armor, it means the stuff you're trying
	to get is worse than what you now have.

E. Finding Things
	 Buttons and Floorplates -- buttons activate with a touch,
	 and floorplates must be stepped on. If you see a
	 distinctive-looking button in a spot you cannot reach,
	it's probably a shootable button-- fire at it.  Doors --
	most doors open at your approach. If one doesn't, seek a
	button, floorplate, or key.  Secret Doors -- some doors
	are camouflaged. Almost all secret doors open when they
	are shot or hit with an axe. The rest are opened by hidden
	pressure plates or buttons.  Platforms -- most platforms
	only go up and down, while some follow tracks around rooms
	or levels. When you step atop of a platform, it rises to
	its full height, and usually only lowers when you step off.
	Some platforms must be activated via button or pressure
	plate.  Pressure Plates & Motion Detectors -- invisible or
	visible sensors which can open doors, unleash traps, warn
	monsters, etc.  Uncovering Secrets -- secrets are hidden
	lots of ways. You might need to shoot a button, kill a
	monster, walk through a secret motion detector, etc.  The
	Secret of Secrets -- all the secrets in Quake are indicated
	by a clue. Do not wast time hacking at every wall,. Use
	your eyes. Look up. An angled texture, a light shining
	under a wall, a strange sound ... anything ... might be
	the clue.

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TIP -- The thunderbolt's beam won't trigger shootable
buttons nor secret doors. Nor does bouncing a grenade
off the button or wall, bui if the explosion goes off
nearby, it will activate these.
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IV. Commands, Menu, & Console A. Keyboard Commands
	By using the key configuration option from the main menu,
	you can customize the keyboard to suit your fancy, except
	for the Function keys, the Escape key, and the ~ (tilde)
	key.

Note to layout -- obviously this ought to be structured in two or
more columns to save space.

F1              Help F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Main Menu
Escape Console         ~ (tilde)

Weapons
Axe                             1
Shotgun                         2
Double Barrelled Shotgun        3
Nailgun                         4
Perforator                      5
Grenade Launcher                6
Rocket Launcher                 7
Thunderbolt                     8
Change to next weapon           /

Movement
Move / Turn             arrow keys
Run                     Shift
Sidestep Left           . or >
Sidestep Right          , or <
Sidestep        (in conjunction with movement keys)     Alt

Other Controls
Look Up                                 A or PgDn
Look Down                               Z or Del
Center View                             X or End
Mouse Look (depress for mouse to look up / down) \ or center mouse button
Keyboard Look (depress for movement arrows to look up / down) Ins

B. The Main Menu
	Tap the Escape key to pop  up the main menu. While you are
	in the menu, the game is paused.  Use the arrow keys to
	move the Quake icon up and down the menu. Place the icon
	before the desired option, and tap the Enter key. To return
	to the main menu, tap the Escape key again. To exit the
	menu and return to the game, tap the Escape key when you
	are on the main menu.

	New Game -- discards the game you're playing, and starts
	anew.  Multiplayer -- NOT DONE YET     #ARGH# Save -- brings
	up a list of saved games. Highlight the desired slot, and
	tap the Enter key. Each saved game is identified by the
	level's name, plus the proportion of kills you have achieved
	so far.  Load -- brings up a list of saved games. Highlight
	the desired slot, and tap the Enter key.  Options --
	miscellaneous game options ...

	KEY CONFIGURATION -- permits you to customize Quake so
	every action is linked to the button or key that you prefer.
	First, move the cursor (via the arrow keys) to the action
	you wish to change. Then tap the Enter key. Now press the
	key or button you want to bind to that action. For instance,
	if you wish to use the Alt key for Jump, move the cursor
	to Jump / Swim, tap the Enter key, then press the Alt key.
	Each action can have two different keys assigned to it.
	If you already have two keys in an entry, you cannot add
	more from this menu.  To clear the keys bound to an action,
	move the cursor to that action and tap the Backspace or
	Delete key instead of the Enter key. This will clear the
	keys formerly bound to that action, leaving it blank You
	can bind any key to an action except Function keys, the
	Escape key, and the ~ (tilde) key. "Weird" keys such as
	Scroll Lock, Print Screen, etc. may or may not work,
	depending on your machine, but why bother? Quake saves your
	configuration and loads it the next time you play.
		attack -- fires your weapon jump / swim -- jumps
		up. If you're underwater, kicks you towards the
		surface.  forward -- walk forward back -- backpedal
		turn left -- like it says turn right -- like it
		says look up -- when you start walking forward,
		your view returns to horizontal. If underwater,
		however, you swim in the direction you're headed
		and your view does not automatically "correct".
		look down -- as per "look up", except you look down
		instead.  move left -- sidesteps left move right
		-- sidesteps right center view -- if  you're looking
		up or down, returns your view to dead center.
		speed -- press this while moving, and you run at
		double speed.  strafe -- press this when turning
		left or right and you sidestep instead.  change
		weapon -- switches to the next weapon above the
		one you're now using. If you're using the "highest"
		weapon you own, switches to the axe.  mouse look
		-- hold down to use your mouse to look up or down
		(by sliding it back and forth), and to remain
		looking up or down while you move forward.  keyboard
		look -- hold down to use your movement keys to look
		up or down.

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TIP -- Quake saves your current key configuration
when you quit, so that next time you play, you
have the same configuration.
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	CONSOLE -- brings down the Console. Also possible by tapping
	the ~ (tilde) key.

	RESET TO DEFAULTS -- everything you've changed in the
	options menu is reset by this  option. Consider it an "Oops"
	key.

	SCREEN SIZE -- a slider which enlarges or shrinks your view
	area. All Quake's sliders use the right and left arrow
	keys.

	BRIGHTNESS --  --  pretty much self-explanatory Choose a
	brightness which doesn't strain your eyes.

	MOUSE SPEED -- adjusts mouse sensitivity. The further you
	set the slider to the right, the quicker your mouse reacts.

	MUSIC VOLUME --  self-explanatory

	ALWAYS RUN --  when this is on, then you need not hold down
	the shift key to run -- you are always at double speed.

	INVERT MOUSE UP / DOWN --  this gives your mouse an
	"airplane-style" control, in which pushing the mouse forward
	"noses down", and pulling it back "pulls up". Some people
	prefer this mode of mouse control.

	LOOKSPRING --  returns your view immediately to straight
	ahead if you let go of 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,
	so you can still swim normally.

	LOOKSTRAFE --  when you turn right or left this option
	causes you to sidestep instead of turn, but only while you
	are looking up / down.

Help / Ordering -- lists the default keyboard and mouse commands.
Also contains the information you need to register Quake.

Quit -- exits Quake at once.

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TIP -- Help lists the default keys; if you've
customized your configuration,  Help won't be
totally accurate anymore.
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C. Console
	Tap the ~ (tilde) key to bring down the console. As with
	the main menu, when the console is down, a singleplayer
	game is paused. A wide variety of esoteric commands can be
	entered at the console, plus you can see previous messages.
	If your keyboard has no ~ (tilde), the main menu has a
	"Console" option.  Frankly, the console isn't vital -- you
	can do most things easier and quicker with the main menu.
	If you're really interested, check out the README.TXT file.

1. To Customize a Key
	To customize a  key, type "bind", then the key you wish to
	set, then the action you wish that key to perform, in the
	following format

					bind <key> <action>

	<key> If you want to bind a normal alphanumeric key, just
	tap that key, followed by a space. If you wish to use a
	special key, you must use a special name, as listed below:
	k_shift, k_enter, k_home, k_end, k_ins, k_del, k_alt,
	k_pgdn, k_pgup, k_ctrl, k_uparrow, k_downarrow, k_leftarrow,
	k_rightarrow, k_space, k_tab, k_pause, k_escape, k_f1-f12,
	k_mouse1 (left mouse button), k_mouse2 (right mouse button),
	k_mouse3 (middle mouse button).

	<action> can be any command you can type in the console,
	but must have quotes (" ") around it. Some possible actions
	are listed below

screenshot

For example, to make the F5 key take a screenshot, bring up the
console and type:

				bind k_f5 "screenshot"

then press the <Enter> key.

2. Changing Video Mode

	Normally, you are in video mode 0, which is 320x200 VGA.
	To change the video mode, you must first get the list of
	modes available by typing

				vid_describemodes

A list of video modes is displayed with the mode value to the left
of the resolution.  Use the mode value with the command

				vid_mode <mode>

Thus, if 360x400 is video mode 16 on your computer (as seen by
vid_describemodes), you must type vid_mode 16 then press the <Enter>
key, to switch to 360x400.  Typing vid_mode 0 always takes you back
to 320x200.
	To get even more video modes, you need UniVBE or the SciTech
	Display Doctor.  You can get these programs from
	http://www.scitechsoft.com/index.html.  After you install
	the program, the vid_describemodes command should list
	additional video modes.

D. Command Line
	When you are starting up Quake, you can invoke certain game
	options. Most of these are done automatically for you, once
	you select them in play, but if other people commonly use
	your computer to play Quake, or you love techie stuff,
	check out README.TXT.

E. Cheat Codes
	Id Software, as has been the practice in our previous games,
	has removed all cheat codes from Quake.

V. The Game A. The Screen
	The large top part of the screen  is the view area, in
	which you see monsters and architecture.  Immediately below
	is the Inventory Bar. Below that is the Status Bar. You
	can enlarge the viewing area (tap the + key), so much that
	it engulfs first the Inventory Bar and then the Status Bar.
	The - key shrinks the view area.

Inventory Bar -- lists ammo, weapons, deathmatch scores, and
power-ups.
	The active weapon is lit up. Each weapon has a number by
	it -- type the appropriate number key to switch to that
	weapon. In deathmatch, the top four scores are displayed,
	along with the color(s) of those players.

Note to layout -- Here we need a diagram, with lines pointing out
the various parts of the Inventory Bar. Here are the captions for
the various lines --

		Shells Flechettes Grenades Cell Charge Shotgun
		Double-barrelled Shotgun Nailgun Perforator Grenade
		Launcher Rocket Launcher Thunderbolt Active Power-Ups
		Top Scores (deathmatch only)

Status Bar -- a vital part of the screen. When your armor, hit
points, or ammo get low, the number turns red. That's a hint, pal.

Note to layout -- Once more a picture is worth a thousand words.
The captions follow --

		Armor Type Armor Points your adorable face Health
		Ammo Type Rounds of Ammo

Score Bar -- hold down theTab key to replace the Status Bar with
the Score Bar. This lists the proportion of monsters you've killed,
secrets you've found, and time you've spent, along with the level
name.
	In Deathmatch, the Score bar lists the top six scorers,
	along with their names.

B.  Messages
	Quake talks to you from time to time. Some messages appear
	at the top of the screen. These are non-critical, and tell
	you that you've picked up an object, or you've died in an
	interesting fashion. Ignore these messages if you please.
	Certain messages appear inconveniently right in the middle
	of your view. These are always important, and you do not
	want to ignore them!

C. Controls
	A long list of key and mouse commands are not provided here
	because these are more conveniently accessed through the
	Help / Ordering screen, on the Main Menu.  To customize
	the keys and mouse buttons, select Options from the main
	menu, then select Key Configuration. Follow the instructions.

D Ending a Level
	Once you finish a level, you'll find a slipgate or a
	distinctive archway leading to the next level. Pass through
	to emerge onto a new level.  You start the new level with
	the same hit points, 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, sadly, it is no longer in
	effect. Make the best of it.

E. Ending a Dimension
	Once you've finished all the levels in a particular dimension,
	you return to the starting hall. New dimensions are started
	from scratch -- you, your shotgun, and axe

VI. Your New Environment
A. Firepower
	You are blessed with eight different Means o' Mass Destruction.
	Each has its place in a balanced diet.

Axe -- The last resort. Face it --  going toe-to-toe with the uglies
in Quake demonstrates all the sense of a man napping on a railroad
track.

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

Double-barrelled Shotgun -- a worthy weapon with only three drawbacks:
first, it uses up 2 shells per blast; second, it's slow; third,
it's shot pattern is very loose at long range. But in general, once
you find this puppy, the other shotgun rusts from disuse.

Nailgun -- A two-barreled dingus that prickles bad guys with
armor-piercing darts, technically termed "flechettes".

Perforator -- four cyclic barrels that hoses out spikes superfast
Enemies drop like flies. Eats ammo like popcorn.

Grenade Launcher --makes a satisfying bang.  If a grenade hits
someone, it explodes. If a grenade misses, it sits on the floor
for a second or two, then explodes. If someone steps on a grenade,
it goes off right away. Grenades can be bounced off walls or floors.
You might accidentally bounce a grenade into yourself, but this
gun's still my favorite.

Rocket Launcher -- The great equalizer. For when a grenade positively,
absolutely, has to be there on time. Not for pointblank use.

Thunderbolt -- Try it. You'll like it. Use the same technique as
when watering your rosebush.

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TIP -- If you shoot the thunderbolt underwater,
it discharges all its cells in every direction
in a single gigantic ZAP! With you at the center.
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B. Ammo
	The eight weapons use four types of ammo. Each ammo type
	comes in two flavors -- small and large. The large boxes
	carry twice as much as the small.

Shells -- for shotguns and double-barrelled shotguns. A small box
holds 20.

Flechettes -- for nailguns and perforators. A small box holds 25.

Grenades -- for grenade launchers and rocket launchers. A small
crate holds 5.

Cells -- for Mr. Thunderbolt. A small battery has 8 charges, lasting
almost 2 seconds..

B. Power-ups
	All power-ups except for armor burn out after a while, so
	smoke 'em while you got 'em.

Armor -- Comes in three flavors; green, yellow, and red, from
weakest to most powerful.

Biosuit -- lets you breathe underwater and swim through slime
without damage. Does not protect against lava.

Ring of Shadows -- turns you almost totally invisible. Monsters
won't detect your presence unless you do something stupid.  In
deathmatch, only your eyes can be seen.

Pentagram of Protection -- renders you immune to harm.

Quake Power -- magnum upgrade! You now deliver four times the pain!
Use the grenade or rocket launcher with care -- their bursts are
four times as deadly to you, too.

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TIP -- You may wish to bypass a power-up to save it for later need.
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C. Environmental Hazards and Effects

Explosions -- radioactive containers are in some military bases.
Shooting these things unleashes a big boom, so be careful -- you
may not want to stand too close in a firefight.
	Your own grenades and rockets cause explosions too, of
	course -- the blast can hurt you if you're too close.

Water -- safe enough unless you stay under so long you start to
drown. Come up for air periodically to prevent this.

Slime -- hurts you instantly and keeps on hurting. Stay out of
slime unless you have a very good reason to take a dip.

Lava --  if you're quick and the lava's shallow, you might escape
before you're burnt to a crisp,  but don't bet on it.

Traps -- Quake has many different traps. Don't be paranoid, because
traps aren't really very common, but be aware of their existence.
Traps can't be classified because they come in many varieties --
monsters in ambush, spike shooters, crushing walls, trapdoors, etc.

Teleporters -- these are distinctive in appearance and emit a unique
sound. When you step into a teleporter, you're instantly transported
to another teleporter, or atop a teleport pad. If you teleport
right on top of somebody else, he or she is killed instantly.

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TIP -- Monsters are smart enough not to activate
their own traps, but if you activate the traps,
the monsters can get caught in them. Also, some monsters will die
in water or slime. All normal monsters die in lava.
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D. Bad Guys
	Quake critters are extremely tough, but you have the
	firepower to vent your grievances on them anyway. Good
	hunting.

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

Grunt -- goons with probes inserted into their pleasure centers;
wired up so when they kill someone, they get a paroxysms of ecstasy.
In essence, customized serial killers. Easy to kill, and they tote
shotgun shells. It's like a little Christmas each time you kill
one!

Enforcer (registered only) -- Grunt, Mark Two. Grunts who are
surlier and beefier than the rest get outfitted in combat armor
and built-in blasters.

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

Death Knight (registered only) -- This particular canned meat tends
to open you up instead.

Rotfish (registered only) -- disgusting little critters who dish
it out, but can't take it.

Zombie -- thou canst not kill that which doth not live. But you
can blast it into chunky kibbles.

Scrag -- floats like a butterfly, stings like a bee. Ugly as hell.
They're not real tough, but like to bushwhack you.

Ogre -- what's  worse than a cannibal monster eight feet tall? One
with a chainsaw. And a sackful of grenades.

Spawn (registered) -- a merrily bouncing blob as dangerous to kill
as to ignore. Blech.

Fiend -- in essence, organic buzzsaws, rife with pummeling power!

Vore (registered) -- a spideresque hybrid horror. Keep your eye on
the firepod he hurls.

Shambler -- even other monsters fear him, so expect a clobbering.
He shrugs off explosions. Good luck.

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TIP -- With few exceptions, monsters that look meaner are meaner.
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TIP -- Some weapons are better vs. certain monsters than others.
If a new monster seems real tough, switch weapons.
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VII. Multiplayer Action
	Quake can be even more fun when you're playing with friends
	than when you're playing by yourself.  When you are using
	the console or Main Menu in multiplayer, the game does not
	pause. Irresponsible players and monsters can freely shoot
	you, and your only recourse is bloodthirsty vengeance.
	The Talk function is useful (tap the T key, then type your
	message, then tap the Enter key). When you talk to someone,
	the message appears at the top of his or her screen, preceded
	by the speaker's name.

A. Cooperative
	In a co-op game, you and your friends work together to
	finish the level. When one person exits, everyone else
	exits too, wherever they might be. If you are killed in
	co-op, you reappear at the start area, and have to catch
	up with your buddies. Use Talk to find out where they are.

B. Deathmatch
	In

C. Team Games
	Team play is a cool combination of co-op and deathmatch.
	The easiest way to experience it is to run deathmatch  with
	two or more opposing teams. Assign each team a "team color",
	and have everyone change their own color to their team's.
	The scores are totted up by team, rather than individual.

VIII. Levels
	For your information, here's a list of all Quake's levels
	along with their designers.

***************************************
The Beginning
start -- Welcome to Quake -- by John Romero
***************************************
Dimension of the Doomed (shareware episode)
e1m1: Slipgate Complex -- by John Romero
e1m2: Castle of the Damned -- by Tim Willits
e1m3: The Necropolis -- by Tim Willits
e1m4: The Grisly Grotto -- by Tim Willits
e1m5: Gloom Keep -- by Tim Willits
e1m6: The Door To Chthon -- by American McGee
e1m7: The House of Chthon -- by American McGee
***************************************
Realm of Black Magic
e2m1: The Installation -- by John Romero
e2m2:Ogre Citadel -- by John Romero
e2m3:Crypt of Decay -- by John Romero
e2m4:The Ebon Fortress  -- by John Romero
e2m5:The Wizard's Manse -- by John Romero
e2m6:The Dismal Oubliette -- by John Romero
***************************************
Netherworld
e3m1: Termination Central -- by John Romero
e3m2: The Vaults of Zin -- by American McGee
e3m3: The Tomb of Terror -- by American McGee
e3m4: The Haunted Halls -- by American McGee
e3m5: Satan's Dark Delight -- by American McGee
e3m6: Chambers of Torment -- by American McGee & Tim Willits
***************************************
The Elder World
e4m1: The Sewage System -- by Tim Willits
e4m2: The Tower of Despair --by Sandy Petersen
e4m3: The Elder God Shrine --by Sandy Petersen
e4m4: The Palace of Hate --by Sandy Petersen
e4m5: Hell's Atrium --by Sandy Petersen
e4m6: The Pain Maze --by Sandy Petersen
e4m7: Azure Agony --by Sandy Petersen
***************************************
The End
end: Shub-Niggurath's Pit --by John Romero
***************************************
The Deathmatch Arenas
dm1: Place of Two Deaths --by Tim Willits
dm2: Claustrophobopolis --by American McGee
dm3: The Abandoned Base --by John Romero
dm4: The Bad Place --by American McGee
dm5: The Cistern --by Tim Willits
dm6: The Dark Zone --by Tim Willits
***************************************
??? Ziggurat Vertigo --by American McGee
Underearth --by Tim Willits
Wind Tunnels --by Tim Willits
The Nameless City -- by Sandy Petersen
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IX. Commonly Asked Questions

I'm stuck. How do I get through the level?
	Take a stroll around and look for a place you haven't been
	yet. Sometimes you have to kill a particular monster in
	order to progress, so exterminate them all!

How can I find all the secrets?
	Don't worry about it. You never have to find a secret to
	finish a level.. Also, some secrets are intentionally hard
	to find.

I've cleared out the whole level, but my monster kill score isn't
100%. Where are they hiding?
	Some monsters hide inside secrets, or are released by them.
	You won't be able to kill those monsters until you find
	their secrets. Also, some monsters might  lurk underwater.
	Good fishing.

Did I really see two monsters fighting each other?
	Probably. Some monsters hate one another almost as much as
	they hate you. You can use this to your advantage (exercise
	left up to the reader).

How do I prevent motion sickness when watching Quake?
	If you're one of the unlucky sufferers from motion sickness
	in Quake, we're sorry to say the answer seems to differs
	from person to person. Try sitting closer to the screen,
	or further away. Dim the lights in your room, or turn them
	up high. Adjust screen brightness up or down. Take a break
	from Quake and rest your eyes every hour or so. One or more
	of these tricks, or a combination, ought to work.

Don't you worry that Quake will teach the people of the world that
the solution to all our problems lies in the misuse of deadly force?
	No.

Are you guys Satan-worshippers?
        No, we just like pentagrams and the number 666.

X. Technical Questions

XI. Legal Boilerplate (Mike?)

quake power console commands etc.
