From: toby@inferno.prestel.co.uk (Toby Goldstone) Reply-To: quakefaq@inferno.prestel.co.uk Subject: Quake FAQ 2.0 (part 2 of 3) Newsgroups: rec.games.computer.quake.announce,rec.games.computer.quake.misc Followup-To: rec.games.computer.quake.misc Approved: quake@mantis.co.uk Summary: Frequently Asked Questions about id Software's 3D action game "Quake". X-FAQ-URL: http://easyweb.easynet.co.uk/~inferno/impulse1/faq/qfaq20.txt -------------------------- I need help playing Quake! -------------------------- === [8] Tables and Things... === [8-1] How much does it take to kill a certain Quake monster? ===== Thanks to Kyle Hofmann for the new table design. [8-1-1] Short Range ------- Short range means bloody close, to six or seven meters away. Scary. Thanks to Andrew Tristan (andrew@babylon.riverside.ca.us) for some of the Shambler stuff. Thanks also to Wilson Seto (wseto@cafe.net) for all of the number of nails needed to kill eack monster. A = Axe, S = Shotgun, DS = Double Barreled Shotgun, NG = Nailgun, P = Perforator, GL = Grenade Launcher, RL = Rocket Launcher, T = Thunderbolt +-----------+------------+--------+------------------------------+ | | | | Shots to Kill | | Monster | Hit points | To gib +---+---+---+---+---+--+---+---+ | | | | A | S |DS |NG | P |GL|RL | T | +-----------+------------+--------+---+---+---+---+---+--+---+---+ | Dog | 25 | -35 | 2 | 2 | 1 | 3 | 2 |1 | 1 | 1 | | Rotfish | 25 | N/A | 2 | 2 | 1 | 3 | 2 |1 | 1 | 1 | | Grunt | 30 | -35 | 2 | 2 | 1 | 4 | 2 |1 | 1 | 1 | | Zombie* | 60 | 0 |N/A|N/A|N/A|N/A|N/A|1 | 1 |N/A| | Knight | 75 | -40 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 | | Enforcer | 80 | -35 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 | | Scrag | 80 | -40 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 | | Spawn | 80 | N/A | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 | | Ogre | 200 | -80 |10 | 9 | 4 |23 |12 |2 | 2 | 7 | | D. Knight | 250 | -40 |13 |11 | 5 |28 |14 |3 | 3 | 9 | | Fiend | 300 | -80 |15 |13 | 6 |34 |17 |3 | 3 |10 | | Vore | 400 | -90 |20 |17 | 8 |45 |23 |4 | 4 |14 | | Shambler**| 600 | -60 |30 |25 |11 |67 |34 |10|10 |20 | +-----------+------------+--------+---+---+---+---+---+--+---+---+ * After being hurt, a zombie will heal back to 60 hit points unless it's at 0, so you must kill it in one hit. Zombies are knocked down consistently when they reach 35 hit points, and sometimes at 50 or less. ** Shamblers take only half damage from explosives. [8-1-2] Long Range ------- Long range is pretty much the same as short range, because Quake doesn't work any of this complicated stuff out. Aiming at long range is more harder though, so it is likely that you will use more shots killing a monster. [8-2] Weapon damage table ===== +--------------------------+--------+ | Weapon | Damage | +--------------------------+--------+ | Axe | 20 | | Shotgun* | 4/6 | | Double barreled shotgun* | 4/14 | | Nailgun | 9 | | Perforator | 18 | | Grenade Launcher** | 120 | | Rocket Launcher** | 100-120| | Thunderbolt | 30 | +--------------------------+--------+ * The first number is the number of damage per bullet, the second the number of bullets. ** Shamblers take only half damage from explosives. === [9] What are the secret areas in Quake? === NOTE: [9-1] to [9-10] are the work of Kyle R Hofmann, sections [9-11] to [9-32] are the collective efforts of the users of The Quake Stomping Grounds (http://www.stomped.com). Thanks goes to both Kyle and Stomped for use their documents. 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] START: 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] 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] 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] 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] 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] 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] 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 ceiling. 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] E1M7: The House of Chthon ===== There are no secrets on this level. [9-9] 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 [9-11] E2M1: The Installation ====== #1 - Near the very beginning of the level, you come to a room with a barracade, the way leading to the gold key door, and the way leading to a huge room with lots of water and a bridge. Go to the bridge...and walk across the bridges half-way. Turn left, and hop in. As you sink, you'll notice a section where the celing is lower than the surface of the water. Swim to the far corner of the area with the low celing, and look up. You should see a tunnel leading up. Swim up it, and at the top will be a red armor. - SirGarland #2 - After you get the gold key, a door will open behind you, and one of those plasma-shooting fellows will be there. Jump into the water right under that opening, and follow the paths to a ramp. Climb the ramp, and you'll be in a secret area (this one's not too hard to find). - SirGarland #3 - Go back to the room where the gold key was. You'll notice 2 sets of bars on opposite sides of the room. One set (the set to your right if you're facing the back wall) has a small ledge at the top, and a small, hard to see staircase to it's side. Climb the tiny stairs (you'll probably have to jump), and jump on the ledge. Then just walk through the wall. It's one of those fake walls. There's a +100 health inside if I remember correctly - SirGarland #4 - Go to where you get (or got) the silver key. From that room, go down the stairs, and you'll be in a room with a left path, a right path, and some water in the middle. Jump in the water...and swim until you reach a grate on the floor. Shoot or chop that grate (you'll most likely have to "look down" with the DELETE key), and go down in side it. At the bottom, you'll see a path leading somewhere else, and another grate. Hit the grate (this opens secret 5), and the follow the path. You'll end up in a room with a few goodies and a teleporter. Don't leave yet... - SirGarland #5 - In room you got to in secret 4, there is another hidden room branching off the hidden room. If you hit the second grate, it should already be open. If you didn't, go back and hit it. You'll find some invincibility inside. - SirGarland #6 - This one is in the room with the huge steel cage with a bunch of boxes (?) inside. Hit the switch on one side of the cage, and it'll allow you to get to a little elevator. Don't take the elevator up yet...just walk right past it. You can shoot the wall to the left of you to reveal a room with a Quad Damage. - SirGarland #7 - This last one is in the huge cage. Once you are at the top, and you're walking around the top of the cage, there is a section with some bars that are farther apart, and you can squeeze through. Go to the bottom of the cage, and you'll find a yellow armor. - SirGarland [9-12] E2M2: The Ogre Citadel ====== #1 - Near the very beginning, right after you decend the first staircase, jump into the river. Head to the left...and go into the little cave, and walk to the back wall. An elevator will take you up to a +100 health box. - SirGarland #2 - From where you got the +100 health box in secret 1, continue into the water. Exit the mini room you are in, and go to the left. Keep on going to the left...along that path...under the bridge...and into the mini room on the far wall. Go up the stairs to the grenade launcher. - SirGarland #3 - At the end of secret 2, you will come out of the secret room into a hallway. In this hallway...go a little to your right...and on the right wall will be a window...and you'll be able to see an Ogre across from you. Jump out this window, but stay close to the wall...so that you land on the bridge. Follow the bridge, get the armor, and keep going to the +100 health box - SirGarland [9-13] E2M3: The Crypt of Decay ====== #1 - You know the very first bridge...the one with the armor and the fork with the two paths? Well, sidestep off of the bridge while facing the armor. Move forward, and under the bridge, you'll see an underwater hallway. Go through this hallyway till you reach a bigger room. Turn left and go in to the room with the arrows pointing to it's doorway. Then continue on to the end of the room, and take the first right you see. You'll go up some stairs, out of the water, and into a secret. - SirGarland #2 - After you get the gold key, 3 doors will open (I think some enemies pop out as well) revealing 3 tiny rooms. Go into the one to your right, and shoot the back wall. It will open (duh). Go in, and pick up the +100 health box. If you jump into the water you'll notice two things. One, a yellow armor, and two, a barricade. Keep this in mind later. - SirGarland #3 - The very last intersection of the level has 2 ways...one leads to the regular exit, and another to a room with five boxes, 2 stacks of 2 boxes, and one in the middle. Go to the room with the boxes. On the ceiling will be a red switch. Shoot it, and a door will open above the middle box. Go through it, get the +100 health box...and hit the other switch. It will open that barricade from secret 2. Go back to that barricade, go through it, and up the ramp. You'll see a circle(ish) teleporter that will take you to this episode's secret level, The Underearth. - SirGarland #4 - At the room with the arched bridge that leads to the gold door, there is a zombie way over on a platform who snipes at you. If you aim a grenade really high you can nail him. When he dies, the wall will open immediately to the left of the gold door, revealing a passage to the zombie's platform and his goodies. - Branden Robinson EXTRA - The Well of Wishes - After running through the hallway with spikes and across the bridge turn around and look to the right. There is a poorly lit ledge with a Quad damage. Jump to the ledge (easier if you jump more towards the right from the exit of the spike area. If you look really close, there is a tiny ledge you can follow. Follow it around until you see a little area that you can jump up into. There it a water pit you can jump into. Presto! You're into the well of wishes and DopeFish is there waiting for you. - David Fagerland [9-14] E2M7: Underearth (Secret Level) ====== #1 - To the left of the gold door is a brick sticking out of the wall. Push it in, and you'll lower a near-by column to receive a Quad Damage. - SirGarland #2 - After going through the gold key door, you will come upon a room that's basically a winding bridge over a slime pit. After getting across the bridge, look back across the slime pit and underneath, you will see a small opening that you can get through. Jump into the pit and go into the area. There you'll pick up the Bio-suit. As you're leaving the bio-suit alcove, you'll see 3 pillars. Just beyond the 3rd pillar is an area where you can dive down below the slime and get the Red-Armor. Comeback up and use the button on the wall to get out of the slime. - BraFish [9-15] E2M4: The Ebon Fortress ====== #1- From the start, hop down and into the water, go right and go into the cave entrance on the left next to the grenade launcher. Go through the entrance and into the next room of water. Then take the entrance on the left and turn left immediately after you go through the entrance. You will see a platform with a set of steps in front of you and dragon windows to the right and left of you up high. Go straight until you hit a wall and turn left. Walk through the pasageway until you hit an elevator, take that up and go over the bridge to the next room, walk down the stairs and turn around to the left and go into the inlet next to the stairs. Shoot the wall and it will open to rockets and 200 life. - Matt McClure #2 - From that point, go up the stairs and to the right where there is a wooden floor that is slanted against the wall. Turn right and look to the wall ahead. There should be a wooden section that you will shoot. It will open and there is a tiny ledge along the wall to the left that will able u to get there. - Matt McClure #3 - In the room where you find the silver key, turn to the right when you get off the moving platform and go into the gap where there is toxic slime under you. Swim down and left there will be a secret area with red armor. - Matt McClure #4 - From the start go hop into the water and rub against the wall to the right of the island with the grenade launcher. You will start to sink into the secret area with Quake Damage and Yellow Armor. - Matt McClure [9-16] E2M5: The Wizard's Manse ====== #1 - Near the very beginning is a bridge with a rock column by it. Jump off the bridge and into the water...and swim around the rock column. You'll eventually see an opening. Swim inside it, and an elevator will take you to a secret area. - SirGarland #2 - After getting the gold key, turn back around go back the way you came. When you turn right, look to your right again and you will notice that the texture of the wall doesn't continue in one section. Enter, and get the Armor AND the Quad Damage! - BraFish [9-17] E2M6: The Dismal Oubliette ====== #1 - On the "second floor" of the tower by the gold key barrier, there's an intersection with 3 ways. If you're coming from the elevator, the path in front of you, and to your left will take you to switches. The path behind you will take you back to the elevator. To your right is a wall. Shoot the wall, and go inside. That's the secret. - SirGarland #2 - When you go into the room with water in front of two out post like snipering cages up above to the right and the left, soon as you get the bar open on the opening to the left after you have gone underwater and into the structure, go past where the bar was and hop into the water. Then go down and turn around under water. Head towards the wall and turn to see a Quake Power. -Matt McClure [9-18] E3M1: Termination Central ====== #1 - Go to the big platform that is over the toxic pool, and where you find the Quake damage, and go to the other side and hop off into the toxic sludge and swim straight down and you will see an opening in the wall near the floor, go through it and it will have a teleporter and a lot of stuff as it takes you to 200 life and other things. - Matt McClure #2 - On that same platform, as you enter, just barely hop off the side between the two stairs on the side of the platform where the inlets to a pathway are. Then look around and there will be an elevator that will also take you up to the top of the platform structure. - Matt McClure #3 - With your back facing the Gold Door, go into the opening in the metal boxes ahead and hop up to the highest point and shoot at the disfunctional looking wall. - Matt McClure #4 - With your back facing the Gold Door, go past the metal boxes, hop to the left of the elevator and hop into the shadows ahead. There is a thin ledge on the wall in the shadows, once you have gotten on it, turn left to find the Quake Power. - Matt McClure #5 - From the start, after you go down the elevator and down the first ramp to the left, shoot the darkened part of the wall on the right. It will open up, revealing the red armor. - BraFish [9-19] E3M2: Vaults of Zin ====== #1 - Turn down the first passageway to the left. There will be a passageway to the right where you have to jump to the Grenade Launcher. After getting the weapon, turn around and look down. Just past the lava near your feet are some zombies and a 100 Power-Up that you can grab. - BraFish #2 - In the area at the same level of the Crucifiction wall, there is a texture on the right that looks a little wrong. Shoot it and open up a teleporter to the walkways above. - BraFish #3 - Shoot the area of the wall just to the left of the Crucifiction. It will reveal an area containing the invisibility ring. - BraFish EXTRA - If you shoot the small skull on the wall in the room where you have to drop down on the button surrounded by lava (you know the place) it will give you a quad damage, but won't register a secret. - BraFish [9-20] E3M3: The Tomb of Terror ====== #1 - After going up the staris that come out of the lava, look up and to the right and you will see a big "Q" switch that you can shoot, opening up a teleporter below. It takes you above the lava room to the awaiting red armor. - BraFish #2 - After going up the stairs that come out of the lava, turn right at the 4 way intersection. The room at the end of the short hall contains a small strip of water. Dive in and collect the 100 health at the bottom. - BraFish [9-21] E3M4: Satan's Dark Delight ====== #1 - After activating the bridge to get across to the rocket launcher, continue going all the way across to the other side. After turning the corner to the left, and down the ramp into the room, you'll notice a ledge just above you. To get up there, go up the other ramp out of the room. On the right side of the ramp on the wall, you'll notice what looks like blocks that will come out and be stairs. Actually, you can walk right up them as if they were stairs. There's a few goodies up there. - BraFish #2 - While riding the platforms in the water chasm, it will go past several ledges. One small ledge in particular is the last one to pass before the moving platform goes to the "crushing" area where the button to raise the bridge is. Jump on this small platform, and walls will open up that will take you to a LARGE assortment of goodes. - BraFish #3 - Inside the secret to area #2 shoot the light farthest to the left in the base of the wall on the left side of the room. It will open a small closet with a 666 Armor. - grifter #4 - After riding the platforms and raising the bridge to get to the other side of the water chasm, you'll enter a rising platform that will take you to a small square room. You'll notice that one of the six lights is yellow, not white. Shoot it, and it will open a door to the Invulnerability. - BraFish EXTRA - After going down the long stairway at the end of which is the Lightning gun, turn around and look behind the stairs. There are two ledges over looking a hole that will take you to the secret level. [9-22] E3M7: The Haunted Halls (Secret Level) ====== #1 - Just past the area with the yellow armor, there is a lift that takes you up to where a button opens the door to the "box" wth the vore in it. Go up the lift, and then jump back off and walk into the hole underneath the lift. You'll get a 100 Health. - BraFish #2 - In the room right before the "box" with the vore in it, (where the yellow armor is) there are two grates to the right. One of them has a small landing in front of it. Shoot it and get the Quad Damage. You'll need it for the vore. - BraFish #3 - After running through the nail trap, there is button on the wall to the left to lower the elevator. Look up above the ceiling there, and there is a small Q button that you can shoot to open the door to some armor and the Quad Damage. - BraFish #4 - After running through the nail trap, press the button on the wall to the left to lower the elevator. Go up to the bridge on the upper level and look down to the right. You should see a cage. Jump on top of the cage and a door will open in front of you leading you to the Invulnerability. - BraFish [9-23] E3M5: Wind Tunnels ====== #1 - After getting out of the first of the "three" tunnels, climb the stairs and go through the passage way. In one of the corners of the passage, you can drop through. The hole drops you into a small room with goodies and a teleporter that will take you to the Quad Damage. - BraFish #2 - When you are on the ledge above a second ledge above a pool (the whole thing is like a ribbed funnel in a way), go to the far side of the ledge from the entrance and face the entrance. On one of the girders overhead there is a quake symbol. Shoot it and a door will open next to the entrance. - William Shubert #3 - In the room with stairs out, a small wind tunnel overhead, and a moat around the edge of the room, jump in the moat and go under the room. The pool here has two exits. One of them leads to a secret room. - William Shubert #4 - At the very end of the level, when you are in the room with the exit teleporter, shoot the floor in the center of the room and it will open up. Jump in, but miss the teleporter under the hole that opened up, and there are some boxes of nails. - William Shubert [9-24] E3M6: Chambers of Torment ====== #1 - In the room next to the area with the silver key, there is a button on the ceiling (which you must shoot) that will open the door leading to the armor that you could see behind the mesh earlier, and to a Quad Damage. - BraFish #2 - In the area after the silver door, turn to the left and take the elevator to the top. On the ceiling above the elevator is a button that when shot will open up the bars behind you to allow you to jump on the girders below. - BraFish [9-25] E4M1: The Sewage System ====== #1 - At top of elevator, turn right and shoot the wall with computer monitor, revealing yellow armor and quad damage. - Ron Crisco #2 - In room with biosuit near exit slipgate, above the door is a (+) that you shoot. This opens a wall just outside this room with a teleporter that takes you to yellow floorplate near the gold key door. - Ron Crisco #3 - Just beyond the gold key door, there is a ramp where behind you a wall opens letting dogs out, a ledge with quad damage is to your left. Above you are three hanging flourescent lights. Run up the ramp and jump into the 3rd light. You won't be able to hit the light unless you're running up the ramp towards it. It will open the way to the quad damage. - Ron Crisco, BraFish #4 - In the last underwater room before getting to exit slipgate, look up and to your left to see a secret room. - Ron Crisco [9-26] E4M2: The Tower of Despair ====== #1 - In first room, shoot the large red window to reveal knife and push the knife plate. This lowers bars around super shotgun in that room. - Ron Crisco #2 - After the first room, turn right and go all the way to the end. Shoot the wall at the end and find a room with Ring of Shadows and another knife plate. - Ron Crisco #3 - Push this knife plate, shoot the door to reopen it and a hole has opened in the floor outside with armor, leading to the ledge in the first room. - Ron Crisco #4 - There is a suspended platform with an Ogre in front of another red emblem which opens to reveal a passage. To get to this platform you must either teleport from another location or jump and navigate some narrow beams. If you are navigating these beams , and are in the position to run and jump on the suspended platform, turn to your right instead to get to a secret area. Jump onto the beam to get health. - Ron Crisco #5 - After going through the red window from #4, you'll see another knife plate. Turn right and shoot the wall to drop in on another secret area. - Ron Crisco [9-27] E4M3: The Elder God Shrine ====== #1 - After you get to the room with the Scrags up aboveand the small pool of water around a lift, take the lift up to the higher level. The Scrags came from rooms behind the Stained Glass - just walk through the Stained Glass to get goodies. - Ron Crisco #2 - Then take the door to the blue-walled maze. Stay to your right until you find a gold star button on the wall. Push this button to lower you to a secret room. - Ron Crisco #3 - In this secret room, underneath the lift which takes you to second button is a portal which leads to the red armor that you can see when in the scrag room of secret #1. - Ron Crisco [9-28] E4M4: The Palace of Hate ====== #1 - After going up ramp to first room, shoot the dagger/sun symbol above the archway in front of the large red window, then turn around fast to kill the demon who jumps out at you. Get the pentagram of protection where he was hiding. - Ron Crisco #2 - Through the archway you'll see a small pool of water. Jump into this "Healing Pool" for great health and it counts as a secret. - Ron Crisco #3 - In the maze of blue bricks you'll see a section of the wall lower than the rest - knights everywhere! On the opposite wall is an identical section which is still raised. Trigger it by running all the way to the end of the hall, then toward that section. Ride up then jump off the other side to a secret room with quad damage and super nailgun. Teleport from here to the ring of shadows just beyond the guillotine. - Ron Crisco #4 - There is a wooden platform that raises to take you to upper level. Trigger that platform and then back up off it and go under it. This leads you to red armor that you can see underneath stairs just past this platform. - Ron Crisco #5 - Near silver key is a portal which you can rocket jump into for this secret. There is a switch somewhere that will raise a step into the portal, but I haven't found it yet. - Ron Crisco [9-29] E4M5: Hell's Atrium ====== #1 - In the maze of Zombies you'll see a Hell-Knight shooting you from one level up. If you have pressed the right switch (I press em all!), you can find the elevator which leads up to the level he's on very near where he is standing. After going up there, jump in green slime to get pentagram of protection. - Ron Crisco #2 - From the Hell-Knight's position in secret 1, run across the ledges you see to get to this secret. First, run left and jump over the break. Then turn right and you'll see a wall - go to the left of this wall but don't turn, just stay next to wall. Then turn left and jump over break to get to secret area. This leads to the opening that you can see later in room with wooden arches - from there you can jump on arches for more goodies. - Ron Crisco #3 - In the room behind gold door, step on floorplate in middle of room to activate elevator, ride elevator up and shoot red sun symbol to activate floor section in front of you. Jump across this to get to secret room. - Ron Crisco #4 - At the end of the level, you need to the silver key to lower a bridge to get across to the exit. DON'T activate the bridge. Instead, hop across on the sticks sticking out of the lava. (It ain't easy. Save early, save often. I've only been able to actually do it once.) Once you're safely across turn to your left and you'll see a gigantic door that you need the silver key to open. (You did bring it with you after all that didn't you?) It takes you to the Secret Level E4M8. - BraFish [9-30] E4M8: The Nameless City (Secret Level) ====== #1 - Follow the passage that starts underneath the platform with the gold key on it. Take the passage that goes to the right and follow it up the small ramp. Just to the right, you'll see a button on a wall over a passage. Run and jump to press the button. This will open up a wall with zombies. Just past where the zombies are is a platform that will take you up to a small room with a shambler. Jump down the small hole in the room, and it will drop you onto a small ledge which leads you to the red armor. Whew! - BraFish #2 - In the room that the ramp leads to from #1, there is a large hole that overlooks another hole with a small ledge around it. Jump to the ledge and look down. You should see some water at the bottom, but a small ledge with some health (and a Quad!) half-way down. Jump to the small ledge and get the goodies. - BraFish #3 - Jump down into the water after secret #2. Press the button on the right side of the room to lower the walkway into an elevator. Ride the walkway up to the rest of them. Jump into the square cage in the middle of the room. Activate the button inside. The cage will lower into a room filled with zombies. Shoot the switch on the wall to get out. Follow the passageway out of the dark room and press the switch at the end to activate the elevator. Ride the platform up to the top and jump through the window. Follow the short passageway until you can see the gold key in front of you. Jump to get the gold key. Hop down and go to the gold doors at the end of the long hall. Go inside and collect. I know what you're thinking, all that for that?? - BraFish #4 - After entering the silver door, turn right and go up the ramp. Kill the zombies below the mesh. To get under there, you can drop down through one of the triangle shaped openings. Press the button to get out. - BraFish EXTRA - At the ledge overlooking the hole from secret #2, shoot the wall with the same texture as the floor. It opens to a room with a few odds and ends. - BraFish [9-31] E4M6: The Pain Maze ====== #1 - In room that you drop down into from beginning, look behind the blue columns to find a star push plate. This reveals a room and elevator in front of you. - Ron Crisco #2 - After leaving the altar room, jump into the little pool just outside of the "church". If you keep an eye on the ceiling as you wander down the passageway underwater. There is a small strip where you can go up to not only take a breather, but also pick up the biosuit and some other items. - BraFish #3 - In the room with portal at top of room, wooden beams in middle and moat all around, there is red armor near the top on a ledge. Pushing the right star plate in one of the hallways leading to this room activates the elevator up to the portal. The portal takes you to the highest wooden beam in this room where you can jump over to get the armor (which is the secret). - Ron Crisco #4 - In the same room as secret #3, underneath the main elevator (activated by the gold key) is a secret room. To get there, shoot the greenish colored wall underneath the water. - BraFish [9-32] E4M7: Azure Agony ====== #1 - You'll run after a Quad Damage and be dropped into slime. You'll see a portal as exit, but run to the right instead to find a second portal. This takes you to red armor. - Ron Crisco #2 - In the big room with the cross of land, and water at the sides, go into the water and shoot the wall underneath the area where the 666 Armor was, it will open a section where a small stash is kept. - BraFish #3 - Also in that same area under water, shoot the wall underneath the area where the Quad damage was. It will open a portal. - Ron Crisco, BraFish #4 - Getting to the area through portal from #3 is counted as another secret. - Ron Crisco #5 - From the ledge in #4, look down and to the left, you'll see a slot that you can see through. (And hear a vore on the other side). Shoot inside to kill the vore and activate a button, to let you in. - BraFish #6 - Jumping down from #4 counts again. It can also be accessed by shooting a switch underneath a staircase nearby, which then raises to that ledge. - Ron Crisco #7 - There is a button underneath the water that opens a secret area near the biosuit in the area of "red bricks". - Ron Crisco #8 - The same area as #6 has a darkened area just ahead of secret #4. There are two brightened spots there. Shoot one of them to open a door. - BraFish #9 - Shoot the other as secret #8 to open a symetric door. - BraFish ==== [10] Hints and Tips ==== [10-1] 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, hard, and nightmare skill levels, three electrocutions will do it. You should also remember that as you increase skill levels, the bosses 'lava balls' (hmmmmmmm) get closer and closer. In other words, on hard skill level the boss will hit you more times. *10-2* How do I cheat? ====== As hinted by id 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 [~]. [10-3] 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. Another, safer way to kill these is to use the SuperNailgun. It can kill them fast, and also makes it harder for them to shoot you. [10-4] 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. ==== [11] Deathmatch tactics ==== NOTE: Please, please, please send me your multiplayer stories, tips and tactics. I want this section to be BIG. [11-1] Don't walk! ====== Argh!!! I can't believe the number of people who just *walk* around the levels in Quake!!! Walking speed in Quake is slower than walking speed in DOOM, and I never walked in deathmatch DOOM, so walking in Quake is really dumb! I really laugh when I see someone walking along... its as if they're out for a walk or something, not out to kill... [11-2] Don't taunt your opponent before hand ====== This 'tactic' is the same for all multiplayer games. Consider the following scenario between three players about to play deathmatch: Bill: Ahh man, I'm gonna kick *both* your asses! Fred: Dream on, I finished Quake on Nightmare without dying once! Mike: Ok, well lets just play guys... Bill: Sure... hahha... prepare to die! Fred: In your dreams, punk! One hour later: Mike: Hahhaha, I won... Fred: Next time... Bill: I wan't my mummy... See what I mean? It makes you look *really* lame! Boasting then getting your ass kicked is just pathetic! If you are the best player in the world at Quake, then keep it yourself... the others in the game will think you are a newbie and go for you straight away... Surprise them :) Winning after not boasting is cool. Do it. Surprisingly, I have seen less people boast about their Quake playing abilities, than people did about their Duke Nukem 3D playing abilities... surprising, as I did actually find Duke (shareware version) harder than Quake (shareware version). Maybe Quake players got their asses kicked in Duke, and want to keep quiet . Then again, maybe not..... [11-3] Develop Routine ====== Dragon Slayer (Tyen@po-box.mcgill.ca) I always memorize the location of the good items in a level then develop a quickest route to gather them all up (eg. E1M2, get the yellow armour, jump into the water below, teleport, jump into water, go get the rocket launcher), in a mater of few seconds I have all the good stuff on the level. An effective soldier need effective tools ... quick. [11-4] Take up a good firing position before attacking ====== Dragon Slayer {Tyen@po-box.mcgill.ca) When I spot an opponent I always check if there's any health around and run near it, THEN I turn and fire. Most of time the extra 25% health can make you win the dual. Also if you are powerfully equiped, it's a good time to set an ambush around yellow armour, Quad damage, or rocket launchers. You can't imagine how many players rush into your gunsight right after they respawn, poorly armed and unarmoured of course :) I used to take out 5 players in a row like this. (... am I contradicting myself with the point I mentioned in [11-3]?) :) [11-5] Know your opponent ====== Dragon Slayer {Tyen@po-box.mcgill.ca) Always take note to those deathmatch GODs, if you see a 56 kills guy on the scoreboard, and everyone else has only 10 kills ... don't fight him... he might be the owner of the server and run smoothly while you are playing at a frame rate of Myst... Note from Toby: Not playing someone because they are good is a bit lame. If their ping is the same as yours and they are winning, they *are* better. If their ping is much less, they have an advantage. Type 'PING' at the console whilst in a multiplayer game to list everyones ping times. ==== [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 attacking 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 fun, and most importantly c) We agreed it in advance (er, probably). Thank you :). ==== [13] Zer0's guide to excellent Quakematch V.1 ==== Zer0 (Nathan Rice) has made this rather good guide to deathmatching in Quake... Well worth a read before embarking on a deathmatch session. Note: Section [13] is a US spelling zone... watch out. [13-1] Llamah Stuff ====== If you are a seasoned Quake player, you should not need this section, but you might want to take a quick look anyway... A.[What controller should I use for quake?] Mouse, mouse, mouse... you keyboarders think you have the time to slowly turn/look up and down, but you really don't. Besides the fact that the keyticks in quake are very large, making keyboard turning very choppy(you can remedy this by setting cl_yawspeed to some lower number like 60, though turning will be SLOW), you also lose valuable time. While you are taking in your surroundings, the mouse player has already taken in his surroundings, and is laying his sites down on you. the mousetics in quake are very accurate compared to the keyboard, and the mouser can flick, and circlestrafe. The mouser can circle around the keyboarder faster than the keyboarder can turn. The keyboard has *no* advantages over the mouse. All of this also applies to users of the joystick, gamepad, steering wheel(god forbid), though the trackball is a good controller, second only to the mouse. B.[I never even come close to winning a game of Quake over the Internet. Do I suck?] Probably yes, but maybe not as much as you think. If the other players in the game just seem to always hit, or if they Dodge around like Emmit Smith, they may have lower latency than you. To determine this, type "ping" at the console... It will show a list of the ping times for each player. if theirs are much lower than yours, they have good connections, and you just might not suck. If yours are above 350ms, you should switch to a different server, as the one you are on now is causing you to lag. If most of the other players have similar pings, then you suck, and need to play quake more :). C.[What video mode should I play Quake at?] A low vesa or x mode. On a P60-100, this is vesa mode 1 or mode 0. On a p120-166, You can get by on modes 1-3, and a few low vesa modes. The important thing is to get over 35 frames a second, without reducing the size of your screen. the increased smoothness of play is well worth the loss of resolution. D.[I have a 14.4. Can I play Quake over the internet?] Yes. It isn't really "playing" Because you will never get a good game. A 14.4 just can't handle all of the data that quake sends out under sys_ticrate .05. I believe that a 14.4 will get much better games under sys_ticrate .1 or higher, if you are able to find a server that uses it. [13-2] The Weapons ====== A.[The Axe] Rating:* This is your fallback weapon, and a pretty crappy one at that. I feel sorry for you if you are stuck with it. The only way to use this is to circle in on your opponent, and when you are close, axe him once or twice, then dodge away, and start circling in again. If your opponent has the Nailgun, don't even bother. Run away like a good boy. There is no way in hell you are going to kill him. B.[The Shotgun] Rating:*** This is actually one of the best long distance guns, although it lacks a real bite. It is an excellent sniping weapon, and it is quick. If you start taking shots from a distance, your opponent is going to move to close the distance. You have to outmove him or you are going to be dead meat. most opponents will just charge you blindly. the best thing to do in situations like this is to strafe one direction till he turns to follow you, at which point you start strafing in the opposite direction. that will give you some distance, and you can start taking shots at him again. C.[The Super Shotgun] Rating:***1/2 This weapon packs quite a punch, and very effective against all of the other weapons. It is extremely effective in close range, but loses it's punch quickly as the range increases. Thus, you should always engage at close range. Don't waste your surprise trying to get a long distance hit off. The best tactic with this gun is to circle in on an opponent, and hit him as you are circling. If he is too elusive to get a good shot on, try and bump into him, shoot him, then dodge away quickly. This tactic works well against all guns, except the Super Nailgun. The only tactic against the Super Nailgun is to be elusive till he runs out of ammo, taking an occasional potshot when you have the chance. E.[The Nailgun] Rating:*** This weapon functions much like the Chaingun in Doom. it is stronger than the shotgun, but it is still no match for most of the other weapons. It is good against elusive opponents, however, and is great for doing that last little but of damage. The best tactic with this weapon is to strafe left and right from about 10-20 feet away while spraying nails. You should be able to kill your opponent even if he is elusive, as long as you have to 150-200 nails. If your opponent has a Shotgun or Axe, your best bet is to charge your opponent and nail them point blank. You should kill them very quickly. This method costs a little life, but it is very ammo conserving. E.[The Super Nailgun] Rating:****1/2 This is an excellent weapon. It eats ammo fast and kills faster. If you have played Doom deathmatch, use this sucker just like you did the Plasma gun. The best tactic with this weapon is to charge the opponent, and when you get close enough, unload on him. This kills people real quick, and is ammo conserving, though you will take a little damage. Another good tactic with this weapon is to start shooting nails, and strafe left and right in a tight pattern. This makes the nails impossible to dodge completely, and will kill your opponent with minimal damage to you, but will empty your nail reserve completely. This weapon, like the rocket launcher, is quite effective as suppressing fire. Turn a corner and fire it back the way you came. The opponent will stomp, not waning to be hosed down. Fire a few shots ever once in a while to keep the opponent sitting there. then charge your opponent quickly. He will likely be completely off guard, so he will be dumbfounded when you turn the corner and run him over. F.[Grenade Launcher] Rating:****1/2 This is one hell of a cool weapon, and it will do you well to learn how to use it right. This is the most versatile weapon in the game. This weapon is even better at corner fishing than the rocket launcher. Ever play pool (snooker for the British out there)? Yes? Then you have the idea already. The quake grenades act just like a Cue Ball. you can use this weapon to get rid of people on higher/lower platforms with almost no risk, and you can remove people from their corner hiding places. If somebody charges you, trying to make you eat your own explosion, the best tactic is to lay a few grenades on the ground just far away from you not to hurt. The charging guy will run right into the blast 99.9% of the time. If somebody is picking you off at long range, feel free to run around a corner. The idiot WILL follow you, unless he was almost out of ammo or health. If he does follow, serve some pineapple. Boy, will he feel stupid. G.[Rocket Launcher] Rating:***** This is easily the best weapon in shareware Quake. Obviously, this weapon is best used at long range, due to it's large blast radius, though it can be VERY effective close in too. The trick is knowing how to use it. Realize that, unlike doom, you can look up and down now. This means that you can aim missiles at their feet...This makes them VERY hard to dodge. I play a lot of people who are about 15 feet away and they aim it directly at me. They should aim it at my feet, or the ceiling if it is low enough. This is especially applicable if somebody is rushing you, trying to get you to suicide. people can dodge a missile well enough, but most people will walk right into an explosion if you set it at their feet. Most people don't realize that the rocket launcher can hit enemies that are out of your range of site. It is actually very good at this. Say for example an enemy is hiding around a corner, launch missiles at the wall near that corner continuously till he is dead. He will not be able to get away because the blast will knock him into the corner. Dead Duck. The missile launcher makes a great chance killer too. unless you are almost out of ammo, shooting a missile or two into an area that is passed through frequently passed through is a great way to net yourself a lot of free frags Most people never realize this, but the missile launcher makes great suppressing fire. If somebody with the Quad damage powerup is chasing you, round a corner, then turn a quick 180 and toss some rockets at the corner. If the fool doesn't walk into them thinking he's invincible, he will either sit there or go away. launch a missile off every once in a while till you know the quad damage has worn off, or you think he is gone. Then round the corner. If the fool is still there, make him pay for wasting your precious ammo. [13-3] The Artifacts ====== Just some strategies for use with the artifacts. A.[Ring of Shadows] This sucker is kind of lame... the floating eyes stand out more than a player with a brown uniform does. If you have this item, don't think that people don't see you... they do. you are easy to see. the only use is to have it in the middle of a frag fest. People will be so busy fragging, they might not notice you (hopefully). B.[Quake Power] This thing is totally fucking insane! If you get this sucker, first thing you should do is switch from an explosive weapon to a Nailgun if you have one, shotgun if not. With a Nailgun, prepare for frags galore! Be careful not to think you are invincible with this thing, though. You can tell if somebody has this, because the aura of light they emit will be blue. C.[Pentagram of Protection] This is pretty good, though people tend to run away from you when you have it. the idea is to use it to kill that guy hoarding the ammo so you can become that guy. also, if you have a missile launcher and a lot of ammo, just get in the middle of the action and spray missiles everywhere...you will get a shit load of frags. As a general rule, you should not sit around when you have this thing. nothing can hurt you...Take advantage of that. You can tell if somebody has this by the fact that the aura of light they emit is yellow. D.[Biosuit] This sucker has almost no use in deathmatch, Except maybe some neat water stalking. [13-4] Player Archetypes ====== In this chapter, I will discuss the various player archetypes and how to exploit their weaknesses. A.[The Lurker] This annoying fellow will generally sit near a big cache of weapons, armor or health, kill anybody who comes looking for them. He is usually pretty tough to kill, seeing as he's been sitting on a load of something. You are in trouble if you happen on him unready. If he is in the lead (which is unusual for a lurker) then you are in for a real treat. The best way to kill off a lurker is to get some firepower, then find a subject, and either chase him or let him chase you into the lurker's area. If you are chasing, stop persuing after your prey has entered the lurkers area. as soon as you hear signs of a conflict, run in and unload on the lurker. He will knuckle under the pressure of two opponents, either running away, or chewing on a boomstick.. now you can make short work of the guy you chased in. If you got chased in, as soon as you get the lurker after you, turn around and run strait at the guy that was chasing you, circle around him and scramble off into the shadows as quickly as possible. the lurker and the guy that chased you will get into it, and you can start shooting whoever you think is going to win. One will die, and the other will be easy pickings, even for a shotgun bravado. If you are all alone with this guy, your are probably not having very much fun. Tell him to stop lurking and come out and fight. If he refuses, put him in his place. Run around the level collecting all the health and armor you can, and get an explosive weapon, preferable the grenade launcher(it's corner rounding abilities are invaluable against lurkers). Find a spot where you can bounce a grenade or 10 on top of him without being in his field of site. he will come out and attack you. Switch to super/Nailgun and get ready to dodge some missiles at point blank. At worst you will die, but he will be low on health. You should be able to kill him though, if any of your grenades hit. B.[Pattern Runner] This is the guy who runs in a preset pattern around the level, trying to collect all the choice goodies as he goes. This guy usually has the spawning of the items timed so that he gets them almost as soon as they respawn. This guy can be almost impossible if he has the pattern perfected. The only way to break him out of the patter is to grab the most important item in the cycle, and kill him before he recovers from you breaking his pattern. This is difficult though, because he has usually gotten quite powerful from all of the other items in the pattern. If he is getting to the items a while after they resawn, you can try and jump ahead of him in the pattern. This always works, but a good pattern runner won't be late to get the items. A good pattern runner has the timing down to a matter of seconds. C.[Frag-a-thoner] This is the type of player who grabs the nearest good weapon upon respawning, and goes on a killing rampage, trying to annihilate anything that moves, getting better weapons and ammo from victims. The best way to take care of this guy is to stalk him till he attacks somebody else, then pounce on him quickly, while he's busy. He will fall quickly, as Frag-a-thoners don't tend to stock up on armor if it is out of their way. If you are with this guy by yourself, get him to chase you to an area where he can't dodge around, then unload on him with whatever you have. D.[Sniper] These guys main strategy is to get an explosive weapons and camp in a hard to hit spot raining grenades or missiles down on your head. These guys are annoying. I find the best strategy against them is to ignore them, or wait them out. They have to come out for more ammo sooner or later, and when they do, load them full of buckshot. Snipers tend to have very poor engagement skills, which is the main reason that they snipe in the first place. E.[Cautious Type] This type is similar to a frag-a-thoner, but he retreats from battles if he takes too much damage, and runs off to find health. Also, the cautious type is more likely to run halfway across the level to get armor. Although these guys are not normally too hard, if you are having trouble you can kill this guy the same way you kill a frag-a-thoner, by stalking him till he gets in a fight, then backstabbing him. By yourself, lead this guy by pretending to be hurt and not having any ammo. Run away, then as soon as you turn a corner, switch to rocket and as you see him, unload. F.[Camper] These guys are pretty easy, usually. They just sit near deathmatch respawn spots with a weapon, and try to kill whoever respawns there. Usually you can sneak up on these guys, because they don't pay attention surroundings. Not only that, but they will rarely get many frags, because they don't hunt people, get armor or ammo...They just sit there. [13-5] The Levels ====== These are deathmatch strategies for all of the shareware levels. They are the best I know of. This section will be updated with registered levels after the full release, barring time constraints. **notice**Please feel free to ignore the cheese factor if You are playing old-style deathmatch. I highly recommend old style deathmatch, because it ensures a more fair game. You are free to play any way you wish. **end of notice** Cheese Factor: Refers to how abusable a level is. A level that scores high in this category has poorly placed weapons/items, allowing one person to rack up large amounts of frags unfairly using artifacts/weapons, or get excessive health/armor repeatedly. Fun Factor: Refers to how good I think a level is for deathmatch. Personal tastes vary, so you may enjoy a level more than I and my compatriots do. A.[Start] Cheese Factor:**** This level is insanely cheesy. There is a disgusting loop. All you have to do is get the 200% armor in the water in the empisode 4 pathway, then teleport through the nightmare gate and get the +100% health and Quad damage, and you are sitting pretty for as long as you keep anybody else from getting it. Nobody else will even come close. Fun Factor:**1/2 This level is intense and fun, though the missile launcher and grenade launcher do spoil it a bit. It is VERY intense in the inner area, and the outer area usually has one or two people in it, so you do get some variety. B.[The Slipgate Complex] Cheese Factor:**** Any level where one person can have the Quad damage and Pentagram of protection is broken. Aside from that, there are 2 very good sniping spots, one being the area with the Pentagram of protection, the other being the doorway to the rocket launcher room. Also, being able to get +100% health and 100% armor makes you very hard to kill. Fun Factor:***1/2 This level is very crazy...with anything over 8 people, this level is nonstop carnage. It isn't as mindless as e1m6 though, so I find it fun. C.[The Castle of the Damned] Cheese Factor:**** This level is very cheesy, though the powerups are distributed enough to prevent one person from hoarding all of them. There are two ways of cheesing this level, though if you are fast, you can do them both at the same time. One way of cheesing the level is to get the +100% health and super Nailgun, then run up and get the quad damage and frag the hell out of everybody. you can just keep going back and forth and getting all of the health and Nailgun ammo. With the Quad damage powerup, nothing can stand up to you. The other way is to get the 150% armor and grenade launcher, then get the quake power. BE VERY CAREFUL. if you walk anywhere near the blast from one of your grenades, you are gonna eat a big 'ole plate of pineapple. NOTHING stands up to a Quad damage grenade though, so you should be able to get some hefty frags in. Fun Factor:**** This level is pretty darn fun. There is a nice flow to the action, and the underwater play is neat. There are not enough traps, but there are some nice ambush points, and some nice pileups occur in the Quad damage area, the grenade launcher room and the area with the 2 teleporters. Some of the respawn spots are not as ideal as I would like, though all of them have something good nearby. D.[Necropolis] Cheese Factor:*1/2 This is a very balanced level, except for one loop, which is kind of separated from the rest of the level, making it hard to get repeatedly. First, get the 150% armor near the end of the level, then teleport to the Super Nailgun and ammo. Get those, then drop down and either take the teleporter to the end of the level, or ride the elevator up. When you get to the top, teleport to the beginning of the level and frag away! Also, If there is nobody already there, drop down and get the rocket launcher. There is ample health in the hallway at the north end of the pit to keep you alive as long as the action doesn't get too heavy. Fun Factor:***** This level is a real rush. The action comes anyway you like it, hot and heavy or slow and suspenseful. The watery pit hosts the most intense moshes I have ever been in, and there are not many spots where a sniper can sit and ruin your day. The level is just linear enough to keep the action coming, but not enough to make it a slaughter. The weapons are evenly distributed so that you should always be able to get a weapon, if you don't mind running away from a fight. The respawn areas are all within quick distance of pileup spots, and most of them have a weapon situated nearby. E.[Grisly Grotto] Cheese factor:1/2 This level is almost cheese free. The only cheesy thing about this level is the two 150% armors, which could be hoarded. Fun Factor:*** This level is fun, the architecture is nifty, and it is well balanced. There is some neat underwater killing, and the big outdoor area near the exit has some nice pileups. This level isn't extremely exciting though, mainly because all of the fun weapons are nowhere near the fighting. Also, a lot of the respawn spots are very separated from the action, so it isn't as constant as it should be. F.[Gloom Keep] Cheese Factor:***** This level brings a new meaning to cheese. There are two techniques to totally dominate this level The first is to go to area with the super Nailgun, 150% armor and health and get all of it, then go get the Quad damage. From there, run around like a madman with the Super Nailgun, fragging the hell out of people. when the Quad damage wears off, go back to the area where you got the Super Nailgun and armor, and start all over again. The other is to get a cache of explosives and ride the elevator to the top level of the three tiered room. any time you hear or see somebody on a lower tier, lob some grenades their way. If somebody gets brave enough to ride the elevator up your way, drop a few grenades down the chute...nobody will be stupid enough to try it a second time...If the missile launcher spawns, jump down and pick it up, then ride the elevator back up. you do take some damage from people trying to pick you off with shotgun and Nailgun, so every once and a while drop down to the exit and get the health and green armor, then teleport to the bottom of the pit and grab the health, then ride the elevator back to the top. Fun Factor:**** Despite the cheese, this level is quite fun. This level offers great variety. The pit hosts some fantastic pileups, while there is enough room to stalk, lurk, snipe or whatever fills your heart with joy. I especially enjoy how you can lure other players into traps. The respawn spots in this one are all good, and some of them drop you right into the middle of a warzone. G.[Door to Cthon] Cheese Factor:*1/2 There is no way of heavily cheesing this level. The only really cheesy thing you can do in this level is to keep running back to the end room with the 150% armor, Super Nailgun, nails and 25% health. That is not extremely unfair though. Fun Factor:***1/2 This level is very cramped, and makes for and intense frag fest. I do enjoy it, but it can be annoying because a lot of times it seems like you kill a guy. another guy respawns right in front of you, and kills you. You respawn and kill another guy you just missed telefragging. That is fun, but a bit TOO mindless for me. H.[House of Cthon] Cheese Factor:***** This level is ridiculously unfair. There is a ledge with 4 health boxes, a missile launcher, a grenade launcher and 2 boxes of missiles. If you happen to gain control of this ledge, you are set. there are 3 ways to get to this ledge...2 narrow walkways and an elevator. Anybody attempting to cross the ledges is dead meat if you have a decent missile hand, as there is no room to dodge. even if you don't kill them, you have a 50/50 chance of knocking them into the lava. The elevator makes an obvious noise which alerts you the fact that somebody is coming up to get you. Take that noise as a cue to lob 4 or 5 grenades down the chute. The only thing you have to worry about is people respawning on a higher ledge and jumping down at you. If this happens, my advice is to hit them with a missile quickly, even if it means eating some backlash, because while you are trying to get a clean shot off, other people will be coming to get you. Fun Factor:*1/2 Besides the fact that this level is extremely cheesable, it is also very, VERY repetitive. It is NOT my idea of fun to run around a big circle for 100 frags. I do like some suspense and stalking. Also, in internet play, this level seems to cause a lot of people to lag severely, which is no fun. I.[Ziggurat Vertigo] Cheese Factor:***1/2 This level is fairly cheesable. There are 2 pentagrams of protection, which reduce the problem somewhat, but the level is still unfair at times. There are 2 main ways of cheesing this level. The first way is to ride the elevator to the top section of the level, where the yellow armor, health and the rocket launcher are. Get all of those things, then drop down to the ledge with the Pentagram of protection is. from here you have a nice spot to snipe if that is your thing. I recommend dropping down and fragging the hell out of whoever you see though...that is more fun, and people tend to react violently to snipers. Don't be surprised if the whole server gangs up on you if you do this too much. The second way is to lurk in the corner near the elevator, on the ledge with the rocket launcher, and frag anybody who passes you by. There is adequate health on the ledge and nearby areas to keep your health up if you are a good shot, and a Pentagram of protection on a ledge across the room which you should be able to pick up each time it spawns. This spot will draw a lot of fire to you though, as people realize where you are, and it really isn't very protected. Eventually several people WILL gang up and kill you. Fun Factor:*** This level is fun, but the slow play due to the low gravity makes it somewhat less exciting than normal play. also, the architecture tends to prevent pile-ups, which I don't like...I like 8 person mosh pits. [13-6] Your Config ====== Your config file is an integral part of your deathmatch. The better your setup and aliases, the faster your character will move, and the better you will do. Put a lot of work into your config... it will separate you from the rest of the pack... learn to script in quake console. It helps a lot. This is my config, for anybody who wants it... I think it is very good. notice that mlook is permanently bound. I see no need to waste a key on something that will work perfectly well locked. Also of note is snap180, a buggy little alias that allows you to do an instant near 180, an alias, pw, that will allow you to cycle weapons in reverse order, and an extensive server alias list. +mlook weaponload bind alt wideview bind ctrl pw bind a sniper bind s ax bind d ml bind 1 weapon1 bind 2 weapon2 bind 3 weapon3 bind 4 weapon4 bind 5 weapon5 bind 6 weapon6 bind 7 weapon7 bind 8 weapon8 bind 9 "impulse 9" bind 0 god bind q "impulse 255" bind f snap180 alias bigmac "connect 206.86.0.22" alias quake101 "connect 156.46.216.101" alias quaker "connect 206.150.173.169" alias fiction "connect 36.181.0.18" alias alien "connect 128.95.252.38" alias yevaud "connect 164.107.128.50" alias pit_o_death "connect 128.164.136.171" alias nano "connect 146.227.102.101" alias netertainment "connect 205.217.6.16" alias widget "connect 128.187.30.168" alias maglnxquake "connect 205.218.113.2" alias phaedo "connect 138.40.88.223" alias disruptor "connect 204.50.178.136" alias sage "connect 198.82.204.43" alias freebsd "connect 199.67.51.101" alias majestic "connect 199.67.51.101" alias crenshaw "connect 205.156.208.76" alias the_world_ship "connect 205.156.208.75" alias brain "connect 204.176.82.15" alias xray "connect 129.120.3.44" alias sgeertgens "connect 140.172.37.122" alias aftershock "connect 194.72.76.106" alias cytrix "connect 192.77.186.4" alias hansolo "connect 128.210.1.32" alias deathstar "204.97.180.46" alias singe "connect 128.95.25.105" alias quake1 "connect 204.43.32.24" alias quake2 "connect 204.43.34.51" alias ax ax2 alias ml ml2 alias sniper sniper1 alias pw pw1 alias pw1 weapon1 alias pw2 weapon2 alias pw3 weapon3 alias pw4 weapon4 alias pw5 weapon5 alias pw6 weapon6 alias pw7 weapon7 alias pw8 weapon8 alias snap180 "cl_yawspeed 2900;wait;+left;wait;wait;wait;-left;cl_yawspeed 140" alias sniper0 "fov 10;wait;fov 20;wait;fov 30;wait;fov 40;wait;fov 50;wait;fov 60;wait;fov 70;wait;fov 80;wait;fov 90;sensitivity 10;alias sniper sniper1" alias sniper1 "fov 85;wait;fov 80;wait;fov 75;wait;fov 70;wait;fov 65;wait;fov 60;wait;fov 55;wait;fov 50;sensitivity 5;alias sniper sniper2" alias sniper2 "fov 45;wait;fov 40;wait;fov 35;wait;fov 30;wait;fov 25;wait;fov 20;wait;fov 15;wait;fov 10;sensitivity 2.5;alias sniper sniper0" alias weaponload "impulse 1;impulse 8;impulse 7;impulse 6;impulse 5;impulse 4;impulse 3;impulse 2" alias weapon1 "impulse 1;alias ml ml1;alias pw pw8" alias weapon2 "impulse 2;alias ml ml2;alias ax ax2;alias pw pw1" alias weapon3 "impulse 3;alias ml ml3;alias ax ax3;alias pw pw2" alias weapon4 "impulse 4;alias ml ml4;alias ax ax4;alias pw pw3" alias weapon5 "impulse 5;alias ml ml5;alias ax ax5;alias pw pw4" alias weapon6 "impulse 6;alias ml ml6;alias ax ax6;alias pw pw5" alias weapon7 "impulse 7;alias ax ax7;alias pw pw6" alias weapon8 "impulse 8;alias ml ml8;alias ax ax8;alias pw pw7" alias wideview fovout alias fovout "fov 130;alias wideview fovin" alias fovin "fov 90;alias wideview fovout" alias ml1 "impulse 7;wait;+attack;wait;-attack;impulse 1" alias ml2 "impulse 7;wait;+attack;wait;-attack;impulse 2" alias ml3 "impulse 7;wait;+attack;wait;-attack;impulse 3" alias ml4 "impulse 7;wait;+attack;wait;-attack;impulse 4" alias ml5 "impulse 7;wait;+attack;wait;-attack;impulse 5" alias ml6 "impulse 7;wait;+attack;wait;-attack;impulse 6" alias ml8 "impulse 7;wait;+attack;wait;-attack;impulse 8" alias ax2 "impulse 1;wait;+attack;wait;-attack;impulse 2" alias ax3 "impulse 1;wait;+attack;wait;-attack;impulse 3" alias ax4 "impulse 1;wait;+attack;wait;-attack;impulse 4" alias ax5 "impulse 1;wait;+attack;wait;-attack;impulse 5" alias ax6 "impulse 1;wait;+attack;wait;-attack;impulse 6" alias ax7 "impulse 1;wait;+attack;wait;-attack;impulse 7" alias ax8 "impulse 1;wait;+attack;wait;-attack;impulse 8" [13-7] Who to look out for ====== This section is dedicated to recognizing good modem players, who play on the internet. Note: US players only mentioned here... for now. [Zer0]:Hey, it's me? what can I say? I kick ass ;) [Novak]:This guy is really tough...he is a fantastic pattern runner. [The_Brain]:He is a good, aggressive player...can rack up a bunch of frags if you don't keep tabs on him. [Shostakov]:This guy is a potshot. He is really aggressive too. Similar playing style to The_Brain, though Shostakov is better. [^Dragon^]:A good player, and a friend of mine...He is a sneaky bum, and you have to keep a sharp eye out for him. He will attempt to surprise you if he can. [Mynx]:The only girl on the servers, and a damn good one at that...she is tough, though I don't know exactly how good she is, because she is always teamed up with someone whenever I see her... [RIP]:He is a decent player, and he makes the servers a bit more challenging. He is getting good very quick. [Gooseman]:A good player with a taste for missiles...Expect gibs galore if you are on a server with him. I haven't played him enough yet to give a strategy. [SwanSong]:Another good all around player, he is fun to frag, and occasionally he beats me. [RomeovioD]:I had to include him just because he is the only quake player with an ego bigger than mine. If you are reading this (which you probably aren't, cause you are already the best darn 28.8 deathmatcher out there, right? ;P ), I am still looking to play you. [Kill-9]:Good player, very good on Zigguruat Vertigo. [13-8] Teams ====== As of right now, there are 2 main teams, the DSoC and the U|A. My team is the DSoC(which I founded to put the U|A in it's place :) ). DSoC: A team devoted to frags, frags and more frags. We impose no rules or restrictions on our players. You may join or quit freely, as long as you are not a member of the U|A. We will periodically try and get 16 player games together, 8 of our best and 8 of U|A's best. Founded by: Zer0, ^Dragon^. For more info: Right now, just on IRC. I am working on a page though, and it should be ready for the world soon. Look for the url in a newer version this text. U|A: Another frag minded team. They have thier own various rules, and since I am not a member, I don't know them. However, I do have thier Web page, If you are interested and want more info. Founded by:Robs, The_Brain, Kill-9, LorD. For more info, see http://www.gti.net/rob/alliance.htm. It's not up yet, but it will be in a few weeks. [13-9] Reach out and frag someone ====== Right now, the best source of info is Undernet/EFnet IRC. I recommend Undernet, because the channel operators on EFnet tend to be jerks, but there are a few helpful people over there. If you want to contact me specifically, I am usually on Undernet #quake around 9-11 PST. I will be happy to answer any questions or comments you have about this guide. If you do not use IRC, send questions or comments to the creator of this FAQ, and he will pass them on to me in IRC. [13-10] Outro ======= This version of Zer0's guide to excellent Quakematch is to be distributed only with the Unofficial Quake FAQ. I plan on updating the player list as well as providing strategy for each person on the list, adding to my config as necessary, updating the teams section, doing guides for all of the new levels, and adding the Lightning Gun to the weapons list.