Quake: The Obsidian Edition -- By Mark Chong
Help file last edited: 03/16/98

Description of patch:

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WEAPONS
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Most the original weapons of Quake have been left in, since some of
the new weapons are unreliable (on purpose!) or gobble up ammo really fast.
The new weapons are accessed by hitting a weapon key twice, for example,
hitting "1" twice will select the boomeraxe, hitting "2" will select the
Assault Rifle and so on.

1: Boomeraxe: Hold on secondary fire button(look at HUD) when applicable to
throw the axe. Turning your view will guide the axe. Let go of the fire
button to retrieve the axe.

1b: Flare Gun: Flares which can distract stinger missiles, light up dark spots,
stick to and burn people, or can be used to continually trigger shootable
switches.

2: Depends on player class:

Sniper Rifle(sniper only): Semi-Automatic. Stop firing to reload gun. Secondary
fire launches Underslung Rifle Grenades. Turning on the targeting laser(+laser
or tog_laser) will project a laser dot which will track the gun's aim towards
a target's brain. With or without the laser, a shot to the head is often lethal,
especially if the enemy is facing you.

M-16 Assault Rifle(marine only): Fully automatic. Secondary fire throws fragmentation
grenades which take 25 nails to throw. Armor piercing bullets don't do a lot of
damage but can penetrate most armor. Use "reload" console command to reload the clip.
Try binding "r" to "reload"

MP-5(demolitionist only): Known as the "Briefcase Gun" because of its size, this
weapon has a crazy rate of fire. It's fully automatic and fires Jacketed Hollow
Point rounds which are graphically effective on soft targets. Use "reload" to
reload the clip. Secondary fire throws High-Explosive Grenades which take one
rocket to throw.

Railgun(jetman only): Fires rail slugs which can do considerable amounts of damage
especially when charged up. Charge the gun by holding on the fire button, then
release the button to fire. The HUD shows the charge status on the gun. Charging
the gun takes only one second. Auto-Reloads like the sniper rifle. Secondary fire
fires out nail-grenades.

2b: Lever-Action Winchester replaces the single-barreled shotgun.

3: Crowd Sweeper(A.K.A. Riot Gun): Rapid fire weapon that is incredibly
inefficient at ammo consumption, yet will rapidly turn enemies into bloody
hamburger helper. Fires explosive shotgun slugs which are good for short
range encounters only. HUD shows temperature gauge when fired. When gauge
shows 75% or over, the gun will become very unreliable. Stop firing to allow
the gun to cool down.

3b: Twinchesters replaces the double-barreled shotgun.

4: Antitank Rifle: Primary fire fires really nasty Antitank Splinters which can
do massive amounts of damage. Secondary fire ejects a sabot round which basically
can gib anybody with a single shot. It slows down the user when armed.

5: Gatling Gun: An old favourite. It slows down the user when armed.

6: Prox Bombs(A.K.A. Sticky Bombs): Lob 'em and these neat l'il thangs stick
to anything! Watch as badguys prance around with them stuck on their heads!

7: Incendiary Rockets: Launches a triple helix of rockets that set things on
fire!

Secondary Fire for Incendiary Rockets:
Rapid-Fire Homing Minirockets -- ONLY FOR SNIPER
Big Fat Rocket -- ONLY FOR MARINE
Remote-Det Bomb -- ONLY FOR DEMOLITIONIST (Hold on secondary fire to launch, let
go to detonate. DO NOT TAP SECONDARY FIRE BUTTON!)
Laser Traps -- ONLY FOR JETMAN

Note: The Rocket Launcher also has a secondary fire: A mortar launcher! Using
the 'secondary' command will lob a mortar shell. Using the '+attack2' or
'+multifire' command will lob the mortar shell further if you hold down on
the key longer. Tapping on the secondary fire key will lob the shell at
maximum force.

8: Ion Cannon: Keep it aimed and steady while you fire it at a point on a
wall, floor, ceiling or whatever. Just get clear of the discharge!

Secondary Fire: BFG!

Secondary Fire for ordinary Thunderbolt: TASER(use like a chainsaw!)

9: Flame Thrower: You have to be an idiot not to know how to use it!
Secondary fire: Napalm Bomb!

Note: To acquire the Flame Thrower you must have: The Rocket Launcher,
Twinchesters and Gatling Gun. You'll get it automatically when all 3
weapons are yours.

Nerve-Gas Grenade: Takes 25 rockets per use, the gas can find you wherever
you are! Dive (or crouch) underwater or get a biosuit to avoid the gas's
detrimental effects!

Stinger Missile: Eats up 15 rockets per use, this missile can be guided via
a laser dot. Once you master guiding these, you can influence the missile
through tough turns and small spaces using the laser dot, sometimes guiding
the missile to strike enemies around corners! Hold on +bigweap to guide
the missile. Let go to cut laser guidance.(Marine only)

Satchel Charge: A small, remotely-detonatable and retrievable package of
DuPont Plastique Explosives. Will make you giggle with maniacal glee for
weeks on end! Plant them on walls, floors, ceilings, elevators, doors or
people and monsters! Throwing the satchel charge is not such a great idea
since a thrown satchel charge can be picked up by other people. A planted
satchel bomb can only be retrieved by the owner. (Demolitionist only)
Takes 25 rockets to use. Press +bigweap once to deploy, again to activate.

Gravity Bomb: Retrievable, takes 20 rockets to deploy, sticks to anything!
Think of it as a portable black hole! Press +bigweap once to deploy, again
to activate.

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OTHER FEATURES
==========================================================================
Just because you have 200% red armor doesn't mean that the green suit of armor
is no good! You can still salvage armor to improve your current armor status!

If you kill an Enforcer, Knight or Hell-Knight, try stomping on their bodies
to salvage their armor! You can! It also works with dead your human foes in
Multiplayer Deathmatch games!

KNOWN BUGS: 
- Other levels other than e1m1, e2m1 e3m1 and e4m1 don't work in
single player mode
- Not that many in multiplayer! email mkchong@ibm.net to report one!

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'HOLD-DOWN' ALIASES
==========================================================================

An neat feature of Quake allows you to create your own key bindings and
aliases. Most people(like yourself, perhaps?) have already made macros to
pickle off rockets and switch to the supernailgun at the press of a button.
However, macros can also be rigged up so that when you press down on a key,
it does one command, and when the key is released, another command is made.
The example below will allow the player to zoom in while holding on the "INS"
key, and will zoom out when the "INS" key is released.

alias +snipe "zoom_in; sensitivity 6"                   //sniper key on
alias -snipe "zoom_out; sensitivity 30"                 //sniper key off
bind INS "+snipe"                                       //sniper key

This patch also includes some new functions, all of which can be binded to
keys.

For Example:

        bind "ENTER" "tog_hud"

will toggle the Heads-Up Display every time you hit the ENTER key.


Type these in at the console (or better yet, bind them to a key) to access
the new functions of this patch:

helpme          Show online help demo, will show you every weapon in action!
listcmds        Show all available commands

tog_hud         Heads Up Display. (HUD) Activated by default.

+multifire      Multipurpose fire, activate the HUD first.
multifire_up    Flip through forwards in the list of Multipurpose Fire modes.
multifire_down  Flip through backwards in the list of Multipurpose Fire modes.
secondary       Secondary Fire, shoots only once per key press.
+attack2        Secondary Fire, lets you hold down on the secondary fire key
                for rapid-fire.

+harpoon        Fire Harpoon. Let go to release.
tog_harpoon     Switch between RETRACT and FIXED harpoon modes

+bigweap	Nerve Gas, Stinger Missile, Satchel Charge, Gravity Bomb.

new_bots        Spawn four bots in multiplayer mode, one in single player.
                Stay away from all teleport pads!
one_bot         Spawn only one bot.
kill_bots       Remove all bots from the world. Bots that are dead are set to
                respawn(in Deathmatch mode) aren't affected by this command.
botscores       Show top 3 scores, including bot scores.

+laser          Hold down to project a laser dot when the Assault Rifle is
                armed, or project a spotlight when the H.E.A.T. Rifle is armed
                and the tripod is set up.
tog_laser       Toggle the laser dot or spotlight on or off.
tog_camera      Toggle Chase Camera! It switches to first-person perspective
                when you are facing a monster, bot or player!
tog_radar       Turns on a radar that pings louder and faster the closer you
                get to another player or bot. Great for those colossal multiplayer
                levels when nobody can find each other. Everybody else can hear it
                pinging too, so turn it off when you get close! Does not work on
                monsters.

gamma_up        Increase gamma correction. (brighten the screen) Must be used
                to make gamma corrections during the game, in the event some
                wacko decides to detonate a satchel charge next to you.
gamma_down      Decrease gamma correction. (darken the screen)

turret		drop a turret/repair turret
tcontrol	turret control
tdestruct	self-destruct a turret
              
impulse 200     Boomeraxe
impulse 201     Assault Rifle
impulse 202     Crowd Sweeper
impulse 203     H.E.A.T. Rifle
impulse 204     Gatling Gun
impulse 205     Proximity Bombs
impulse 206     Incendiary Rockets
impulse 207     Ion Cannon

teamplay 0: no teamplay in multiplayer (standard with Quake)
teamplay 1: teamplay in multiplayer (can't hurt other team members, just yourself)
ADDED: teamplay 2: teamplay in multiplayer, watch out for friendly fire!

lay	Lie prone mode. You automatically get up when running on dry land or firing
most guns.
+lay2	"Hold down" version of "lay"

NEW!

Type Sniper, Marine, Madman, or Jetman to change player classes!
Each of the player classes have different maximum ammo limits and rifles.

The Sniper is also the most maneuverable of the three, being able to jump
higher and 'poon farther then the others. He makes no footstep sounds and
his rifle is almost soundless and flashless!

The Marine can stay underwater for 24 seconds(instead of 12), and makes very
little sound underwater!

The Madman is the least maneuverable, having a short 'poon cable, but he gets
to carry 100 rockets and can go nuts with satchel bombs.

The Jetman has no harpoon, but he has a jetpack! Use +harpoon to activate his
jetpack. Use +jump in addition to +harpoon to make his jetpack work a little
harder. Control him by tilting his view around to redirect thrust like a
helicopter when it maneuvers.

Fire rockets, grenades and more through teleports.

Bullets ricochet and leave particle trails through liquids!

Different turrets for different player classes!

Use tog_harpoon for the jetman to change his turret mode from patrolling one
area to following him around. P.S. he has no turret, it's a lightning drone!

Use "turret" when standing next or on top of your turret to initiate the turret's
repair systems. You need metal units to do this.

Experiment!

Mark Chong AKA {DrX} Lungfish
mkchong@ibm.net

Please direct any comments, suggestions, hate-mail and otherwise to this email box.
