Future vs. Fantasy Documentation v. 4.0 Quake Conversion Freeform Interactive http://www.freeformint.com FvF Web Page http://fvf.warzone.com The Freeform Interactive Team -------------------- Creator/Programmer: Richard Cheung (Hap) hap@freeformint.com Graphic Designer: Ecker Joerg (Fritz) fritz@freeformint.com Graphic Designer: Maurizio Majelli (MJM) mjm@freeformint.com Web Designer: Mike Asfour (Jacko) jacko@freeformint.com User Relations: Raymond Cheung (Raison) raison@freeformint.com Propaganda: Michael Wagner (Darwin) darwin@freeformint.com Docs Editor: Phillip Pittz (OSM1) osm1@marinet.or.jp Sub Editor: Jarret Johnston (DrJ) jjohnston@no1.com.au Clans/Server List: Adam Fournier (Dredfull) dredfull@freeformint.com Level Editor: Phil Daniels (Maverick) phildaniels@albatross.co.uk Level Maker: Povolas Mickevicious (Sir Race) sir_race@primenet.com Level Maker: Ryan Butts (MrRogers) sbutts@ix.netcom.com Level Maker: Hannu Hurme (Falconna) pekka.hurme@dlc.fi Level Maker: Mike Panico (Persev) mpanico@bga.com Level Maker: Ben Coleman (Downinit) gaqs@u.washington.edu Docs Written by: 666.Sun! (sun@imaginet.fr), kenn, Raison, Hap, DrJ, & OSM1 Future vs. Fantasy is copyrighted by Freeform Interactive. QUAKE® © 1996 is a registered trademark of Id Software, Inc. Neither FvF nor Freeform Interactive are in any way affiliated with id Software, Inc. Id Software will not provide technical or other support for FvF. --------------------------------------------------------------- --------------------------------------------------------------- [Main Documentation] Please read README.TXT for information on INSTALLING FvF Please read SERVER.TXT for information on RUNNING AN FvF SERVER Please read LEVEL.TXT for information on FvF Levels Please read ORDER.TXT for registering FvF --------------------------------------------------------------- --------------------------------------------------------------- DISCLAIMER: Future vs. Fantasy Quake (hereby referred to as "FvF" or "the software") is provided AS IS. Neither FreeForm Interactive (FI), Hap (hap@planetquake.com), kenn (kenn@autobahn.org), Raison (raison@planetquake.com) or any other individuals either associated or not associated with FI, including, but not limited to, any individual mentioned by the above or this documentation file, is responsible for any damage be it financial, physical, emotional, spiritual, economic, temporal or spatial loss that may result from running or even simply possessing the software. FreeForm Interactive also claims the right to modify this document without prior notification, but will most likely refrain from including clauses that bequeath unto FI any property or family members of individuals using the software and thus abiding by this disclaimer/ad hoc license agreement. ------------------------------------------------------------- ------------------------------------------------------------- Table of Contents I. INTRODUCTION A. What is Future vs. Fantasy (FvF) Quake? B. Major Features C. Requirements II. PLAYING THE GAME A. Standard Rules B. Quest Mode Rules C. Quest Mode Tips D. Purge Mode Rules E. Purge Mode Tips F. How Do I Play FvF in Single Player Mode? G. Changing Character Classes H. Other Special Keys III. WHAT ARE THE CLASSES? A. Quake Soldier B. Android C. Fighter D. Mage E. Sniper F. Cyborg Camper G. Cleric H. Ninja I. Wasteland Warrior J. Monk K. Deity L. Hidden Classes V. LEGAL STUFF A. License Agreement B. Copyright Agreement C. Registering Future versus Fantasy v4.0 ---------------------------------------------------------------- ---------------------------------------------------------------- I. INTRODUCTION A. What is Future vs. Fantasy (FvF) Quake? Future vs. Fantasy Quake, FvF for short, is an add-on to Quake, a highly customizable game created by id Software. FvF exists as a data file that does not modify Quake's original files so you don't have to worry about it corrupting any of your original Quake saved games or original data files. FvF works completely as both a single player or multi-player game (deathmatch and co-op). We at FreeForm Interactive had a goal in mind...to create a role-playing game (RPG) that would give everyone a chance to experience a style of character that best suited them. No two gamers are really alike and despite Quake's main character's arsenal and strengths, we felt that it just wasn't enough. FvF encourages players to find a niche in playing style that allows players maximum flexibility in single or teamplay. In FvF, you are allowed to select your character type, or class, from a cast of generic characters that range from magical fantasy: mages, fighters, etc. and sci-fi future: laser androids, cyborgs, etc. The original Quake character is a selectable class, left unaltered, and is classified as future. Each class has an entirely different set of weapons and abilities, thus FvF has 80 different weapons overall. WOW! FvF is superior to other patches because of its drastic differences in player classes. We tried very hard to test and maintain balances between the player characters but still give each a unique feel. We hope that truly, no one character is really TOO powerful and no one character is really TOO weak. For example, the Ninja is quick, silent, and has several techniques for escaping including teleportation. Players can use him to assassinate particular key opponents or scouting and is well suited for the type of player who enjoys these kinds of activities. However, overall, a Ninja's weapons are not the most powerful but in the hands of a seasoned can be formidable indeed. On the other hand, a Cyborg Camper is big and clunky but has powerful ranged weapons that are great for destroying larger groups of people (we know how they like to just stand there and twiddle their thumbs). It has very little finesse but for people who are "finesseless", it is a perfect character. We are confident that there is a character type and set of weapons for just about every style of player. B. Major Features 382 New Textures 85 New Sounds 82 Original Models* 80 Different Weapons 16 Custom Skins 14 Unique Character Classes 13 Original Levels** 10 New Monsters** New Menus and Fonts Full Single Player and Multiplayer Support Quakeworld Compatible Professional Documentation No Impulses to Bind No Aliases to Learn Direct Support for Single-player Mode Remote Administration (100% Flexible) Customizable Toggles without QuakeC Programming Quest Mode: Cooperative/RPG Network Purge Mode: Goal-Oriented, 2 Teams Deathmatch * Unregistered FvF has 60 new models. ** Registered Version Only C. Requirements Minimum Requirements: Pentium 60 16 Megs of RAM 10 Megs of Free Hard Disk Space Quake, Registered Version --------------------------------------------------------------- --------------------------------------------------------------- II. PLAYING THE GAME "It's not my fault! I swear! I didn't mean to let them out!" Tadao sighed and shook his head. He brushed aside some of his bluish hair. "That," he said with a voice like thunder, "is why YOU are the apprentice, boy!" He turned and looked into a shimmering pool of metallic liquid. His eyes focused and he touched a series of stones that lit up as he did. "It's a good thing we were able to contain most of the creatures before it was entirely too late, Criton" He absent-mindedly rubbed the gem that was placed squarely on his forehead. It shined as if a lamp had been switched on from within. He was thinking. The boy stammered a bit. "Fath...I mean...Gemmaster...is... is there anything you can do?" Tadao turned to meet Criton with eyes that were black with anger but when he saw the young boy's own tearful ones quivering back at him, he could not help but soften his tone. "You're just lucky you didn't open the door to any of the SMART ones." He smiled for a moment as Criton wiped his nose with his sleeve. "I need you to tell me exactly, and I mean exactly what happened. Criton hung his head. "I'm sorry. It just looked so interesting I just wanted a closer look. But while I was looking at it,it just sort of...came to life!" "Came to life? How?" Now Tadao was paying attention. Criton thought back to what must have been only a short time ago. His eyes had looked upon the strange configration of metal, gem and machinery that his father had created. Tadao had been working on it for months, leaving his family and friends unattended, but they were accustomed to this. After all, Tadao was no ordinary mage, he was a Gemmaster. One of the very best of the best of magicians in Hoya. But ever since he struck that deal with the Eartheans, those strange off-worlders who could not use magic. It was just sitting there in the containment box, almost as large as he was, looking like nothing more than an organic gem-encrusted door. It had been laden with stones and runes and metal, all supposedly doing different things and all tingling with multi-colored wonder. He had seen artifacts made by other Gemmasters before; great artifacts of wonderful power. But this one was different. This was the first to use "technology" as well as magic. What was it Tadao had said? He had said that he was using a gem of stellar creation. Something not from the ground but from the stars. It was the stuff and the source of life itself. A small piece of a White Dwarf had been amazingly collected by the Eartheans and given to the Gemmaster. And he had taken it, confident in his ability to reign in what took a ship as large as a house to bring. He remembered sneaking in so that he could study it and then, for some reason, he felt as if something had jumped out and touched his insides. The air became scorched and smelled of burnt flowers. He didn't really know what happened after that. The next thing he remembered was his father picking him up in his strong arms and reviving him. He wanted to tell his father exactly what happened and he wanted to explain how the thing had reached out and grabbed him by his mind. He wanted to explain that for the briefest of moments, he saw things and felt things like never before. For the briefest of moments, he thought he understood everything but knew that he truly understod nothing at all. There had been an energy there that surpassed maybe even the most powerful of gemstones...maybe even more powerful than the soulgems that the Gemmasters wore. The thing had shown him what REAL power was like, but being a child, he was too weak or too confused or too scared to be able to explain. He wanted to tell about it. He wanted to very much. But all he could say was, "I don't know." The Gemmaster kneeled and looked at the gaping hole in his labroratory's floor. It was deep and dark and it looked every bit like a wound in the side of some great beast. In all practicalities, it was. "You must know something." "I really don't know." Tadao pulled the boy close and bent down to one knee. "I know it wasn't all your fault," he said. "I shouldn't have left my experiment open for you or anyone to find. I should have locked the door or something. I'm not angry with you so much as I am with myself. With what I was attempting to create, I should have been more careful. The blame is my own." "You...your fault? How? You're a Gemmaster." "Maybe so, but I'm not perfect." He smiled. "The important thing is that you are still alive and regardless of what happened in the past, I must now deal with things of the future." Tadao touched the rim of the atifact made hole again as he had done earlier. He twinged again, feeling something raw, also as he had felt earlier. "My artifact is no longer on this plane of existence. I'm not sure how or why, but it seems to have jumped planes. But I can use this as an access point." "Jumped planes?" Criton asked. "What do you mean?" Tadao turned back to the shimmering pool of metalic light he had adjusted earlier and was now connected to the hole. "Come here...look." He led the boy to the pool and touched a few cyan colored stones that were nestled at the sides. It shifted as if someone had dropped a pebble into its middle. It soon slowed to a steady pulse. After a moment, Criton noticed things moving. Alive things. "See them? Those creatures are from other dimensions. The Artifact created open doorways, so to speak, to alternate realities." "How could that be?" "Each reality, or existence plane, is stacked on top of the other, like sheets of metal, parallel to one another and never touching, but nonetheless, still there. Somehow, my artifact has warped these planes so that now, they touch at various points, creating what wasn't there before... doorways. It looks as if there IS life on the other side." "If they aren't too smart, then how can THEY get here?" "Like I said earlier, maybe these new creatures don't have a lot of brains but they can be VERY dangerous and they can get lucky. The only way we can really stop them is to send somebody in there to kill them off and close up each doorway. As long as those paths are linked the way they are, those creatures can get to us and other places as well and who knows what might follow." Criton looked scared. "Will you be going?" "Maybe, and a few others I know." "PortAns?" Critons asked. More to himself than to Criton, the Gemmaster went on. "What little I could do I have already done but the artifact's influence is spreading outward like tentacles now. Each portal is quickly linking to the next. In a short time, the beasts may well find the paths they need to get here. And I have no intention of letting THAT happen" "PortAns?" Criton asked again. "Yes, with some PortAns," Tadao replied. They had had this conversation before. "Not all PortAns are bad just like we aren't all good. I think I am going to need their special talents. This is a job I cannot do alone." Criton had a sudden realization. "It's their fault! If they had never given you that...that stuff you wouldn't have used it." "It's not their fault either. I asked for the White Dwarf matter to use. I thought that harnessing its power could lead to something that had never been seen before." He chuckled. "I guess it worked. It's really a moot point now...isn't it?" "Don't go, Father! Let someone else do it!" Tadao looked down firmly. "Criton, a Gemmaster can never shrug his or her responsibilities off to other people. Never." "But what if you die?" Criton burst into tears. He could hold them back no longer. Tadao again rubbed the shining gem between his brows. It danced with light and almost seemed...alive. "Surprisingly enough, I think the artifact is doing exactly what I hoped it would do. I don't think anyone going on this quest really CAN die. That was the whole point to begin with. Things are so twisted now that once in the stream, theoretically speaking, you would just sort of...start over. Theoretically speaking." "But what if you do!" Criton was almost screaming now. Tadao placed his hand on his only son's shoulder. "Then you will have to become an even greater Gemmaster than I." **************************************** A. Standard Rules These rules are standard in FvF. Some of these rules can be toggled from the server. (see SERVER.TXT) 1. Users may not suicide after they have less than 0 frags. 2. Frags will not drop below -10. 3. Changing classes usually requires the player to have 50 health. 4. All weapons and items are lost when a class is changed. 5. User names: "", and "player" are automatically renamed. B. Quest Mode Rules This is where the fun begins. Quest is a hybrid coop/RPG game using the FvF characters. Quest adds a whole new dimension to Quake and is in our opinion, the ultimate teamwork experience. By allowing multiple players to completely work together, the game no longer is simply a kill or be killed game (although, that aspect still remains). The players must work in sync against the much stronger monsters and complete the level. Unlike traditional coop, Quest gets rid of some of the burdensome aspects of cooperative play. There isn't any need for keys, health or ammo respawns. The monsters are challenging enough so that players will find themselves coordinating their attacks to eliminate them. Players are awarded frags for eradicating the big, bad monsters. These frags are carried from one level to the next. When a player earns enough frags, they serve as experience points. As in any good RPG, when enough experience points are earned, the player will advance in levels. Quest mode is activated when "coop 0" and "deathmatch 3" is set by the server. Rules in Quest mode: a. You cannot hurt other players. >WHEW< b. Initially most monsters have 2X life. Fiends and Hell Knights have 4X life. Shamblers and Vores have 8X life. c. Frags are considered experience points. The more experience points you get, the more levels you can gain. Players are normally awarded 1 frag per monster killed. Fiends and Hell Knights give 2 frags. Shamblers and Vores give 3 frags. Level are gained when frags reach the following: 4, 8, 16, 32, 64, 128, 256, 512, 999. d. Players lose 1 frag from being killed by a monster. They cannot drop below 0 frags and they cannot suicide. e. Experience frags will carry from one level map to the next. f. When a backpack is dropped, it contains all of the players weapons and ammo, not just the last one used. Only the backpack's owner can pick up his/her own backpack. h. Players must kill 75% of all monsters to exit a level. They are informed when they have reached 75%. i. Keys are not necessary as all gates/doors are already open. j. Health and ammo take 3X as long to respawn. Health regenerates every 60 sec's. Ammo regenerates every 90 sec's. k. Armor and Power-ups do not respawn at all. You must rely on your team Cleric for those once they are depleted from the map. So make sure someone is a cleric! l. Some weapons are considered power-ups during game play and are needed for characters to gain certain abilities. Weapon availability and rules act exactly as "deathmatch 2". They do not disappear when picked up by a player. They are always available so that everyone can power up. m. Quest servers are typically limited to 4 players due to the fact that there are only 4 coop spawn spots. C. Quest Mode Tips 1. There absolutely should be a Cleric (or Monk) on the team. And he must be guarded viciously. Without the Cleric, players will quickly run low on life, armor, and power-ups. Clerics can also turn undead and easily eliminate all zombies on the map. 2. There should be a Ninja on the team also. The Ninja can easily kill larger, slower, and more powerful foes with flamewalls or bombs. The Ninja can also Critical Hit/Lethal Poison Hit them. If a stronger class, eg. Fighter or Wasteland Warrior, is occupying the monster's attention, the Ninja will have plenty of time to score a Critical Hit or drop bombs (or teleport away if he/she is a coward). 3. A Mage or Android will help ease the burden of ammo boxes. Since they both can regenerate ammo, they do not have to pick up every ammo box they find. 4. Fighters will help ease the burden of health boxes. They can heal themselves and do not necessarily need to pick up all the health boxes. Fighters can also easily eliminate those bothersome, weaker monsters. 5. Communication is very important in Quest. For example, locating and describing the status of monsters makes it easy for well equipped players to weaken or kill rooms full of monsters with a BFG or Nuke. 6. Stronger monsters are easily dealt with by gang rushing them with several players, from different sides, at the same time. **************************************** Col. Samual T. Roc puffed away on his cigar creating a laser-proof screen of smoke. He was pouring through a stack of computerized reports with a dour expression. With each page he read, a large cloud marked his feelings. "Just what the hell is all this?" he said without looking up from his viewing pad. A skinny man with a yellowish face was sitting across the room, as far from the smoke as possible. "It's exactly as you read there, Colonel." "Are you trying to tell me that this religious group calling themselves the Coalition for the Liberation of the Out-territories is holding all of PortA hostage? Hell, their name is long enough to give me a hernia." "The CLO is not something to simply be poo-pooed, Colonel. Their sway both politically and religiously has swelled astronomically the past few years and have caused our businesses nothing but headaches. Before, they were merely a nuisance but now they seem to have the power to back up their threats even further this time." "With what, Max? This report just mentions something about a weapon that can warp space or something. That's not possible." Roc gave him an eye from amidst the smoke. He liked playing the tough defense colonel. It was a role that he had practiced to perfection. Maximillian Smythe just eyed him back. He was used to Col. Roc's style of grandstanding. That's why the Board of Trustees sent him all the way from the Central Office back on Earth in the first place. "Scan over to the details section and take a peek at the schematics. We don't have all of the details, but lightly speaking, it is a device that utilizes both Hoyan magic and PortAn technology. It was created some 25 years ago by one of their Gemmaster." "Gemmaster. That's like their elite magician's club isnt it? Yeah, I've had a few run-ins with them before." Smythe went on, "Utilizing White Dwarf Star matter that we... loaned to him, he was able to harness the gravitational power. Apparently, it can alter the time stream to the point of granting whomever controls it the ability to change reality in ways that we can't even begin to understand. It's potentially an incredibly deadly weapon." "That's a heavy load of adverbs you're tossing around there, Max. You seriously BELIEVE all that Hoyan mumbo-jumbo magic crap?" "It's not what I believe so much as it's what the Board believes. That 'mumbo-jumbo magic crap', as you call it, has been able to fend off our advances for some 120 years now. That's why we created the Out-Territories in the first place, as a neutral buffering zone between us and them. For over 50 years we have held that alliance with the Hoyans over these direct line of planets but as you know, it's a fragile peace at best and now the CLO is threatening to collapse all of that hard work in our faces." "Well, if this thing is powerful, why the hell did you let him build it...or even KEEP it?" "We thought it had been destroyed. We also thought that perhaps one day, WE would be able to duplicate it." Roc grinned a bit as he re-lit the end of his now much shorter cigar. "But it wasn't destroyed and now this CLO has it." He laughed a bit and blew out two thick smoke rings. "Have you ever thought about just giving them what they want?" he said almost casually, already knowing the answer. "We need those out-planets where they are. There is absolutely no room in the charters for granting autonomy yet. Someday, perhaps, but the commercial value of the planets are still very high and growing. We have far too much invested in them." "That's what I thought. Freedom is profitable, but only if sold in small lots, eh? Sounds to me like you guys just don't want the CLO horning in on your turf." Max sighed. "Really, Samual, I don't have time to get into another one of your pseudo-theological debates. The pursuit of capital is NOT a religion." "If you say so. You know, you board members are always getting yourselves into trouble and then you want me and my boys to go in and mop up on some butt to fix it." "Perhaps. However, you will not be going in with many of your own men this time. As a matter of fact, we're giving you an ally." Max tapped a control button on his wristwatch. "Mary, will you send him in." Col. Roc stood up and watched the door slide open and in stepped a tall man with grayish purple hair whose years seemed to be etched in his face like rings on a tree. His maroon cape draped down to the floor and his clothes had the definite appearance of the puffy sleeves and knee-high boots favored by Hoyan designers. But it was not the clothes that caught his attention much as it was the yellow-orange gem that glowed slowly on the man's forehead. "What the hell? You're going to team me up with a lousy Hoyan magic-man? Have your stocks dropped, Max?" "This is no ordinary Hoyan, Col. Roc. I would like you to meet the man whose father made the so-called 'Artifact of Divinity'. This is Gemmaster Criton Brightstar." "Holy squonch puckey." "And I," Criton said, bowing slightly, "am quite pleased to meet you as well." **************************************** D. Purge Mode Rules This is where FvF really deviates from regular Quake or any other game. Purge is a variation of Tag, King of the Mountain, and Capture the Flag. But it is not like any single one of them. Capture the Flag takes much of its rules from the game of Paintball whereas Purge follows some of these rules but also has a number of differences making it quite unique from Paintball. Purge is usually called Defend the Fort or Alamo where there is only one flag and one team defends while the other is the attacker. They can distinguish each other through color. There is the ALLIANCE whose forces are made up of the unlikely alliance of the magic-users of Hoya and the technology driven people of PORTA. They distinguish themselves with red. The Coalition for the Liberation of the Out-Territories, or the CLO, always wear blue. Their goal is to free the series of planets that the other side controls and the Artifact of Divinity is the key to this success. Although the conflict began with the Hoyans and PortAns, The Artifact's influence has been felt throughout many planes of existence. Wherever it was found, and for those able to weild it, their lives were changed forever. Such stories abound concerning who the Artifact has left its influence and power throughout MANY planes, leaving those who found it. Entire religions have been founded resulting from the Artifact's visits. Purge may be thought of as a religious cleansing war. While both sides incorporate the technologies and magic of the other, as with most religions, each believes that their way of thinking is the most justified and no other ideas should exist other than theirs. If they have to, they will use any and all means at their disposal to wipe out the other side. They can distinguish each other through color. There is the Devout Red Order of Siplak and the Blue Consciousness of Kalpis. They must try to establish a temple, a following, and appease their god before the other religion does. One religion is defending their god, while the other religion is trying to "purge" the heretics. It is a constant struggle that, like a pendulum, swings back and forth The Aritifact has created points through time and energy flows through granting those with the ability to harness it, great power. These "Altars" can grant both life and death and are powerful in themselves. But when combined with the Artifact, the user can become a virtual Deity. Each side wants to dominate these nexus points AND the Artifact to control the territories before the other side does. One religion is defending their beliefs and their way of life, while the other religion is trying to "purge" them and maintain their control. It is a constant struggle that, like a pendulum, swings back and forth 1. Artifact of Divinity a. The Artifact of Divinity grants immortality. b. If it falls in lava, slime, or dropped where it cannot be reached, it will return to the Altar. c. If 60 seconds pass without it being touched, it will return to the Altar. d. Anybody can pick up the Artifact and once they do, they become the Deity and are granted immense power. 2. The Altar. a. The Altar is one of the nexus points through which time and energy flows more freely. Only the Cleric, Monk, and Deity can stand on the Altar. While on the Altar, their regeneration rate increases to 1 per second. b. The Monk and Cleric can be telefragged while on the Altar but not the Deity. The Deity is merely pushed off. c. If any other character class attempts to use it, they will take damage from standing on the Altar. d. The Altar is always at the player's normal start position. e. The Artifact starts at the Altar. 3. Monk and Cleric a. They can benefit from using the Altar. b. The items they make can only be picked up by members of their own team. 4. Deity a. The Deity is someone who has acquired the Artifact of Divinity. Their character class changes and all previous abilities disappear. A Deity is a poor fighter. Almost everything he/she does leaves him/her a little more vulnerable for a few seconds. b. Phoenix Attacks do 2.5 damage X life. A Deity can effectively kill one player. When making an attack, a Deity's life will drop to 60 but no lower. However, he/she is almost never successful in killing multiple players without assistance. c. A minimum of 60 damage in one frame is needed to kill the Deity. In other words, unless your attack does at least 60 points or more, the Deity will still live. In this way, The Deity is for all intents and purposes, immortal. In a way, he/she is like a Zombie and can just keep going. In fact, the Deity requires much more timing to kill because he/she can run up to you and use Phoenix Attack to wipe you out. A Mass Driver attack will not kill the Deity but Ninja Bombs will. NOTE: The Cleric normally cannot kill a Deity. That is by design. So don't expect to use the Guardian Spirit to kill the Deity unless you have Quad Damage. d. The Deity heals 1 hit point every 5 seconds unless standing on the Altar. e. The Deity can never be telefragged. f. The Deity can only be killed by oppoents who are in close proximate to him. He is completely immune to extreme long range attack. E. Purge Mode Tips 1. Purge requires teamwork. No matter how good you are, you cannot carry the entire team. You cannot play the Deity and keep him alive without help from the others. 2. The Deity is a moving target that needs an entourage to protect him. If he does not have a team, he is easy bait. 3. In the ideal situation, there is a Cleric or Monk with the Deity because he can benefit from Mass Bless from the Clerics and the Altar. 4. If a team chooses not to hold the Altar, even if the Deity is not there, a Cleric or Monk can use the Altar to cast huge amounts of Divine Interventions and Armor to his/her teammates. The Altar and the Deity are about equally important to control in the game. F. How Do I Play FvF in Single Player Mode? 1. Download FvF (usually FVF(x).ZIP) into a temporary directory. 2. Decompress FvF into a SUBDIRECTORY inside your QUAKE folder. For example: If your Quake is stored in C:\QUAKE, then decompress FvF into C:\QUAKE\FVF. If Quake is in D:\GAMES\QUAKE, then decompress into D:\GAMES\QUAKE\FVF. 3. Run Quake with the command QUAKE.EXE -GAME FVF -WINLOCK 16. 4. Play Quake as you normally would, but enjoy the MANY changes. G. Changing Character Classes To change player classes, you hit* either '9' or '0' on your keyboard. This cycles the classes forward or backwards. FvF will automatically bind: '9' to IMPULSE 30 '0' to IMPULSE 31 H. Other Special Keys 1. Class Lock Key Used: BACKSPACE Class Lock will lock your class. You will not accidentally change your class. Just tap BACKSPACE. 2. Other Player's Info Key Used: [ Point at player, push "[" and the information for the player you are looking at is revealed. It is abbreviated and appears at the top of the screen. This is primarily used in Quest and Purge for Clerics. 3. All Player's Info Key Used: ] Push "]" and all the information about every player is revealed. It is abbreviated and appears at the top of the screen. This is primarily used in to decide who is the Deity in Purge and which class is the most needed in a game of Quest. Abbreviations used in Info Functions: Red Armor = r Yellow Armor = y MooD Red Armor = mr MooD Armor = m Green Armor = g Shield (free armor in Quest) = s Health = h Frags = f Experience Points (same as frags in Quest) = x Level (Quest status) = l For Example: Hap.fvf[MG] 2l 3x 100h 159r means: Hap is a Mage that is 2nd level, 3 experience points, 100 health, and 159 red armor. Hap.fvf[DM] -4f 62h 10d means: Hap is a DooM Marine with -5 frags, 62 health, and 10 DooM Armor. Remember DooM armor acts differently than normal armor. **************************************** "It's not like anything ever found before. It had been given to us by the Maker and He has sent it us, His Children. We shall use it rid ourselves of all those who choose not to be the same as we and we shall use it make the Maker's Kingdom even greater! Woe be to those who do not agree and woe be to those who would stand against us." -quoted from the Book of the Devout Red Order of Siplak "Oh yeah! Well, you just try and take it!" -quoted from Fred, Clan Leader of the Blue Consciousness of Kalpis. **************************************** --------------------------------------------------------------- --------------------------------------------------------------- III. WHAT ARE THE CLASSES There are currently 12 classes. Each class has a completely different weapon set. Additionally, each class encourages a different style of play. All classes are balanced against the original Quake Soldier so playing him is NOT a disadvantage. There isn't really any need for you to master all the types. After trying the various classes, choose the one that best suits your style of gaming. Remember each class plays differently and serves a different purpose in teamplay. For example the Cleric can heal, grant armor and power-ups such as Quad-Damage. He is used to bless players on the same team. But don't ask him to run out there and take on a Fighter toe-to toe. It will be a slaughter. Rules of thumb in the FvF magic system: 1. Magic Spells have no recoil or muzzle flash. 2. Magic Spells do not have auto-aiming. NOTE: Power-ups are automatically applied when picked up. ----- A. Quake Soldier Class: Quake Soldier Classification: Future Strength: 10 (normal) Dexterity: 10 (normal) Intelligence: 10 (normal) Description: The QUAKE soldier is a standard army issue grunt for the PortAn militia. PortA does not have a regular standing army but rather commissions a very large self-defense force (SDF). However, for game-play, he's the original and he's here in all his blood 'n guts glory. The Quake Soldier has been left unaltered for you diehard conservatives. Tips: 1. You're probably used to his strengths and weaknesses and he's still a match for the new character classes. He is an excellent fall-back character in case you find yourself getting whipped by a particular class. Many of the FI staff regularly play as the Quake guy and do very well. 2. The grenade launcher is a wonderfully understated weapon. Use it in small rooms and dark corners. -tip from KENN ----- B. Android Class: Laser Android Classification: Future Weapon Style: Lasers and Energy Weapons Strength: 10 Dexterity: 10 Intelligence: 15 (Robotic Technology [see below]) Special: Robotic Technology 1. Recharges 1-4 Cells/1 sec Description: The Laser Android, Model xLAX-IM5, contracted to and built by MoTech Defense Systems, serves the purpose as an all-around sentry and frontline trooper for the PortAn Self-Defense Force (SDF). The Latest in state of the art technology, the IM5 model incorporates such advancements as multi-barreled x-axis synched laser rifles. The Android has a built in nuclear energy source that will produce energy for the next three centuries. It augments its recharging abilities by decomposing large quantities of various materials in a self-contained internal recycling chamber. Because it virtually never runs out of ammunition, the Android is considered by many to be the ultimate war machine. "Buy MoTech because it's Mo' Better!" Ammo Types: 1. Recyclable Waste (Converts to Cells: 1/sec) 2. Toxic Waste (Converts to Cells: 1/sec) 3. Radioactive Waste (Converts to Cells: 1/sec) 4. Cells (Converts to...oh, yeah...) [Weapon 1]: Environment Resistant Fly At a cost of Cells, an Android can ignore the world around him or her to the extent of ignoring heat, acid, air, and even gravity. Weapon 2]: Laser Rifle Standard issue xLAX-R100 Laser Rifle. "Field Tested and Mother Approved" Weapon Type: Laser Ammo: 1 Cell Number of Projectiles: 1 Damage per Projectile: 15 Projectile Speed: 600 Attack Speed: 8 [Weapon 3]: Spread Laser The xLAX-R400 fires 4 laser beams, in a "box shape", at the target effectively doing 4 times the damage. Excellent for targets that insist on coming at you. Weapon Type: Laser Ammo: 4 Cells Number of Projectiles: 4 Damage per Projectile: 15 Projectile Speed: 600 Attack Speed: 7 [Weapon 4]: Wave Laser This is the multi-barreled x-axis sync xLAX-R800. These babies fire 8 laser beams at a time making most anything it hits turn red with envy. Weapon Type: Laser Ammo: 8 Cells Number of Projectiles: 8 Damage per Projectile: 15 Projectile Speed: 600 Attack Speed: 6 [Weapon 5]: Ion Beamer Firing intensified ion beams (hence the name), these are excellent at laying waste to small groups in enclosed areas. Because the firing rate is so fast, energy is depleted quickly. Keep an eye on the gauge. Ion is mildly inaccurate. Weapon Type: Ion Ammo: 1 Cell Number of Projectiles: 1 Damage per Projectile: 25 Projectile Speed: 600 Attack Speed: 10 [Weapon 6]: Plasma Thrower The Plasma Thrower spews gaseous balls of energized plasma that are very effective at long range as a melee weapon. A high tech flame-thrower, if you will, the Plasma Thrower's main weakness is its tendency for the plasma to bounce wildly onto the operator if he or she gets too carried away. Be careful now, children...CHILDREN!!! Weapon Type: Plasma (Melee) Ammo: 1 Cell Damage: 30-60 Range: Extremely Long Attack Speed: 10 [Weapon 7]: Mass Driver Cannon The Mass Driver forms balls of anti-matter which it expels using a gauss accelerator. The energy created then converts into an expanding plasma which, on contact with conventional matter, causes a breakdown at a molecular level thus turning a plasma thrower into a projectile weapon. The theory of this was first brainstormed by nuclear physicists after eating several bowls of Morsmel Chili. Weapon Type: Mass Driver Ammo: 1 Cell Number of Projectiles: 1 Damage per Projectile: 30 Projectile Speed: 1000 Attack Speed: 10 [Weapon 8]: BFG 9000 The Big Fragging Gun 9000 (the Weapons Development Naming Team was in great form that day) is the top of the line when wanting to dish out the most amount of pain with the least amount of effort. This puppy has it all including stereo AM/FM Digital CD Player. Its one drawback is that is has a delayed power-up firing time very similar to the DooM marine. Weapon Type: BFG Ammo: 40 Cells Direct hit Damage: 500 Number of Projectiles: 1 Damage per Projectile: N/A Projectile Speed: 1000 Attack Speed: 1 ----- C. Fighter/Knight Class: Fighter Classification: Fantasy Weapon Style: Magic Axe of the Warrior Strength: 20 (150 Max Health) Dexterity: 10 Intelligence: 5 (cannot use or even understand advanced missile weapons) Special: Paladin and Ranger Powers 1. Melee Attacks 2. Paladin Healing Use Cyan Chi to regain health at a variable rate 3. Ranger Soul Flare Description: While Hoya ia a magic-based society, they find that a few Hoyans do NOT have the gift for magic. The Norms, as they are called, many times turn to the fighting arts that existed before the discovery of magic. He is an eclectic fighter and a master of many styles of the art of melee. He uses the healing powers of the Paladin, the brute force of the Warrior, the rage of the Berserker, the mysticism of the Ranger, and the inner strength of the Samurai. The Fighter excels in melee combat. He prefers to stay in small areas where he can greet his opponents with his sword. He is the easiest of the classes to learn. Ammo Type: 1. Cyan Chi (all ammo becomes Cyan Chi) [Weapon 1]: Magic Axe Weapon Type: Melee Damage: 50* Range: Very Short* Attack Speed: 7 [Weapon 2]: Ranger Spirit Gravity Flare One spell that the Fighter CAN use is the Spirit Flare. By expending a tiny bit of his soul, the Fighter can shed light into regions previously darkened by evil. It can be used to activate target switches and light rooms. Very effective for flushing out Ninja types. Only one Spirit Flare may be cast at a time. Since the flare is actually a part of the Fighter, when it attaches to a wall, the Spirit Flare releases the soul and it begins to search for nearby enemies which are either flying or on a Hook. It then attacks them with a lightning shock doing only 1 point of damage. However, the subsequent bolt will knock them out of the air and onto the ground where the warrior can pound on them to his heart's content. Weapon Type: Spirit Cost: 1 Life Spirit Duration: Approx. 3 sec Spirit Attack Rate: 1 Spirit Damage: 1 [Weapon 3]: Double Paladin Healing: Healing rate * 2 [Weapon 4]: Berserker Range: Increase Range (cumulative) [Weapon 5]: Berserker Range: Increase Range (cumulative) [Weapon 6]: Warrior Damage: Increases Damage (cumulative) [Weapon 7]: Warrior Damage: Increases Damage (cumulative) [Weapon 8]: Health of the Samurai: Max Health is now 200 NOTE: Power-ups are automatically activated when picked up. KNIGHT power-up: A fully armed Fighter is extremely powerful. Also, his "skin" changes from a bare-skinned barbarian to a fully armored noble. The Fighter has two skins. A Warrior-skin for regular Fighters, and a Knight-skin for fully powered up Fighters. He has the following stats: Max Health: 200 (due to possession of Weapon 8) Healing Rate: about 1 Health/per second (due to possession of Weapon 3; Fighter heals on a curve) Axe Damage: 125 (due of possession of Weapon 6 & 7) Axe Range: Long (due to possession of Weapon 4 & 5) * Damage and Range changes depending on the Fighter's power-ups. ----- D. Mage Class: Mage Classification: Fantasy Weapon Style: Spells Strength: 10 Dexterity: 10 Intelligence: 15 (Enhanced Magic Use [see below]) Special: Enhanced Magic Use 1. Regenerate chi at 1/10 sec Description: Many thousands of centuries ago, the Hoyan people evolved a symbiotic relationship with the living rock around them to survive the harsh conditions of their planet. They found that by combining certain colored stones, gems and rocks, they could force small bits of reality to change to their will, or chi. There have been countless scientific attempts to explain this phenomenon, but the only true explanation is to call it magic. The BEST of these Hoyan magicians became the peace keepers of the land. They were the wisest and most powerful. They were called the Gemmasters. The Gemmaster, or Mage as the PortAns from Earth call him, is a master of ancient mysteries and has studied for perhaps many lifetimes. The Mage has a powerful variety of attack spells that encourages him to assault each opponent differently. He is most powerful when he learns to effectively use each of his magic spells. Ammo Types: 1. Cyan Chi 2. Magenta Chi 3. Yellow Chi 4. Black Chi NOTE: Since he uses magic, his attacks have no recoil or auto-aiming. [Weapon 1]: OSM1's Dagger A Mage DOES train in one form of hand to hand combat and is surprisingly effective with it at close range. However, this is not their strength and should only be used if they run out of mana to cast spells and have no where to go. Weapon Type: Melee Damage: 10 Range: Very Short Attack Speed: 6 [Weapon 2]: Jacko's Lightning Bolt The basics of all magic begin with electricity. From this humble beginning, mightier spells are built. Weapon Type: Electricity Ammo: 1 Cyan Chi Damage: 30 Attack Speed: 4 [Weapon 3]: Darwin's Chain Lightning Unlike regular lightning, this bolt will bounces off of walls! It makes for excellent trick shots like in billiards. Weapon Type: Electricity Ammo: 2 Cyan Chi Damage: 30 - 60 Attack Speed: 4 [Weapon 4]: Fritz's Cloud Kill Covers a wide area and will affect all within it. It will not hurt the mage himself, however. Interestingly enough, it can be used to set switches. Weapon Type: Clouds Ammo: 1 Magenta Chi/projectile Number of Projectiles: 4 Damage per Projectile: 25 Projectile Speed: 800 Attack Speed: 5 [Weapon 5]: Hap's Lightning Column Sends a column of lightning from ceiling to floor and encompasses a very wide area and looks really cool. It will pursue an enemy, albeit slowly, doing vast amounts of damage. You really do not want to get caught in this maelstrom. Weapon Type: Lightning (Column) Ammo: 1 Magenta Chi Damage: 30 Attack Speed: 10 [Weapon 6]: Majelli's Delayed Fireball Very slow fireball and explodes on contact with anything. It can hurt the mage if he/she is standing too close to the target. The Fireball is accompanied by Delayed Acid Bolts. Weapon Type: Fireball Ammo: 1 Yellow Chi Number of Projectiles: 3 Damage of Fireball: 100-120 Damage of Acid Bolt: 25 Projectile Speed: 200 Attack Speed: 1 [Weapon 7]: Kenn's Instant Fireball Same as the Delayed Fireball except is MUCH faster. BE VERY CAREFUL WHEN DEPLOYING THIS...especially while Quad enhanced. Weapon Type: Fireball Ammo: 1 Yellow Chi Number of Projectiles: 1 Damage per Projectile: 100-120 Projectile Speed: Instant Attack Speed: 1 [Weapon 8]: Raison's Batch Spell - One of the best weapons. Casts 1 Chain Lighting, 1 Cloudkill 1 Delayed Fireball (including bonus acid bolts!) Mix well until gelatinous. Weapon Type: Batch Ammo: 1 - 3 Black Chi Number of Projectiles: 1 - 6 Damage per Projectile: N/A Projectile Speed: N/A Attack Speed: 1 ----- E. Sniper/Commando Class: Sniper Classification: Future Weapon Style: Sniper rifle Strength: 5 (Can only wear light armor) Dexterity: 15 (Sniper Powers [see below]) Intelligence: 10 Special: Sniper Limitations and Powers 1. Extra jumping height 2. Grappling Hook 3. Can only wear light armor 4. Original ammo limit is 20 5. Very slow firing rate 6. Has only one kind of weapon 7. Weapon normally has huge recoil Description: The Sniper was trained by the super-secret Alliance Strategic Security (ASS) and was taught to believe that wars can be won with just one bullet. This highly trained assassin is not too far from the truth. He carries a light load in ammo and armor. Instead of employing the standard "spray-and-pray" method of combat, the sniper relies on precision aim and extremely deadly bullets. His skills increase similarly to the Fighter's, has abilities similar to the Ninja, and fights in a style completely opposite to either. The Sniper prefers large, open areas to snipe from. The Sniper is very agile and can be used to assassinate key opponents. Ammo Type: 1. Sniper Bullets (all ammo becomes Sniper Bullets) [Weapon 1]: Hook The art of sniping lies in the correct positioning. Few high, dark corners will be beyond your reach now... Weapon Type: Hook Damage: 10 Projectile Speed: 1000 Attack Speed: 10 [Weapon 2]: Sniper Rifle He uses perhaps the most accurate rifle in the world, custom built just for him. In the hands of a true marksman, his rifle rarely deviates from its aim and it fires on the dot, all the time, every time. Weapon Type: Sniper Bullet Ammo: 1 Sniper Bullet Number of Projectiles: 1 Damage per Projectile: 75* Attack Speed: 1* Rifle Recoil: Extremely Heavy [Weapon 3]: Increased Ammo Limit + 20 (40 total) [Weapon 4]: Increased Fire Rate (cumulative) [Weapon 5]: Increased Fire Rate (cumulative) [Weapon 6]: Rifle Damage Increase damage (cumulative) [Weapon 7]: Rifle Damage Increase damage (cumulative...get the picture?) [Weapon 8]: Assassin's Rifle This little baby is silenced, recoilless, and has no muzzle flash. If you hit they die. If you miss, all they hear is the ricochet and not the actual shot. "Weapons Free, Fire at Will!" NOTE: It is EXTREMEMLY advisable to all involved that when a Sniper is playing...LOOK UP! COMMANDO power-up: If the Sniper is able to get all of the weapons, he becomes a COMMANDO. A fully armed Sniper is extremely powerful and has the following stats: Weapon 1: Hook Ammo Limit: 40 (due to possession of Weapon 3) Rifle Damage: 125 (due to possession of Weapon 6 & 7) Rifle Speed: 3 (due to possession of Weapon 4 & 5) Rifle Type: Silenced, flash suppressed, recoilless (due to possession of Weapon 8) NOTE: The Sniper has two skins. A Soldier-skin for regular Sniper, and a Commando-skin for fully powered up Sniper. * Damage and Speed changes depending on the Sniper's power-ups. ----- F. Cyborg Camper Class: Cyborg Camper Classification: Future Weapon Style: Explosives! (heheheheh) Strength: 10 Dexterity: 5 (Uses slightly inaccurate but wide area weapons) Intelligence: 10 Special: Extra Ammo Load 1. 150 max. mini-rockets 2. 150 max. rockets Extra Starting Ammo 1. 50 mini-rockets 2. 10 bullets 3. 5 rockets 4. 1 cell Description: "Infantry collapse in an ocean of blood as they are mowed down by the Camper's weapons of mass destruction," reads the splash pages that advertise throughout the catalogues. The Camper, billed as "the ultimate advancement in cyborg technology", is half-human and half-machine. They are relentless and were designed with the belief that "spray-and-pray" and staying in one place is superior to skill and aim. The Camper has robotics designed by Hasselhoff Cybernetics and weapons that are so powerful, he only needs to point the barrel in the general direction of his opponent, pull the trigger and watch the opponents scurry for cover. Like the Fighter, the Camper is extremely easy to learn. If you are a fan of the infamous rocket launcher of regular Quake, you will love this character class. Ammo Type: 1. Mini-Rockets (150 Max) 2. Bullets 3. Rockets (150 Max) 4. Anime Rockets [Weapon 1]: Axe Last resort (and I'm not talking Hilton) [Weapon 2]: Homing Scrub 1000 It's a rocket with a difference. Designed for the unintelligent combatant, the the HS-1000 is armed with the latest in Fire and Forget Technology (tm). Once released, the HS-1000 will lock in on enemies and follow them until detonation. Weapon Type: Scrub Ammo: 1 Scrub Number of Projectiles: 1 Damage per Projectile: 20 Projectile Speed: 320 Attack Speed: 1 [Weapon 3]: Camper Cannon 2000 Same as above but with twice the damage. Weapon Type: Scrub Ammo: 2 Scrubs Number of Projectiles: 2 Damage per Projectile: 20 Projectile Speed: 320 Attack Speed: 1 [Weapon 4]: Assault Rifle Rapid fire, useful for killing at long range or short. The bullet spread from the Assault Rifle is a constant. Regardless of the opponent's distance, the area of the bullet spread stay the same; it never gets larger or smaller. Thus the Assault Rifle's spread actually aids in aiming. Weapon Type: Machine Gun Ammo: Bullets Number of Projectiles: 1 Damage per Projectile: 10 Spread Style: Vertical (Constant) Attack Speed: 10 [Weapon 5]: Spray and Pray Gun Wild spread, wild rate of fire, lots of noise and then everything stops moving. Ran out of bullets about the time I ran out of enemies. Often described as the ultimate spray-and-pray weapon, it fires two bullets out of the same barrel. I find that it's really good for either panicking or making your opponents panic as well. The bullet spread is a constant. Regardless of the opponent's distance, the area of the bullet spread stay the same; it never gets larger or smaller. Thus the spread actually aids in spraying. Small problem with friendly fire deaths though... Ah well, the life of a camper I guess! Weapon Type: Machine Gun Ammo: Bullets Number of Projectiles: Varies (gets faster as it is fired) Damage per Projectile: 10 Spread Style: Vertical and Horizontal (Constant) Attack Speed: Varies (gets faster as it is fired) [Weapon 6]: Blowfish 2000 Yes, the name sounds silly and slightly Freudian, but none-the-less it launches spiked balls that bounce lightly and explode quickly. Weapon Type: Blowfish (Grenade) Ammo: 1 Rocket Number of Projectiles: 1 Damage per Projectile: 100-120 Explosion Delay: 1.5 sec. Attack Speed: 5 [Weapon 7]: Proximity Bomb Launches a bomb which sticks to the wall & explodes when a victim walks near it. Weapon Type: Proximity Bomb Ammo: 1 Rocket Number of Projectiles: 1 Damage per Projectile: 100-120 Projectile Speed: 1000 Attack Speed: 4 [Weapon 8]: CMP 9000 One of the ultimate weapons as it launches multiple rockets at high rates (similar to the Delineator or Demolishizer or something from some other obscure game, but more effective in this author's humble opinion). If you're not behind this weapon and you hear its distinctive sound, MOVE FAST! Weapon Type: Explosive Ammo: 1 Anime Rocket Number of Projectiles: 1 Damage per Projectile: 35-45 Projectile Speed: 1000 Attack Speed: 10 Attack Area: Very Wide ----- G. Cleric Class: Cleric Classification: Fantasy Weapon Style: "Giving Stuff and Taking Names!" Strength: 10 Dexterity: 10 Intelligence: 20 (Cleric Abilities, Meditative Powers [see below]) Special: Cleric Abilities 1. Creates health 2. Creates armor 3. Create power-ups 4. Can turn undead 5. Can use the Altar 6. Can conjure a Guardian Spirit Meditative Powers 1. Regenerates 1 Chi/2 sec Description: A follower of the [choose your religion], the Cleric is a [choose your cleric's title]. His powers comes from many hours of prayer to [choose your deity]. The Cleric is comparatively poor in combat, although he can easily dispatch weaker, poorly equipped foes. Instead of fighting, the Cleric concentrates on blessing his teammates with health, armor, and Divine Intervention. The weaker undead, such as zombies, are no match for the Cleric's ability to destroy them. Ammo Types: 1. Cyan Chi 2. Magenta Chi 3. Yellow Chi 4. Black Chi NOTE: Cleric has the power to Turn Undead. He can kill zombies with just one attack of any kind. Also, the Cleric uses magic, thus his attacks have no recoil and no auto-aiming. [Weapon 1]: Drain Drains health from your target and gives it to you! Weapon Type: Melee Ammo: None Damage: 10 Healing: 10 Range: Extremely Long Attack Speed: 8 [Weapon 2]: Acid bolt Wide area acid that will corrode the target. Weapon Type: Acid Bolt Ammo: 1 Cyan Chi/projectile Number of Projectiles: 2 Damage per Projectile: 25 Projectile Speed: 800 Attack Speed: 7 [Weapon 3]: Guardian Spirit The Cleric summons a spirit. The Spirit is a real creature, having actual health (100). It attacks the nearest enemy with a lightning bolt. To maintain the spirit, the cleric will drain 1 Cyan Chi every .5 second as long as he or she holds the fire button. The Spirit can be thought of as a "guard tower" especially designed for Purge. It can completely stop camping in key areas. In Co-op or Quest it can be used to clear a dangerous room without risking the party. NOTE: Spirit Attacks creates one entity and only one entity can be created at a time. The Spirits will attack the closest living creature with a bolt of lightning. Spirits act on their own, and only require the player to place the Spirit near the opponent. The Cleric's and Fighter's Spirit Spells are not the same and act completely different. Spirits can only attack one player at a time. Weapon Type: Spirit Cost: 1 Cyan Chi/0.5 second Spirit Life: 50 Spirit Attack Rate: 6 Spirit Damage: 10 [Weapon 4]: Create Armor Creates Green Armor. Cost: 15 Magenta Chi [Weapon 5]: Create Health Creates Health box (+15hp) Cost: 5 Magenta Chi [Weapon 6]: Create Megahealth Creates Megahealth box (+100hp) Cost: 30 Yellow Chi [Weapon 7]: Create Megaarmor Creates Red Armor Cost: 40 Yellow Chi [Weapon 8]: Divine Intervention This spell is the one I have the most fun with. It is effective for a cleric to hole up in a defensible area and create random objects for his/her teammates. Randomly creates either: 1) Pentagram of Protection, 2) Quad Damage, or 3) Ring of the Shadows Cost: 80 Black Chi ----- H. Ninja Class: Ninja Classification: Fantasy Weapon Style: Daggers & Bombs Strength: 5 (Can only wear light armor) Dexterity: 20 (Martial Art Agility, Thief Skills [see below]) Intelligence: 10 Special: Martial Art Agility 1. Extra jumping height 2. Takes no damage from falls Thief Skills 1. Can only wear light armor 2. Stealth: No jumping sounds 3. Stealth: No attacking sounds 4. Ring of Shadows lasts 300% longer 5. Critical Hit (kills ANYTHING instantly!) 6. Max black chi limit of 5 Extra Ammo Load 1. 150 max. daggers 2. 150 max. magic daggers Extra Starting Ammo 1. 50 daggers 2. 10 magenta chi 3. 5 magic daggers 4. 1 black chi Description: The Ninja is the stalker of shadows. He practices the secret art of Korokata, or The Way of the Kill. By summoning his inner force, his spirit, his chi, and embedding it into his dagger when he throws them, on occasion he causes humans, monsters, and even robots, to be instantly killed. Little is understood about this strange power, only that it's a highly guarded secret, and it takes a Ninja years of training to develop. Also his power is intensified by poison. The Ninja is extremely quiet, and quick. He relies on luck, skill, and silently sneaking up on his prey. He despises full frontal confrontation. He is also a master of escape and will use bombs and teleportation spells to evade his opponents if he is unable to kill them. Like the Sniper, he is an excellent assassin. However, unlike the Sniper, the Ninja prefers small areas, where his opponents can't dodge his limited number of daggers. Ammo Types: 1. Throwing Daggers 2. Magenta Chi 3. Magic Daggers 4. Black Chi NOTE: When the Ninja uses magical spells, his attacks have no recoil. [Weapon 1]: Grappling Hook Works the same as the Grappling Hook for the Sniper. The Ninja can hang from any spot and launch daggers with impunity. Weapon Type: Hook Damage: 1 Projectile Speed: 1000 Attack Speed: 10 [Weapon 2]: Throwing Dagger The Ninja's basic weapon and surprisingly effective due to it's speed. When the Ninja has the Quad power-up, even the toughest of monsters will fall with a simple toss of the dagger. Weapon Type: Dagger Ammo Type: 1 Throwing Dagger Number of Projectiles: 1 Damage per Projectile: 20 Projectile Speed: 900 Attack Speed: 8 Critical Hit Chance: 2% [Weapon 3]: Armor Piercing Dart Lethal is the key word here. Poison darts pierce and bypass all armor. Thus 20 damage is 20 damage even if opponents are wearing armor. Weapon Type: Dart Ammo Type: 1 Throwing Dagger Number of Projectiles: 1 Damage per Projectile: 20 Projectile Speed: 900 Attack Speed: 8 Poison Hit Chance: 2% [Weapon 4]: Bomb Spell Leaves a delayed bomb behind you! Use ONLY while running or moving at least! These do an immense amount of damage. Much fun can be had by going up to an opponent's face and giving him one of these as a present before running away. It is about as deadly as you can get in Quake. You may even drop a Shambler this way. Quad is totally unnecessary but the gibbing of Shamblers with a single bomb will make even the mightiest of warriors shudder with fear. On a happy note, the Ninja cannot hurt himself with this bomb. Weapon Type: Bomb Ammo: 1 Magenta Chi/Projectile Number of Projectiles: 9 Damage per Projectile: 80 Explosion Delay: .5 sec Attack Speed: 6 [Weapon 5]: Flamebomb Spell Leaves a firewall behind you. This will harm anyone willing to move through it. The Ninja cannot harm himself with this bomb. Weapon Type: Bomb (Flame) Ammo: 1 Magenta Chi/Projectile Number of Projectiles: 9 Damage per Projectile: 60 Explosion Delay: .5 Flame Duration: Approx. 2 sec's. Attack Speed: 6 [Weapon 6]: Dagger Array The Ninja can now grip multiple daggers in his hand and launch a volley of three daggers. NOTE: The center dagger has a 2% critical hit chance. The two side daggers each have a 1% percent chance each. 4% total if all daggers hit Weapon Type: Dagger Ammo Type (Center): 1 Throwing Dagger Ammo Type (Side): 1 Magic Dagger Number of Projectiles: 3 Damage per Projectile: 20 Projectile Speed (Center): 900 Projectile Speed (Side): 700 Attack Speed: 8 Critical Hit Chance: See note above [Weapon 7]: Dart Array Again, three darts are launched. The center dart has a 2% lethal poison hit. The two side daggers have a 1% lethal poison hit chance. Poison darts pierce and bypass all armor. (4% total if all daggers hit) Thus 20 damage is 20 damage even if opponents are wearing +200 armor. Weapon Type: Dart Ammo Type (Side): 2 Magic Dagger Number of Projectiles: 4 Damage per Projectile: 20 Projectile Speed (Side): 700 Attack Speed: 8 Lethal Poison Hit Chance: see note above [Weapon 8]: Teleport Instantly teleports the character to a random DM respawn location (in single/coop, teleports to Player Start spot) Cost: 1 Black Chi ---- I. Wasteland Warrior Class: Wasteland Warrior Classification: Future Weapon Style: Hazardous Materials Strength: 15 (Can have up to 150 Health) Dexterity: 10 Intelligence: 10 Description: After the nearly 70 years of fighting between the Hoyans and PortAns once discovering each other, many of the inner ring of planets known as the Out-Territories became little more than nuclear dumps. Yet, however inhospitable these planets may be, some settlers still choose to live there relying on the old technologies and cast-offs from the wars. Wandering out from the vast, unknown expanses of the far off post-nuclear planet regions known as The Wastelands, this warrior has learned to use strong chemicals and biological warfare as his weapons. Ammo Types: 1. Chemicals 2. Radioactive Worms 3. Ammo of the Ancients 4. Radioactive Ore [Weapon 1]: Axe A crude and barbaric weapon, scavenged from the Wasteland. [Weapon 2]: Kemikal Thrower This weapon will actually spray a mist of deadly Chemicals. If these chemicals hit an opponent, they will not only do damage, but they will also spray off of walls and fall into a puddle by the opponent and continue to injure him. This weapon is totally different from a Flame Thrower. Weapon Type: Chemical (Semi-Melee) Ammo: 1 Chemical Damage: 30 Range: Extremely Long Attack Speed: 9 [Weapon 3]: Kemikal Sprayer Wider area effect than the Thrower and brings new meaning to the term "paint the town". Weapon Type: Chemical (Semi-Melee) Ammo: 2 Chemical Damage: 90 Range: Extremely Long Attack Speed: 7 [Weapon 4]: Radeoaktiv Wurm Gun These are squishy, squiggly worms that will move with the same physics as if you have thrown some worms in Real Life (tm). These worms are deadly, extremely damaging, and look really cool. One tip: These worms are REAL which means they actually can take damage! Weapon Type: Projectile Ammo: 2 Radioactive Worm Number of Projectiles: 2 Damage per Projectile: 30 Projectile Speed: 500-1000 Attack Speed: 9 [Weapon 5]: Fusion Wurm Gun Hold down the fire button and charge the gun. Release the fire button and you will fire a powered up worm. Weapon Type: Projectile Ammo: 1 Radioactive Worm Number of Projectiles: 1 Damage per Projectile: Varies (depends on charge time) Projectile Speed: Varies (depends on charge time) Attack Speed: Varies (depends on change time) [Weapon 6]: Souper Sawdoff Shotgun This is different from that of the Quake soldier. It is a little more powerful and because it is sawed-off, the blast radius is greater. Not very effective as a distance weapon, but up close, things tend to just explode. Weapon Type: Shotgun Ammo: 1 Ammo of the Ancients Spread: Very Wide Attack Speed: 3 [Weapon 7]: Kanserous Disc This shoots a bloody disk forward. It does damage on anything it hits and it bounces back at a high velocity. If this disc is fired into a corridor or small room, it bounces around the entire room damaging, if not killing, all your opponents. To be fair, the disc does less damage with each bounce. The disk cannot harm the owner. Weapon Type: Disc (Bouncing) Ammo: 1 Ammo of the Ancients Number of Projectiles: 1 Damage per Projectile: 10-50 Projectile Speed: 1000 Attack Speed: 3 [Weapon 8]: Nuk Perhaps the most powerful weapon any player has avaliable and so caution must be advised. If used correctly, this can destroy every living thing in a given area. When fired, it uses all of your cells and launches a Nuke which arms itself immediately. It parks and glows wildly for 4 seconds while your opponents try to make a desperate break for cover. All remaining victims (including yourself) will be subjected to "40 damage X ". In other words, if you have 100 cells, the Nuke will do 4000 points of explosive damage, not to mention if you are Quaded at the time as well. Highly recommended to leave the area when you do this. I mean it too! The radiation of the blast does not pass through barriers. ----- J. Monk Class: Monk Classification: Fantasy/Future/Religious Weapon Style: Psionics and Magic Special: Giving Stuff, Movement, Divine Intervention Strength: 10 Dexterity: 15 (Martial Art Agility [see below]) Intelligence: 15 (Cleric Abilities, Monk Chi Regeneration [see below]) Special: Cleric Abilities 1. Creates health 2. Creates armor 3. Create power-ups 4. Can turn undead 5. Can use the Altar Monk Chi Regeneration 1. Regenerates 1 Chi/2 sec Martial Art Agility 1. Extra jumping height 2. Takes no damage from falls Description: The Monk is a religious character whose faith manifests itself in an intense discipline of the mind. This, combined with a natural ability, leads to incredible psionic powers as well as spells similar to the Cleric which are divine gifts. As acolytes, Monks also receive martial arts training. Ammo Types: 1. Cyan Chi 2. Magenta Chi 3. Yellow Chi 4. Black Chi [Weapon 1]: Environment Resistant Fly At a cost of Cyan Chi, a Monk can ignore the world around him or her to the extent of ignoring heat, acid, air, and even gravity. [Weapon 2]: Lunge Punch This reflects the early training of the Monk, to discipline the body before the discipline of the mind. The effectiveness for the empty hand can compare or exceed the edged weapons of the warriors and soldiers. The Monk needs to be firmly on the ground or flying in order to punch. The closer the Monk is, the more damage he does. Weapon Type: Melee (Charging) Damage: 20-80 Range: Extremely Short Attack Speed: 6 [Weapon 3]: Psionic Boom With a rapid but focussed blast of psionic energy, the Monk batters the physical and mental substance of foes. The Psionic Boom doesn't do huge damage but has a very rapid rate of fire and uses up lots of Cyan Chi. If you are within range, The Monk can dish out double damage because the swing of the punch also does 20 damage. Weapon Type: Melee and Psionic Ammo Type: 3 Number of Projectiles: 15 Damage per Projectile: 20 Projectile Speed (Side): 500 Projectile Speed (Center): 700 Damage for Melee Punch: 20 Melee Range: Extremely Short Attack Speed: 8 [Weapon 4]: Create Armor Creates Green Armor. Cost: 15 Magenta Chi [Weapon 5]: Create Health Creates Health box (+15hp) Cost: 5 Magenta Chi [Weapon 6]: Megacrush By digging deeply into his or her psyche, the Monk can call forth immense forces in the physical world. This ability takes THREE Yellow Chi and a short delay but results in a formidable spray of explosive power. Weapon Type: Megacrush Ammo: 3 Yellow Chi Number of Projectiles: 3 Damage per Projectile: 90 Projectile Speed: Varies Attack Speed: 2 [Weapon 6]: Shadow Fireball With further training, the Monk can focus and project the forces involved in the Megacrush into a hugely powerful ball of flame which explodes on contact. This is an artillery sort of weapon. It is slow, and requires patience and timing, but tends to kill things well enough to make up for this. Weapon Type: Shadow Fireball Ammo: 3 Yellow Chi Number of Projectiles: 3 Damage per Projectile: 90 Projectile Speed: Varies Attack Speed: 2 [Weapon 8]: Divine Intervention Not unlike the Cleric, the Monk also has the power to call forth forces of nature to do his/her bidding. Randomly creates either: 1) Pentagram of Protection, 2) Quad Damage, or 3) Ring of the Shadows Cost: 80 Black Chi ----- K. Deity Class Class: Religious Figurehead Classification: Fantasy/Future (they'll have religion then too, I hope) Weapon Style: Unknown Strength: N/A Dexterity: N/A Intelligence: N/A Special: Divine Powers 1. Immortal: Opponents must do 80 damage in one frame to kill the Deity. 2. Cannot be telefragged 3. Can use the Altar 4. Heals 1 health/5 sec's unless on Altar 5. Cannot pick up or use normal items 6. Cannot be hurt by anything outside of a 520 radius Description: Be he named Odin, Osiris or Zeus, throughout history we have had something or someone to follow. Who were these beings? Where did they come from and where did they go? What gave them the great strength that has become the stuff of myth and legend? The Deity is yet another manifestation of great power that somehow is able to use the focused energy of his/her/its followers to perform miracles. NOTE: Anyone can become the Deity by picking up the Artifact of Divinity. Ammo Types: 1. Health (The Deity uses his own health as ammo) [Weapon 1]: Environment Resistant Fly As with any good deity, gravity means nothing and he/she/it can easily overcome earthly boundaries. [Weapon 2]: Divine Fist The Deity will toss a powerful, slow ball of pure energy. Like the Monk, the Deity can score a double hit with his melee punch. Weapon Type: Melee and Divine Ball Ammo: 1 Life Number of Projectiles: 1 Damage per Projectile: 80 Damage for Melee Punch: 80 Melee Range: Extremely Short Projectile Speed: 400 Attack Speed: 2 [Weapon 3]: Phoenix Attack The Deity takes all the power of his own soul and transforms it into a near-suicidal explosion. He is weakened to 80 hit points for 4 secs after the Phoenix Attack. Weapon Type: Phoenix Attack Ammo: All Life Damage: 2.5 x life Attack Speed: 1 [Weapon 4]: Mass Heal Mass Heal heals all the followers of your religion. Cost: 90 Life [Weapon 5]: Mass Protect Mass Protect give all your followers of your religion yellow armor. Cost: 95 Life [Weapon 6]: Mass Ammo Mass Ammo gives all your followers of your religion their maximum ammo load. Cost: 100 Life [Weapon 7]: Mass Weapons Mass Weapons gives all your followers of your religion all of the weapons. Cost: 100 Life [Weapon 8]: Mass Bless Mysterious Powers... Cost: 100 Life ----- L. Hidden Classes DESCRIPTION: Well, there are 3 hidden classes and...wait! No...no...I've already said too much. They're hidden and a secret and they will stay that way. bwahahahahahaha >snort< --------------------------------------------------------------- --------------------------------------------------------------- IV. LEGAL STUFF A. License Agreement You (the user) are entitled by this license agreement to run one (1) copy of the software on only one machine at any time. This license also entitles the user to have one (1) copy of the software present on the machine (in original, modified, or archived form) at any given time. * BTW: Modifying FvF will earn you a special toasty spot in Hell, as an Imp in E3M8, where your job is to stand between the Spiderdemon and the Space Marine and endeavor to keep the human from harming your benevolent master. As you can imagine, you won't last long. ** Not really. Don't do this! It was just a joke! B. Copyright Agreement Future vs. Fantasy quake (FvF) contains material that is copyrighted by id software, and is distributed with such knowledge. However, so does just about every other Quake C patch available, and we are fairly sure we can do so with the blessing of id software, so long as we do not turn around and bite the hand that feeds us by making gobs of money without acknowledging or including id software in the proceeds. FvF is also being provided with a license agreement (also for legal purposes), and any claims to a license agreement must be abided. So if you read this, you probably read that license agreement above it, and thus wasted about 3 minutes from your life. I would mock you, but imagine how long it took to WRITE it. So unless 5 or more people read the license agreement, the laugh is on me. Please note that the DISCLAIMER is in full effect at ALL times and is neither nullified or voided under ANY circumstance. If you wish to included FvF in a small distribution scheme (sneaker-net, to friends, other personal means), you may not do so. FvF is not to be included in a mass-distribution scheme without express written permission from Freeform, including but not limited to a CD-Compilation. FreeForm Interactive must be consulted and notified prior to inclusion of any part the software, AND that this document and all files originally included in the fvf4x.zip file are included in an unmodified state. If you wish to include a modified version of FvF, I guess you could do so as long as you include the original unmodified version including the documentation as well, in an equally-accessible state (such as Montana but NOT Alaska since it's not so accessible). Oh, but you still must have permission from FreeForm for anything, so it really doesn't matter what we write here, since you have to contact us and we could just change our minds. Freeform also reserves the... Why are you still reading this?! C. Registering Future versus Fantasy v4.0 Future vs. Fantasy now comes in two flavors, Registered and Shareware. If you decide to enjoy the game as Shareware only, then many of the exciting features of the game have been disabled. The Shareware is still extremely playable and is no way crippled except for a few "nag" screens but we at Freeform Interactive have spent a lot of time and energy to create the most involved RPG game that we could and would like your support so that we may continue making FvF even better. If you decide to Register FvF, then this is what's in store: 1. Continued support for FvF. 2. Added features that only the Registered Version of FvF v. 4.0 contains including new monsters, new textures, and new levels created specifically for FvF. 3. You will be making all of us very happy. Registration is easy and CHEAP! 1. Simply visit our web page for directions. http://www.freeformint.com - or - 2. Email your order to: hap@freeformint.com