===================== Tremor: Classic Quake Public Beta v0.9b July 12, 1997 ===================== I. INSTALLING Unzip TCQ09B.ZIP into your Quake directory. Be sure to preserve the directory structure (with PKUNZIP, use the -d option; with WinZip, select "Use Folder Names"). A Tremor directory will be created under your Quake directory, and all relevent files will be placed in the proper location. II. REQUIREMENTS Tremor requires Quake v1.07 or higher. If you have installed one or both of the Quake Mission Packs, you already have a DOS executable that can run Tremor. If not, you must download the latest version of WinQuake (ftp://ftp.cdrom.com/pub/idgames2/idstuff/quake/wq100.zip), which has support for various Mission Pack enhancements used in Tremor. III. PLAYING To launch Tremor, use the command line "quake -game tremor", replacing "quake" with the name of the executable you are using (quake, winquake, glquake, vquake, etc). Note that the only versions officially supported in this release are DOS Quake 1.07+ and WinQuake 1.09; informal tests have shown that Tremor will work in GLQuake, but there are certain "quirks", especially related to skins. IV. CLASSES When you begin play, you will find yourself in the familiar Quake start level, as a Fighter. Choose your skill level as normal. The episode gates now serve a new purpose -- use them to select your character class. When you step through an episode gate corresponding to a different class, you will be returned to the beginning of the map as that new class. Only when you step through the episode gate corresponding to your currently chosen class will you proceed to the first game map. Gate Class Episode One Fighter Episode Two Mage Episode Three Cleric Episode Four Thief During play, you can change your class via the console commands "FIGHTER", "CLERIC", "MAGE", and "THIEF", but you must be alive at the time to do so. V. MELEE COMBAT Every character possesses a melee weapon and knows how to use it with some degree of effectiveness. While not attacking, your power gauge, shown as a percentage onscreen, will steadily rise to 100%. At 100%, you will be able to dish out a more powerful blow. In addition, special powers may manifest themselves at maximum power, depending on your character class. VI. RANGED COMBAT The Fighter possesses a crossbow which, while weaker than his heavy broad sword, can be used to attack at long range. As his experience level rises, he will learn new tricks with his crossbow, such as firing three arrows at once, and firing flaming bolts. The Cleric possesses the ability to call upon his deity, Quake, the god of light, to invoke miracles of healing, protection, and holy justice. The Mage is a master of distance combat, possessing magical spells that summon the power of the elements to do his bidding. And the Thief, the silent rogue, is a master of the grappling hook, a tool he can use effectively both for waging war and escaping from it. While ranged combat is useful, it is typically less effective than battling hand-to-hand. While the Mage can hurl balls of flame at his opponents, a Fighter can easily inflict an equal or greater amount of injury with a blow of his sword. Balance your tactics wisely. VII. ITEMS Food Even heroes need to eat. Devour a meal to regain 15 Health. Healing Potion This magical elixir will restore 25 Health when drunk. Silver Ankh An artifact created by worshippers of all three gods, these trinkets infuse the bearer with superhuman vigor, boosting his Health, possibly beyond the normal limits of his mortal frame. Quake Power An artifact sacred to the followers of Quake, the person who wields this item possesses the strength of two men, and can shatter even thick steel armor with ease. Doom's Pentagram The foul magics of Doom's Necrolytes permeates this amulet, and the twisted soul under its power is rendered immune to most injury. Only the most powerful attacks can harm a recipient of Doom's protection, but the artifacts of the dark god's nemesis, Quake, can pierce the dark shield. Ring of Wolfe In her perfect neutrality in all things, Wolfe granted these rings to her followers during the First Godswar, to help hide them from the rampaging armies of Doom and Quake. Anyone who wears this ring is rendered nearly invisible for a short amount of time. VIII. CONTROLS CTRL: Attack with your character's melee weapon. ENTER: Fire your crossbow, throw your hook, or cast a spell or miracle. [ ]: Cycle through the available spells and miracles. 1-8: Cast a spell or miracle of the specified level if possible. VIII. THE FUTURE Tremor is far from done. There is an epic tale left to be told, a tale of treachery, revenge, redemption, and destruction. This beta is only a small look at what is to come. Tremor is not an add-on, it is not a game. It is a world. And it is a world you, the players, will help shape. This beta is very simple. One melee attack, either a missile attack or some magic, and that's it. But it's fun. Should Tremor be simple? It will never be a full blown RPG -- there will be no walking around a town asking for clues to solve a puzzle, there won't be anything that detracts from the action. The Tremor team is always open to suggestions. Mail us at tremor@stomped.com with your ideas. We may not be able to answer every mail we receive, but rest assured we read and consider every suggestion we get. IX. CREDITS Programming Wildfire (wildfire@stomped.com) Art Vrykolakas (wamphyri@stomped.com) Skins MrRogers (mrrogers@stomped.com) Models Malekyth (yozhik@mail.geocities.com) Sounds HeMpFaRm (hempfarm@stomped.com) Testing NeRMe (nerme@rpa.net), Lord Matrix (matrix@stomped.com), Govna Kyle (kyleh@phoenix.net), Salvador Gomez (assily@gte.net) Thanks To Guard|aN, for initial contributions. Nakedman, for constant support. Rikus and the Stomped team, for the great new site. TeamFortress Software, for giving us the means to release our stress. Team Phoenix, for rising from the ashes. Zaskoda Soft, for bringing back the golden age of RPGs. Special Thanks To John Romero, for the inspiration to create this new world. X. LEGAL CRAP Quake and the stylized "Q" logo are trademarks of id Software. Tremor: Classic Quake and related material is (c) 1996 Magist Software. Distribution of this patch is allowed only in its original archive, with all files in tact. Commercial distribution of any kind without prior consent of Magist Software is prohibited. Actura, if you even think about doing anything with this product, the flies of 1,100 camels will infest your various bodily orifices and you will live the rest of your short life in agonizing pain. This add-on is in no way affiliated with the crappy Head Games product "Tremor for Quake", and in fact predates it by several months, so do not tell us we copied them. Magist Software cannot be held responsible for any physical, psychological, emotional, or reputational damage caused by the use of this patch. You may wish to consult a doctor before continuing. If you've read this far, you have way too much time on your hands. Perhaps you should be playing Tremor instead?