Neil Manke: Early Levels -- quake.zone browser build Repacked for browser play from: http://www.quaketerminus.com/mods/slaughtr.zip http://www.quaketerminus.com/mods/siluette.zip http://www.quaketerminus.com/mods/monastry.zip http://www.quaketerminus.com/mods/janitor1.zip http://www.quaketerminus.com/mods/darknite.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== slaughtr.zip/Slaughtr.txt ===== 5/1/97 SLAUGHTR.TXT [new Quake Single Player level] ================================================================ TITLE: the "SLAUGHTERHOUSE" ================================================================ PLEASE TAKE NOTE: * Visit all crucified zombies in the game. Some have important messages for you. You'll be damn lucky to find your way out if you don't. * The method I used to create 'safety glass' has one drawback...it bleeds when shot, so don't let that confuse you :) * You will get 5 'walkmonster-in-wall' messages at the game's start. They are where they should be. Let's just say, they are 'priming' something :) * About the only places where you might become lost are in the underblood channels and their entrances or exits ....just look for bubbles. * In the little control room (overlooking the area with the crucified and gutted Sham) there are 3 buttons on the control panel. Make sure you push all 3...you should get 3 messages. * Unless your good with your axe you'll have to get into the Slaughterhouse to get enough ammo to kill the monsters outside...skill 2 only. ================================================================ Setting/story: "Slaughterhouse" starts with you trying to break into the slaughterhouse. I have no idea why you're breaking into a slaughterhouse but your biggest problem will be getting back out:) ================================================================ Filename(s) : slaughtr.zip containing... - slaughtr.bsp [1,446 KB] - slaughtr.txt Description : Quake Single Player level Author : Neil Manke - neil@mail.netshop.net -I live in Kamloops, B.C. Canada, also home of my level authoring sig, the "Black Widow" spider. -Previous levels are available at AWOQ, crash's, Lt. Dan's, Den's Den and cdrom.com Thanks To: * Ben Morris for creating Worldcraft * Id Software, of course! * the map testers (some were off-duty:) * Magnus JansΘn * Greg Helton * Johan Dupont (Matrix) * Rob Hassinger (Lord Shylock) * Paul Taylor Thanks also to: * Gyro Gearloose...playing his very interesting & fun level, "Corporal Punishment", inspired me:) ================================================================ * Play information * *Single Player* : Yes Deathmatch : No Difficulty Settings : Yes New sound/music/graphics: All new graphics by me (incl. a few I've used before, +1 altered Gyro texture) Base : New level from scratch Tools used : Worldcraft 1.2, QBSPfull, MipDip, Newwad14, Paint Shop Pro, Light, etc. Vis-ts (vis mod by Arch Vile) Build Time : QBSP - a couple minutes : Light -extra - OO:O4:5O : Vis-ts -level 4 - OO:40:39 (CR 3.0) Machine Used : Dell XPS P120c Max Kills Possible : Skill 0 63/65 Skill 1 73/77 Skill 2 88/93 Known Bugs/nonbugs * Some people have reported to me that they get stuck occassionally on button-switches in my levels. I have no idea why. I wasn't sticking to any here, and I altered 2 slightly (that 1 tester stuck to). Yes they are set right! Save your game frequently in case. * 1 item drops from the level at skill 0. It's not needed. Distribution : This level may be electronically distributed only if slaughtr.txt is included and at no charge to the recipient, and may not be used or modified in any way without written permission from the author. I would also like to request anyone who reviews and/or lists "SLAUGHTERHOUSE" at their site to kindly inform me that they have done so. Thanks:) ================================================================ *** HOW TO RUN SLAUGHTERHOUSE *** (with the registered version of Quake) - you 'may' have to allocate 12 megs (I didn't) to Quake & 16 is even better. Info on changing that is in your Quake>techinfo.txt - copy slaughtr.bsp to quake\id1\maps (create the "maps" subdirectory under your "id1" directory if you don't already have one). Then to play.... START Quake... THEN...pull down the console (by using the ~ tilde key) ]skill 0 <--- or 1, or 2 ]map slaughtr **To all those who this applies: Consider getting WinQuake or Scitech Display Doctor and play Quake in a higher resolution. These textures are designed for med-high res and are not as appreciable otherwise. With either of those progs you do not need a super machine. I run in 640x480 with my P120. ================================================================ * Other Info * This is my 5th SP level. Please let me know what you think of it and feel free to offer any suggestions you may have. ***** SPOILER WARNING - READ NO FURTHER if you don't want hints ****** Read 'Please Take Note' above. The map is non-linear during the center stages...though all major areas will have to be traversed to complete. This will require backtracking a few times. A few hints where ya might get stuck... * Open the passenger side door of the truck, in the yard where you 1st enter the level. That turns on the truck's interior and box light. Then you'll be able to see the silver key :) * The door leading to the office is by one of the GIB-ER-MATIC 'skull' switches. * In the "blast freezer' room there is a control box that moves the crane-thing for moving the cubes...it will take out the Demon or the Shambler for you but you need a bit of timing:) The lethargic Sham in the cold water can be killed by shooting him from above. * The 'gold key door' is just outside of the office door that is by the file cabinet. Through that door is the lunchroom and locker/ bathroom. * To exit the level shoot out the left window in the lunchroom. That's the room with the still alive dog in the oven. Outside is a jeep, it will start moving once you position yourself in the middle of it. SECRETS- most will need to be found to complete the level #1 is directly behind one of the gib-er-matic teeth sets. #2 is in the 'Blast Freezer' room behind the Sham about to be frozen into a Shamcube. Shoot the "Black Widow" spider that's frozen in a little cube beside him to open the secret door. #3 is directly below where you get the message "Service personel only", right beside freezer room. It is in the blood draining channels. #4 is above the semi-auto-gibber in the room where you can see the "Blast Freezer" sign. Ride the gibber up to get to it. #5 is above the file cabinet in the office. Shoot the picture and it will move aside. #6 is in a channel of off the blood pool in the 'juicer' room which is where the gold key is. ===== siluette.zip/Silhints.txt ===== "the SILHUOETTE OF DARKNESS" silhints.txt....containing: * Of course, visit all the zombies some have hints and messages. * Just a very general walkthough and hints case you get stuck. * A couple hints on dealing with the monsters in a couple tricky spots. at ENTRY TO LEVEL: At and about the roadhouse find the 4 "BlacK Widow" spider switches and shoot em all. There is one behind the roadhouse bar and one on the log in the fireplace right beside the bar. There is 1 upstairs on the box in the hot tub/pool room and there is one under the barn's roof overhang (all you can see is the red of it's hourglass shaped marking). NOTE: some spidy switches may require more than 1 shot if you don't hit them right on. You should get a message saying something like "only 1 more to go" or "sequence complete" and then the hidden rug will open so you can go to the lake. *It's advisable to forget about killing the demons in the barn until later if your ammo holds out* **There are 2 secret spots in the Roadhouse area. Get to both by way of the sundeck off of the 2nd floor of the Roadhouse. Leap onto the header over the "need silver key door" then leap onto the barn roof. From there you can get into the barn's loft (# 1) or go over the roof to get to a cave (# 2), where the ogre was so ungraciously huckin grenades at ya.(skill 2 only) to LAKE: I put a gold arrow in the caves (under rug that goes to lake) to help out if anyone gets lost there but although it can seem confusing there is really only 1 intersection in the cave and that is where you end up looking at the silver key. Ya can't get the key from this side so take the cave to your left and the lake is right there (alright, alright, pond then). At the cave opening overlooking the lake..there is a secret (# 3) area in the rock column at the FAR left corner, get at it by swimming up from underneath it.There's a dbl-barrelled shotgun in there which you probably need by now. Of course, there are items and monsters everywhere and secret area (# 4) behind the rock pillar in a dark corner of the lake. In the fisherman's cabin (far right) is a "Black Widow" spider, you must find and kill it and an underwater grate below the warf will then open. Go that way and you'll end up in a cave that takes you to the 'silver' key. At the key leap down and you can get back to the Roadhouse area by the new (previously hidden) door that opens or you can go back the way you came if you happen to be running from something? Now you can get through the silver key door (back right where you started the level). There's a bit of a canyon area after that with a guardhouse. You have to get into the guardhouse and push the 2 "demon" switches there. One opens the door on the landing and one opens an underwater grate directly beneath the guardhouse. Swim down there and you'll get an armour and there's a switch on the ceiling for you to bop with your head. That switch opens a previously hidden door in the Guardhouse right above you. Go up there and you can get some stuff. (secret # 5) After you collect all the goodies go through that door on the landing. It takes you to a rock shelf overlooking the manor's front entrance. It can be real tough or real easy to get from there to the Manor. A good place to save your game.*it may take a bit of experimenting to get through the entry sequence above the lava beds but it's quite easy when you get it figured out* entering the LORD's MANOR- Head up the short flight of stairs to your left. There is a small room with a spider on the wall by the window. Shoot it and a platform will rise from the stairs so run and jump on it and it will take you to the secret (# 6) ledge above the main entrance. Now head up the right flight of stairs and you will come to the dining room with a long table and large tapestry upon the wall. At one end of the table is a dark alcove (secret # 7). * a good place to run back to and to get the monsters that may follow you from the next areas* Now go through the other dining room entrance and it will take you to the kitchen and the Lord's bedroom. In his bedroom is the 'gold' key (for the door past the room with the spider on the wall). The log in the Lord's bedroom fireplace must be shot and it will move aside so you can run through the flames into secret area (# 7). It's real dark in there but it is an'L' shaped hall..move to the far end from the flames and turn and you'll see the back of the kitchen cabinet. Move near it and it will move aside after a few moments. Now go to the gold key door (that's leftward when entering the manor) and there is a funeral room, eliminate the pests therin then push the eagle button facing the coffin. Look in the coffin and see the gold bars leap into the coffin to get the bars and the level will end. ===== siluette.zip/Siluette.txt ===== 3/10/97 Siluette.TXT [new Quake Single Player level] ================================================================ TITLE: the "SILHOUETTE OF DARKNESS" ================================================================ PLEASE TAKE NOTE: * Visit all crucified zombies in the game. Some have important messages for you. ================================================================ Setting/story: "Silhouette" starts with you coming upon a Roadhouse. There a zombie will tell you of a funeral going on whereas they are burying gold instead of a body. What else?...find that gold. (Please don't flood me with email asking how I come up with to these marvelous storylines, it's really just a gift :)... & I am joking. ================================================================ Filename(s) :siluette.zip [636 KB] containing... - siluette.bsp [1,462 KB] - siluette.txt - silhints.txt Description : Quake Single Player level Author : Neil Manke - neil@mail.netshop.net -I live in Kamloops, B.C. Canada, also home of my level authoring sig, the "Black Widow" spider. -member of the infamous terraFORMA level design team http://terraforma.stomped.com/index.shtml -Previous Quake Levels: @ cd.rom.com as: - "Dark Night" SP darknite.zip - "Outpost" SP janitor1.zip - "Monastery" SP monastry.zip - "Quatuor Elementa" DM in terraFORMA DM pack Thanks To: - the map testers: * Greg Helton * Johan Dupont (Matrix) * Rob Hassinger (Lord Shylock) -Rob came up with the map's title ;) * Ben Morris for creating Worldcraft * Id Software, of course Just a few of my favorite Quake sites and most are guys who have helped me in various ways...So additional special thanks to: * Den's Den: http://www.iinet.au/~den/quake.html * Paul Taylor: A WORLD OF QUAKE! http://www.harborside.com/home/p/paulst/quake.htm * Autolycus & Loki: The Worldcraft Editing Site http://www.planetquake.com/worldcraft/index.shml * crash's SPQ: http://www.planetquake.com/spq/crash/ * gyro gearloose: http://www.blarg.net/~gyro.htm * Matt's SPQ: http://ds.dial.pipex.com/matt.sefton/index.htm * Mark Wheeler http://www.geocities.com/Colosseum/2295/ * Steve Fukuda: The QuakeLab * Gestalt666 http://www.geocities.com/TimesSquare/8666/ * Lt. Dan's: http://www.geocities.com/TimesSquare/Arcade/3141 * anyone I might have missed :( ================================================================ * Play information * *Single Player* : Yes Deathmatch : No Difficulty Settings : Yes New sound/music/graphics: All new graphics by me (except lava) Base : New level from scratch Tools used : Worldcraft 1.2, QBSPfull, MipDip, Newwad14, Paint Shop Pro, Light, etc. Vis-ts (vis mod by Arch Vile) Build Time : QBSP - a couple minutes : Light -extra - OO:O7:5O : Vis-ts -level 4 - OO:39:5O (CR 3.0) Machine Used : Dell XPS P120c Max Kills Possible : Skill 0 41/44 Skill 1 50/52 Skill 2 66/69 Known Bugs/nonbugs * You may see the ram icon momentarily in the in the Manor's dining room. It is not caused by the usual causes ... and thus can not be remedied at this time. At worst you'll loose sound effects temporarily but that never happened to me nor to my testers. even with only 8 megs allocated to Quake. Distribution : This level may be electronically distributed only if siluette.txt & silhints.txt are included and at no charge to the recipient, and may not be used or modified in any way without written permission from the author. I would also like to request anyone who reviews and/or lists "the Silhouette of Darkness" at their site to kindly inform me that they have done so. ================================================================ *** HOW TO RUN SILUETTE *** (with the registered version of Quake) - you 'may' have to allocate 12 megs (I didn't) to Quake & 16 is even better. Info on changing that is in your Quake>techinfo.txt - copy siluette.bsp to quake\id1\maps (create the "maps" subdirectory under your "id1" directory if you don't already have one). Then to play.... START Quake... THEN...pull down the console (by using the ~ tilde key) ]skill 0 <--- or 1, or 2 ]map siluette **To all those who this applies: As a courtesy to the author (textures are a lot of work) consider getting WinQuake or Scitech Display Doctor and play Quake in a higher resolution. These textures are designed for med-high res and are not as appreciable otherwise. With either of those progs you do not need a super machine. ================================================================ * Other Info * This is my 4th SP level. Please let me know what you think of it and feel free to offer any suggestions you may have. ================ see silhints.txt next if need be =============== ===== monastry.zip/Monastry.txt ===== 3/10/97 MONASTRY.TXT [new Quake level] ================================================================ TITLE: "MONASTRY" - [Have YOU said your prayers?] ================================================================ PLEASE TAKE NOTE: * You may not get through the level if you don't read the "Before Playing ...." section below. *This is a slightly improved version with a button problem that was experienced when run in low res.08/24/97 ================================================================ Setting/story: "Monastry" starts with you locked in a cell. Just outside your door is a knight. Engage him in combat and, in his death throws, he'll open the door to get at you. The rest is up to you. Get out of that most unholy complex. ================================================================ Filename(s) : monastry.zip [636 KB] containing... - monastry.bsp [1,499 KB] - monastry.txt - monhints.txt Description : Quake single player level Author : Neil Manke - neil@mail.netshop.net Thanks To: - Special thanks to my testers: * Johan Dupont (Matrix) * Greg Helton - Gyro Gearloose - Ben Morris for Worldcraft - Id Software, of course ================================================================ * Play information * *Single Player* : Yes Deathmatch : No Difficulty Settings : Yes New sound/music/graphics: Yes - Several graphics by me (I will be posting a .wad at cd.rom.com) - Some graphics from markswad.wad (@cd.rom.com) by Mark Wheeler Base : New level from scratch Tools used : Worldcraft 1.2, QBSPfull, MipDip, Newwad14, Paint Shop Pro, Light, etc. Vis-ts (vis mod by Arch Vile) Build Time : QBSP - ? : Light -extra - OO:19:55 (47O entities) : Vis-ts -level 4 - OO:17:5O Machine Used : Dell XPS P120c Known Bugs/nonbugs * You may get the RAM icon momentarily in the "water" room. It is unimportant. * You'll get a "monster in wall" message at the start but he IS where he should be. Distribution : This level may be electronically distributed only if monastry.txt & monhints.txt are included and at no charge to the recipient, and may not be used or modified in any way without written permission from the author. I would also like to request anyone who reviews and/or lists "Monastry" at their site to kindly inform me that they have done so. ================================================================ *** HOW TO RUN MONASTRY *** (with the registered version of Quake) - you should allocate 12 megs to Quake & 16 is even better. Info on changing that is in your Quake>techinfo.txt - copy monastry.bsp to quake\id1\maps (create the "maps" subdirectory under your "id1" directory if you don't already have one). Then to play.... START Quake... THEN...pull down the console (by using the ~ tilde key) ]skill 0 <--- or 1, or 2 ]map monastry ================================================================ BEFORE PLAYING PLEASE TAKE NOTE: * Visit all the 'crucified zombies', some have ESSENTIAL messages for you. * When you get to the attic room (overlooking those gathered in the church hall below) think carefully and MAXIMIZE the damage you do to them. Later you'll be dealing with all those left in a rather confined place. Very interesting but can be overwhelming if you don't do the above. * At the start, to get out of the cell kill the knight in front of you. In his death throws he'll open the door to get at you. ================================================================ * Other Info * This is my 3rd level. Please let me know what you think of it and feel free to offer any suggestions you may have. ================ see monhints.txt next if need be =============== ===== monastry.zip/Monhints.txt ===== MONHINTS.TXT --- "Monastery Hints" --- BEFORE PLAYING PLEASE TAKE NOTE: * Visit all the 'crucified zombies', some have ESSENTIAL messages for you. * When you get to the attic room (overlooking those gathered in the church hall below) think carefully and MAXIMIZE the damage you do to them. Later you'll be dealing with all those left in a rather confined place. Very interesting but can be overwhelming if you don't do the above. * At the start, to get out of the cell kill the knight in front of you. In his death throws he'll open the door to get at you. * Even @ skill level 0 there are some fearsome monsters but they are easily dealt with using your smarts. This map is too large to describe a complete walkthrough but I'll just generalize it and hopefully I'll hit the points where you could get hung-up. COURTYARD & AREA -After leaving the cell explore the courtyard area and the large walkway area through at the end. Take note of that supposedly pointless elevator in the corner. It can make an excellent killing & safety mechanism later on. -The large door facing your cell door leads to the dorms. Just inside it is a box with a spider on it. When shot it opens a hidden door (very near) that leads up to the *secret area behind the Tudor style wall. DORM & ATTIC ROOM -In the dorm you'll have to give the dresser a push to access a hidden passageway. The passageway leads to a small attic room overlooking the Church hall. That is where you must damage those below as much as possible. Once you start shooting they'll all run below your range of fire. The silver key is there also. HALL BACK TO DORM -Go up the little elevator the ogre is/was on and into the little dark hall behind the elevator. At the dark end is a switch that moves a bed so you can get into the... SEWER SYSTEM -Back in the dorm a bed has moved (if you did the above) and there is a tight hole you need to jump into. It may take a few tries to fit though. This leads to a section of the Monastery's sewer system. Look around and you'll find *2 secret areas. At the opposite end (from where you entered) you'll find a descending passage that takes you to the church basement. Watch for bubbles. CHURCH -There is a dagger button on a support column that you must shoot to open the grate above you. Once you're out take note of the door in the back corner, that's where you'll have to go once you have the gold key. How you battle your way up into the church is up to you. There are several approaches to doing so that do not require fast reflexes. There is also an invisibility ring in the stairwell which may or may not be usefull, depending on how/when it is used. AfTER CHURCH -You'll find another smaller courtyard with a Spider box. Shoot it before entering the next building. Work your way through the kitchen, the dining room, top floor of the Church and down the long walkway to gold key. Once you have the key return to the Church basement (where you entered from the sewer system). In the Church basement is the gold key door. Hopefully after entering the Catacombs your way should be obvious until... THE CISTERN -after the catacombs is a large cistern filled almost to the top with water. In the far corner is an elevator platform resting on the floor. The dagger switch for the platform is a bit above it on the only column that extends to the ceiling. As the platform raises keep your eye peeled for a little secret area. The platform takes you to the... HALL TRAP AREA -There will be a crucified zombie that will tell you to search the stairwell area. Push the dagger button on HIS left and a hidden door will open into the church's stairwell. Go through the previously hidden door. On the wall, underneath the upper portion of the stairs a dagger button will now be visable. Shoot it and the bars back besides the zombie will open. Hopefully, you have already killed the Demon that was there. SPIKE TRAP -Once you enter the trap area, where you see all the blood on floor. You will have some bars slam shut behind you. Then a door will slowly open at the end. The only way out of this trap is to get on the lower lip of the door and ride it up and out of the reach of those deadly spikes. *There is another secret room in the dark just besides that door that raises you.* BELL TOWER -After the trap area you'll come to the lower floor of the belltower. The large dark section of the floor there is an elevator platform. To get it moving there is a bright dagger switch on the wall just above where you entered. IT is easy to see but depends on where you stand... so move to the center of the floor, look up slightly and rotate. Once you ride the elevator up to the top floor you'll find ...a hallway leading to the church attic and in a dark corner a bar with a dagger switch behind it. Shoot the switch and the bar will open... and you can exit the level... ===== janitor1.zip/Janitor1.txt ===== 02/10/97 JANITOR1.TXT ================================================================ TITLE: "OUTPOST" - episode 1 of the trilogy... "The Janitors of Shadowland" ================================================================ PLEASE TAKE NOTE: * Even EXPERIENCED Quake level players should read the following sections. * Outpost sets the needle of the framerate-o-meter a quivering in a couple areas but you should be OK if you have a fairly decent system. * I got a bit carried away with the messages in the level, sorry 'bout that. ================================================================ Setting/story: "Outpost" starts with you in a dark, secluded area (after finding a hidden path around the locked maingate). Through the cleft in the cliffs you can just see the lightly garrisoned Outpost, barricading a seldom used access road to Shadowland. As you peer through the shadows a smirk crosses your lips........piece of cake ;) ================================================================ * A couple "Outpost" pre-posting reviews.. "Den's Den" - soon to be "Quake Map of the Week" "ONLY the Best" - 87 % ================================================================ Filename(s) : janitor1.zip containing... - janitor1.bsp [1,161 KB] - janitor1.txt - outhints.txt Description : Quake single player level Author : Neil Manke - neil@mail.netshop.net Thanks To: - Ben Morris for creating Worldcraft - Id Software, of course - Mark Wheeler, for very helpful advice on graphics - Johan Dupont (Matrix), for testing Outpost * Another special thanks to Gyro Gearloose for being patient & answering my many questions. ================================================================ * Play information * Single Player : Yes Coop/deathmatch : No (perhaps next episode) Difficulty Settings : Yes New sound/music/graphics: Yes - Several graphics from markswad.wad (@cd.rom.com) by Mark Wheeler - Even some graphics by me :) Base : New level from scratch Tools used : Worldcraft 1.0a, QBSP256b, MipDip, Newwad14, Paint Shop Pro, Light, etc. Vis-ts (vis mod by Arch Vile) Build Time : QBSP - O2:52 : Light -extra - O7:01 : Vis-ts -level 4 - 1:21:35 Machine Used : Dell XPS P120c, 32 megs EDO Ram, triton chipset, pipelined-burst, #9 Motion 771 w/ 2megs VRAM & Scitech Display Doctor for vesa 2.0 compatability. Known Bugs/nonbugs *** There are none provided, nor should you use rockets in this level. If you do, you run the risk of setting off game events before their time. Also, see during testing just below. * Fish are in the game so the max kills are: 52/63 Difficult 38/46 Medium 24/29 Easy ** During testing a "move type_push error..." was experienced in 2 areas of the map if discharging powerful weapons. Most of the cause of such error was eliminated but I do not have the time, nor the will to get it all. If that error occurs with you (unlikely), just avoid shooting what you did & where you did. Distribution : This level may be electronically distributed only if janitor1.txt & outhints.txt are included and at no charge to the recipient, and may not be used or modified in any way without written permission from the author. I would also like to request anyone who reviews and/or lists "Outpost" at their site to kindly inform me that they have done so. ================================================================ *** HOW TO RUN OUTPOST *** (with the registered version of Quake) - it is best to allocate 12 megs to Quake & 16 is even better. Info on changing that is in your Quake>techinfo.txt - copy janitor1.bsp to quake\id1\maps (create the "maps" subdirectory under your "id1" directory if you don't already have one). Then to play.... START Quake... THEN...pull down the console (by using the ~ tilde key) ]skill 0 <--- or 1, or 2 (2 much monsters, really) ]map janitor1 ================================================================ BEFORE PLAYING PLEASE TAKE NOTE: Because of the lighting style, Outpost is definitely 1 Quake level that MUST be played in a darkened room. I designed the level to be played as if it was a real life treacherous situation. In other words, generally proceed slowly, cautiously and above all think and pay attention to your surroundings. Some clues are auditory so play without music and although everything you need can be seen you do have to LOOK. * Even skill level 0 has some tough monsters if you try to take them on by brute force so use your smarts, and your swift little rabbit legs, if need be. * Most secret areas have to be accessed to manage the level. They are all clearly visable, from somewhere, although their entrance may be somewhat concealed. ================================================================ * Other & somewhat useless Info * This is my 2nd Quake level. In "Outpost", among other things, I was trying to recapture a bit of the fear I used to feel playing Doom in the old days before I became somewhat jaded. To do this I tried to create a realistic, threatening and unique setting and display the already great Id monsters in a different manner. Please let me know what you think of it and any suggestions you may have. ================ see outhints.txt next if need be =============== ===== janitor1.zip/Outhints.txt ===== Outhints.txt *** SPOILER WARNING - READ no further unless you want hints *** *It is probably necessary to access most of the secret locations to get through the level...and one of them is the only gateway to a large section of the level. *** Secret room locations and a vague walkthrough *** LEVEL START - It's dark but do not use your gun, can't you see the knights patrolling? To your left is a bit of illumination and that is secret location # 1. #2 is past the huge sealed doors (that give you the message "Shadowland is the other way") on your right as you leave your start area, & down the path between the trees towards the block wall, turn right and get your goodies. [Feel free, at any time, to eliminate a few of the guards on the Outpost roof but save a bit of ammo. It may also be advisable to leave 1 Knight on the roof to help eliminate possible future adversaries]. Run and leap into the moat. Under the arched entry is a button flashing red. Use your 'd' key (the space key sometimes doesn't get you high enough) to bop the button with your head. Swim under the tree that is overhanging the moat and bop the 2nd button. After a slight delay a hidden door will open by the tree button. Swim along the newly opened channel. *TAKE NOTICE* that at the end is a secret door slightly ajar and bubbles are coming through the crack. Out of the water now, your in the 'Burning Crystal' room. Walk towards the crystal and you'll get 2 hint messages. Behind the crystal you can see part of secret room #4. Go down the stairs to the bars & push the 'dagger' button. That button opens the maingate of the Outpost. Unfortunately, it also alerts some guards who'll be arriving shortly. The guards can sometimes be tricky to deal with if your trying to get out of the moat ..but if you head back quickly you'll be able to get onto dry land before they arrive. Once you've dealt with the guards go into the Outpost foyer. On your left is a pentagram written in blood. It is a dual sign, meaning, it marks an illusionary wall that secret #3 is behind. You can go that way now and have a miny adventure (& get ammo) or catch it later. The pentagram also warns of a trap door in the floor that will drop you into a nasty place. Approach the area slowly and the trap door should, hopefully, open without you with it. Look down and you'll see a skull amongst the gore. That skull marks about the only safe spot you can jump to. Jump down onto it and quickly move out of the reach of those spiked shafts. On the wall, between the torch and skull, is a Black Widow spider. Kill it and that secret door that had the bubbles arising will open. Push the dagger button and head through the opening bars grabbing the silver key on the way. Don't tary as the bars will close and you'll be trapped eternally. Head up the stairs and leap into the water. Take a deep breath, you'll need it, then swim straight down, upon reaching the bottom look up slightly from the horizontal. You should see a bubble stream and the bright water surface of a chamber with an air pocket. If you don't you see the air chamber, you probably swim like me and are upside down, going backwards the wrong way, and you'll be drowning any second now. From the air chamber sink down and, continuing away from the way you entered you'll find a bubble trail indicating an ascending shaft of water that leads to secret chamber #4 back of the crystal. Nothing needs to be done with/to the crystal but do study it slightly. It's meaning shall/may be revealed in future episodes. Return to the outpost foyer. You can now get into the right door. Once the door opens you'll be greated by a poor representation of a Shambler. Shoot it or go through. If Sham's there :) and you happen to be out of ammo just lead him (like a little puppy) out into the front yard then high-tail it back to his room. Find and shoot the 3 Black Widow spiders (1 spider is behind Sham's mom's picture)and Sham's door to the garden area will open. Directly across the trees have a slightly funny looking section. That is the entrance to secret room #5. It also has a maze off of it that hides a few items. Talk to the crucified zombie on the back wall of the outpost. He has 2 messages for you. There are 2 Black Widow spiders to be shot on the upper levels of the outpost building. Once they are shot the bars enclosing the gold key (it's in the moat, if you missed seeing it) will lower & you can exit the scene...a piece of cake...:)