Quake: The Obsidian Edition -- By Mark Chong
Last edited: 11/07/97

Description of patch:

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

1: Boomeraxe: Throws spinning axe heads that ricochet three times and return
to the thrower. Up to two axes may be thrown before having to wait for them
to come back.


2: optional weapon: each player class has their own particular weapon with
its own strengts and weaknesses:

	M16 Assault Rifle: The Marine's weapon holds 16 rounds to a clip and
has medium accuracy, medium damage, medium fire rate and excellent armor
penetration capabilities. Hitting the secondary fire allows for three-round
bursts. Each shot takes up TWO shotgun shells.

	MP5: The Demolitionist's(madman's) weapon holds 32 rounds to a clip,
but it has lousy accuracy. It's incredible rate of fire exhausts ammunition
like crazy, but each shot takes only one shotgun shell. It fires in
five-round bursts or in fully-automatic, but it has crappy armor penetration
abilities. The Jacketed Hollow Point(JHP) rounds are however, graphically
effective on the unarmored victim.

	H&K PSG-1 Sniper Rifle: The Sniper's weapon holds 12 rounds to its
clip. It can only be fired in semi-automatic mode and it consumes two shotgun
shells per fire. However, it's reloading mechanism allows for the loading of
three bullets at a time, without having to wait for a clip to come out and a
full clip to go in. It's slugs have medium armor penetration abilities, but
they have excellent accuracy. It does NOT auto-aim, though a laser sight can
be turned on and off for long-distance shots, where the crosshair becomes
ineffective. It is the only weapon with the ability to kill anything with a
head shot. On an armored enemy, you must aim for the face, since his helmet
protects his head, but a single round is usually enough to put him 6' under.


3: Crowd Sweeper(A.K.A. Riot Gun): Rapid fire shotgun that is incredibly
inefficient, consuming 4 shells per shot, yet will rapidly turn enemies
into bloody hamburger helper.


4: H.E.A.T. Rifle: Hit the Fire button once to set up a tripod-mounted
machine gun. It takes two seconds to set it up. Hit Jump to pack up the
tripod and gain your mobility back. Firing with the tripod out will allow
you to fire off the machine gun. Impulse 15 fires off a High-Explosive
AntiTank round.


5: Gatling Gun: Arming this baby starts the barrels whirring, which can alert
others to your presence in the area. It has an incredible rate of fire with
a hell of a recoil (you can fly if you point it down at the ground). Using
this thing is like being a four-year-old trying to work a fireman's hose but
DAMN you can really mow 'em down with this one!


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


7: Incendiary Rockets: Launches a triple helix of little rockets that set
the victim ablaze! The spiralling action of the missiles makes them hard to
evade.  Their down side is that  they have no explosive radius and the victim
can put out the flames by diving into water or slime.

Secondary Fire(only for sniper): Rapid-Fire Homing Minirockets!

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


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

Secondary Fire: Ion bombs! Steer clear of these!


Stinger Missile: Eats up 25 rockets per use, this missile can be guided via
a laser dot. Once you master guiding these, you can influence the missile
through tough turns and small spaces using the laser dot, sometimes guiding
the missile to strike enemies around corners! Will home on any player or
monster if it can't see the laser guidance dot. However, it cannot follow
any laser dots or players if they are on the other side of a surface of water
or lava. If a stinger comes after you, you can shake its lock by diving
underwater or by getting out of the water if a submerged stinger missile is
coming at you.

Satchel Charge: A small, remotely-detonatable and retrievable package of
DuPont Plastique Explosives. Will make you giggle with maniacal glee for
weeks after a blast! Try facing a wall or ceiling and planting one or
try throwing it into populated areas. :)

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

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

Killing some things produce little red "+"'s that add to your health. Every
little bit helps!

Teleporters teleport grenades and rockets, stinger missiles and a few other
things. DO NOT ATTEMPT TO THROW SATCHEL BOMBS THROUGH TELEPORTERS.

Green armor protects very well against electrically-based attacks.
Yellow armor protects against lead attacks. (like bullets and pellets)
Red armor protects best against incendiary attacks. (Like rockets)

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

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

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

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

For Example:

        bind "ENTER" "tog_hud"

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


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

helpme          Show online help demo, will show you every weapon in action! (OUT OF ORDER)
listcmds        Show all available commands

tog_hud         Heads Up Display. (HUD)

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

+harpoon        Hold on key to launch harpoon, let go of key to release.
tog_harpoon     Switch between RETRACT and FIXED harpoon modes

+stinger        Launch and guide a stinger missile. Press and hold to use. The
                instant the key goes down, the missile is launched. While the
                stinger key is held down, a laser dot is projected from your
                player, which the stinger will follow. Move your view around
                to guide the missile. When you release the stinger key, the
                laser shuts off, and the stinger missile will fly in a
                straight line. Pressing the stinger key while you have a stinger
                missile in the air will reactivate the laser guidance system.

satchel         Enter once to throw a satchel charge, again to detonate it.

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

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

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

Commands to change Player classes: (enter them once in multiplayer, twice in single player
if you killed any monsters on the current level; make sure you exit the console each time
you enter it.)

	madman		Be a demolitionist
	marine		Be a marine (default)
	sniper		Duhh...

DEMOLITIONIST:
	- Gets to hold lots of explosives, more than anybody else.
	- Is the only one who gets to use Satchel Bombs.
        - Gets the MP5.

MARINE:
	- Is the default player class.
	- Gets to carry insane amounts of bullets(nails)
	- Is the only one who can launch and guide Stinger Missiles.
	- Gets the M16.
	- Makes no noise when entering or exiting water.
	- Never 'gasps' audibly for others to hear.
	- Can jump a little higher than the Demolitionist.

SNIPER:
	- Holds the fewest number of rockets.
	- Has no Stinger Missile or Satchel Bomb abilities.
	- Has the Sniper Rifle, and can kill anybody with a head shot.
	- Is incredibly agile, being able to jump very high and has
		the longest harpoon cord of the three player classes.
	- Is the only one who can use rapid-fire Homing Minirockets
		(secondary weapon to incendiary rockets)

Other commands...

impulse 200     Boomeraxe
impulse 201     Assault Rifle
impulse 202     Crowd Sweeper
impulse 203     H.E.A.T. Rifle
impulse 204     Gatling Gun
impulse 205     Proximity Bombs
impulse 206     Incendiary Rockets
impulse 207     Ion Cannon

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