"The Turkey Shoot"                                                                             18.5.07
Author: Sid Davis
        R7, 4-11 Nr. 523
        68161 Mannheim
        FRG
 
 This is a different kind of level, made to increase your gib skills. 
After you spawn run over the button in front of you and the game
begins.  You get a rocket launcher and depending on the skill-
level you get more rockets.  In hard and nightmare modes you
only get 25  plus the 25 shots in your pellet gun that you get for
free anyway.
 
  The game starts by throwing little knights in the air which you
naturally have to kill. There are 25 knights.  Once these are killed
the role becomes reversed, YOU are the target being thrown in
the air and being shot at!   In Easy and normal mode this game is
a cakewalk, but the rules change drastically in hard and night-
mare.
  
 Skill levels 0 and 1 give you 50 and 40 rockets to  have fun and
to shoot.  Skills 2 and 3 expect more from you,  your shots count.
    
 Regardless of the skill level,  once the end boss is dead the
intermission screen is shown and the game is over (unless of
course you are playing in hard or nightmare and die from post-
mortem  retardation).
 
  In skills 2 and 3 the level counts misses and near-misses so if you
wind up in Hell before your time just realise that there is always
some pellets from the shotgun that miss the target, hitting the
trigger in the background. With rockets it's a sure thing: if you
miss, this means that a minimum of 4 shells from your shotgun will
be needed to make up for the kill... so aim carefully!  If you aim
short of the wall or shoot backwards, your shots won't count (but
unless you are a little kid or a retard you won't be doing that
anyway. You are supposed to be shooting at targets so keep that weapon
pointed downrange!
 
 Hard and nightmare allow 4 misses (one miss = approx 4 or 5 
shotgun shells or one rocket). This is an approximation that 
accounts for any ammunition shot verses monsters left to kill,  it
isn't exact but it's about as close as you can get to it with Quake.
 
 Many thanks to Jack (Scragbait) Meacher for  his help over the
years and for suggesting the hitpoint-counter idea as a way to
count misses.

 Sid (Pvt. Gerpsnot) Davis