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Tremor: Classic Quake
Public Beta v0.9b
July 12, 1997
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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?
