quad quake manual - page 5 - HellKnight

Back to the Index

HellKnight

Hatred. It burns in you, your life's blood. Deep in your chest, where once beat your heart, lies a core of burning vengence. Against those who betrayed you, against those who would deny you. Chaos is your only friend. The hour is nigh.

 

Health : 150

Ammo: Cells

Hand to Hand Wepon : HellSword

Speacial Wepaons : 7

Speacial Abilities: Quad Magic, Multiple Upgrades.

 

Lightening Bolt - Electrocution at 20 paces.

Fire Spikes - Turn the tables on those Naughty Knights.

Wall of Flames - You be El Diablo with this baby.

Fire Ball -Burn, Baby,Burn. Quake Ball Inferno!!

Meteor - The MOST murder for your Money!!!

Summon Gaurdian - Call a knight to your service.

Summon Demon - Calls a demon from the pit of Hell. The best way to kill.

 

- UnDead Wizard-Warriors from the Pit, Hell Knights are a whole new Quake. Both the weakest and the strongest member of the family, Hell Knights can be devastating when mastered.

- Quad Magic: The fires of Hell and the anguishes of Death give the Hell Knight tremendous power. Power Ups last four times as long as others. Two solid minuets of Quad Bopping!! Clean up and be home in time for dinner.

- Multiple Upgrades: Hell Knights can pick up weapon upgrades twice, recieving new spells each time.

- Conserve ammo. With a single ammo type, Hell Knights have to use the right spell for the right job. Never use a Meteor when a bolt of lightening is all you need.

- Use the CrossHairs to orient your self. During hand to hand combat, always keep it on your target. When tossing FireBalls or Meteors, keep it away from the walls and floor.

- Beware of tossing FireBalls at random. They burn in the air, and can damage you even as you toss them.

- The meteor will gib most anything within twenty feet, and catch fire what it doesn't kill outright. With the Quad damage in effect, it can kill you at fifty paces. You have been warned.

 

 

Next Page