Wyv would like to thank Nereid for being retarded and pushing him to
do work. Thx Gina.
He would also like to thank RATM for being cool.
Credits
Team:
PainBerry: Lead Game Coder, HUD GFX, Sound, Design,
             weapon model modification, Manual content.

Fear: Co-Game Coder.

Zephro: Mapping, Sound.

Wyvern: Sound, Webmaster.

_UrEaL_: GUI Programmer.

Varli3: WebDesign/Master, Manual Design, Sexual Advisor to the Ewoks

Pagan: Item Models. (Shame about the Trinity model though).

Pixel Ghost: GUI Flash intro.

BluffTrash: Original Site Design.

Father D.Ing: Site Maintainance.
Thanks to:
The A Team: For weapons models.
The Navy Fortress Team: For weapons models I WOULD have used
                                     if I had a net connection.
Mr_Grim: For inspirational pep talks (and modified action weapons).
Section_: For inspiration for super speed code.
Spine Design
(Dante et al): For Third Person Perspective code (and MOTW review)
QDevels: For the perfect 1st time modder launchpad.
Lowtax: For getting me MOTW first time round without even playing
            the damn mod :D
Pappy-R (and Clan RollingThunder): For exceptional help with Leper Quake
                                        (which was integrated into matrix)
Hellchick: For getting me MOTW second time round without even
               playing the damn mod :Þ
Essobie: For thought provoking editorials along the way.
LeeMon: For proving that PlanetQuake really is pimpmeselfcentral.com
                      ;)
MQ2 BBS Regulars: For making me feel generally superior ;)
Some guy who e-mailed me: For wanting to "have your babies if I
                                           was a girl". Kinky.
Bezzy: For being amazing and cool and wow you're cool!!!!!!
Crytek Studios: For employing me off the back of this mod. Thanks a
                       FUCKING LOT. (www.crytek.com)
    
Fags:
     Neo Genesis: For promising weapons models and giving me shit.
     ©yberBlob: For promising a "rocking" map, then disturbingly asking
                      how to bind keys \:|. No map.
     JeffK: STOP STELING MY IDEASSS FAG!!
     LadyICE: For haxoring the PQ chat room into some sort of facist
                   closet commy hide out >:(
     CrossFire: For insisting this mod become another action clone.
Server Variables:
Matrix Quake's versatile structure means that many aspects of the
game can be changed. These are all configurable via the GUI, but here
is the cvar list and client commands for the l33t h4xors out there.

Client Commands:
Thirdperson //toggles thirdperson perspective off and on.
hud //toggle hud on and off
+attack2//secondary fire. you can also use +boot for this command
 - no difference.
up_stamina //upgrade stamina
up_health   //upgrade health
up_damage   //upgrade damage
posses//cast teleposses (only available if      enabled).
change//cast teleposses (only available if      enabled).
up_speed//buy speed boost speed //buy speed boost
stopbullets//buy bulletstopping
irvision//buy infra red vision
cloak//buy semi-transparency.
matrixjump//buy matrix jump (leap-tall-buildings jump)
autobuy//let the computer pick you a powerup (recommended)
john woo//screen tilts on walls and jumps to the side. not recommended.
screentilt//screen tilts on walls and jumps to the side. not recommended.
tiltscreen//screen tilts on walls and jumps to the side. Not recommended.
Weapons:
     use fists of fury
     use gung ho knives
     use mk 23 pistol
     use desert eagle pistol
     use mp5 machine gun
     use m4 assault rifle
     use pump action shotgun
     use Surface to Surface Missile Rack
     use semi mobile chaingun
     use sniper rifle
//damage done by weapons
     damage_deserts
     damage_mk23
     damage_mp5
     damage_m4
     damage_pumps
     damage_smc
     damage_sniper
     damage_knife
     damage_fist
//damage radius/radius damage (where applicable)
     damageradius_rack
     damageradius_grenade
     radiusdamage_rack
     radiusdamage_grenade
//ammo used by 1 shot from a weapon
     ammo_deserts
     ammo_mk23
     ammo_mp5
     ammo_m4
     ammo_pumps
     ammo_smc
     ammo_sniper
     ammo_knife
     ammo_grenade
     ammo_rack
//integrated kungfu damage
     damage_jab
     damage_hook
     damage_uppercut
     damage_hoverkick
     damage_spinkick
//integrated kungfu "reload" times (in tenths of a second)
     reload_jab
     reload_hook
     reload_uppercut
     reload_hoverkick
     reload_spinkick
Server Variables:
//frag streak/combo messages
combomessage//1 or 0 for on or off (can get annoying if you're uber 
                      mega l33t)
associated wav file: sound\frags\combo.wav
     
killstreakmessage// 1 or 0 for on or off (can get annoying in single
                         player)

     streakmessage2//default "Kill streak"
     associated wav file: sound\frags\killstreak2.wav
     streakmessage3//default "Ooooohhh Yeah"
     associated wav file: sound\frags\killstreak3.wav
     streakmessage4//default yoda: "HmmmMMMmm"
     associated wav file: sound\frags\killstreak4.wav
     streakmessage5//default Lard: "Mustn't      grrrrumble"
     associated wav file: sound\frags\killstreak5.wav
     streakmessage6 //default "M-M-M-Monster      Frag"
     associated wav file: sound\frags\killstreak6.wav
//Game stuff
faglimit//do you want copious amounts of neos, morpheuses and
            trinitys on your server? set it to 1.

leper//1 or 0 to turn on/off limbs (you can replace the torso models
         with the regular player models if you don't like the leper stuff

possesban//some people feel the teleposses spell is unfair. use 1/0 to
                turn it on/off.

sv_maxleve//maximum amount of upgrades allowed (I would not
                 recommend more that 5 or 6)

weaponrespawntime//in seconds

weaponban//stops weapons spawning, fag. all out fisty cuffs (apart
                 from knives and mk23s)

laseroff//sniper lasersight on/off (lag)

streakoff//bullet streaks on/off (lag)

shellsoff//casing ejection on/off (lag)
//team stuff. This is fear's code, so I have no idea if it actually w3rks :)
teamplay//duh (1/0)
     redteamskin
     redteamname
     blueteamskin
     blueteamname
     matchtimelimit
     teamfraglimit
     matchmode // I literally have "no idea"
//"realism" (sucks)
action//1/0. should you hop around if you lose a leg?
          (realistic damage - but it sucks)

hop // how high you hop if you only have 1 leg. (action must be set
         to 1)
Heads Up Display:
The HUD (Heads Up Display) is constantly relaying information to you
about the condition of your player, so it's kinda useful to know what
the fuck it's on about.
Health:
At the very bottom left of the screen your health points are shown.
The green cross beside the number fills and empties with green fluid
depending on your current health.
Mana:
Directly above health is mana. This is always counting up (until it
reaches its maximum) again the fluid inside the M reflects the mana
in store.
Ammo:
If your current weapons uses ammo this displays the amount of
ammo remaining for you. Remember that ammo is generic - the rocket
launcher uses the same stuff as the machine-guns - so once this
number reaches zero, it's close-combat or nothing.
Displayed in the top right hand corner of your screen is your upgrades
list. From top to bottom, these are the damage upgrade level, stamina
level and health level. You know what these do already.
If you are using an akimbo weapon, then a small dot will be visible
either to the left or right of your crosshair. The position of this dot
reflects which gun is going to fire next. Useful for firing down off
ledges or for accuracy at range.
Finally, in the bottom centre of your screen, slightly to the left, are
displayed graphical descriptions of all the items available in Matrix
Quake 2. Use "]" and "[" . Press enter to select the currently displayed
item. Why you'd want to use this is beyond us, when you could just
press a key. Perhaps you're a freaky masochist or something. Mind
you, the film did feature disturbing amounts of leather. Anyway. To
drag this back to the point...

Are you trying to say I can dodge Bullets

Upgrade Health:
Makes your maximum health 50 points higher per upgrade level, and sets your health to this maximum value - very useful if you're about to die. Also available in Green Disk form (somewhere on the level - replaces MegaHealth). When picked up in this form your health is not set to max.

Upgrade Stamina:
Makes your maximum stamina 50 points higher per upgrade level. Also available in Red Disk form (somewhere on the level - replaces Adrenaline and rebreather). 1 of these is required to perform teleposses.

Upgrade Damage (booyah!):
Adds 50% damage per level to any damage you do. You can find it in Blue Disk form as well - (replaces Quad)

Cloak:
Makes you a semi transparent ghost - difficult for players to spot (if in a dark area) and monsters will ignore you until you attack them. You arms and legs are EXTREMELY translucent (if you look hard you can see them). Lasts 60 seconds.

Speed:
A 15-second speed boost to get you out of or into sticky situations. Only available to people using knives or fists (it rules too much if you can use weapons too). You'll go so fast that you leave speed waves behind you. This may feel jerking on a laggy connection - not something I can readily help.

Bullet Stopping:
Stop rockets, grenades and bullets in their tracks for 30 seconds. Again because of balance, this is only available to fist or knife users. This is, after all, basically invincibility, so watch out for kungfu.

IR Vision:
All items and enemies glow red for 60 seconds. Especially useful for sniping or when an EMP Blast goes off... EMP Blast All the lights on the level are blasted out, and fizz and cackle for 30 seconds. IR Vision help here, as navigation is difficult.

Teleposses:
Often thought of as cheap, so this may be turned off in some servers. Upon selecting this command, the person with the most upgrades is targeted, and you switch bodies with them. You get their ammo, their level ups, their weapons, and their position on the level, whether that be above a vat of slime or precariously close to a crushing spinning drum.

MatrixJump:
The only power you'll NEED to bind. Point in the general direction you want to go, then cast this and you'll fly through the air. "Wheee!!!". I mean "WHOA".

Flight:
Sorry, buddies...this was taken out of v1.0, as you can MatrixJump almost anywhere where you could use fly. The only thing I miss about it is an easy way to escape acid/lava.

Autobuy:
This feature aims to remove the complication of binding a separate
key for each spell. Binding something to 'autobuy' will allow the
computer to pick a spell it thinks useful under the circumstances,
which it will then buy for you. The autobuy feature uses highly
experimental advanced neural-network neuron/synapse simulations
to mimic the complex actions of the human brain*, but the system
has a few bugs in it, and the computer might occasionally make
kooky choices. Live with it - it's only a computer. But by and large,
the system works well - if you are low on health, you will receive a
health upgrade. If it's dark, you get night-vision. It's much quicker
than...
Buying Spells Manually:
If you really feel like it, you can buy your spells manually. Press tab
to bring up a menu, and select "buy spell," "buy upgrade" or "autobuy"
by using the square brackets and enter. Do the same to select the
spell you want to use. This is much more cumbersome than the
autobuy feature, and only really useful if there's one spell that you
really, REALLY want right the hell now. Choosing "autobuy" in this way
makes a mockery of the whole idea.
Spells/Upgrades:    
One of the major features of Matrix Quake 2 is being able to cast
spells and "buy" upgrades. All spells and upgrades require mana. Mana
continually increases and is depicted by the green M above the Health
in the bottom left hand corner. There are 3 types of upgrade and 7
spells.
Most spells are time limited and all cost mana. Here are the costs. It
is worth noting that only two spells can be active at any one time.
Also, after your spells have worn off (except for Matrix Jump) there
is a wait of a few seconds before you can buy more. This is to stop
people spamming all the spells going.
Integrated KungFu
Of all the features in Matrix Quake 2, this is probably the most
important factor in deciding a close battle. Kungfu can be far more
useful than weapons. In most other games, kungfu is used by
switching away from your weapons to a fist "weapon". This makes fist
fighting rather useless, and so this mode is generally only viable for
developers in single player games - the fist weapon is treated as a
punishment for running out of ammo, and is generally only used for a
laugh or when you have no ammo.
Integrated Kungfu is different. Inspired by an unofficial version of
Action Quake 2 which added a "offhand punch" - a close range attack
that could be used with any other weapon selected at the time. This
was perfect for taking out enemies camping in corners. In conjunction
with the automatic fly kick, this made kungfu great fun, but still not a
viable option against Action's 1 hit kill weapons and "realistic" damage.
Integrated KungFu, put simply is a range of offhand attacks which
require no extra key bindings. You can get close to a player, shimmy
your controls, and pull off combos - especially useful since you don't
have to be using the fist weapon to do Int-KF - it's always available
to you. Here is a list of the moves and how to do them.
I'M GONNA LEARN JU JITSU?
Jab:
The weakest and most rapid attack possible. Tap strafe left or strafe
right to do it. Tap the two alternately for best affect.
Hook:
Quite powerful and quite quick to reload - this attack is best used
when you KNOW an enemy is weak - not much use in combos.
Simply tap forward while facing an enemy.
Uppercut
Stupidly powerful,this punch will take off the majority of an enemy's
health. Releasing the duck key will loose this move.

Hover Kick
A damaging, rapid attack which can only be performed in midair.
Very VERY useful in combination with other moves. To perform, tap
jump in mid air. A little tricky to get timing right.
Spin Kick
A powerful combo finisher, and easy to pull off. Get in range of an
opponent, then swing your view around fast (push the mouse fast
left or right). The closest enemy to you (within range) will take
considerable damage.
Blocking While using fists:
You can block kungfu attacks and only take a 1/4 damage from
them if you walk backwards (not strafing) or stand still and do not
attack. Instead of blood flying off your body from a connected
punch, sparks will erupt to signify a successful block.
Combos:
These deserve a special mention. While finishing off weakened
enemies with kungfu is arguably the best way to gain a kill, kungfu
is extremely close on its own. Every time you perform a combo, a
helpful message will popup on screen to tell you how many hits you
did, and how much damage they caused. 
Here are some common (and useful) combos:
Head Screw: Hoverkick, SpinKick, both in air. 100 damage.
Triple Kick: Hoverkick, Hoverkick, Hoverkick. : 120 damage.
Triple Kick Finisher: Hoverkick, Hoverkick, Spinkick. 140 damage.
Mortality: Jab, Jab, Uppercut. 100 damage.
Fish Punch: Jab x 4, (jump) HoverKick, HoverKick, Spinkick (land
on ground). 220 damage.
Zephro Special (Jabba the Slut): Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab,
Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab.
97 hits. 970 damage. (NB - this is only possible on a Tank
Commander - nothing else is hard enough, apart from the bosses,
I suppose.)
Weapons

This section will familiarize you with the weapons available in matrix
quake 2 and how to use them in the correct fashion. All weapons
models are courtesy of the Action quake team and the Dirty quake
team. Most weapons have a secondary fire. You should bind a key to
secondary fire. Do this by typing:
bind +attack2 in the console.
All weapons use ammo. Some weapons use more ammo than others.
There is only 1 ammo type (boy did we get flak over that :). This
means that kungfu is used more, and the player is forced to move on
and not "camp" (remain in one palce for long periods of time). Trust
me, it works fine.  For weapons with akimbo settings (2 guns at one
time) you can switch between two and one gun by pressing the
weapons button twice (set up weapons controls in the GUI or edit
a .cfg file). Quite frankly, there is no reason to use single fire as a
secondary fire mode is not available. 
The weapons at your disposal

Fist of Fury:
named after the Bruce Lee film of the same name, this
punch is bound to knock back enemies and is useful as a combo
finisher (see Integrated KungFu). Holding primary fire primes your fist
for an immensely powerful punch. You do not have to let go of the
fire button at any time, as the computer will detect any enemies in
your way, and your fist will be loosed into the face of your opponent.
Secondary fire allows you to constantly be punching with a fifth
damage of the primary fire. This is very useful against cornered
opponents.
Gung Ho Knives:
Similar to fists in primary fire, these knives can be used to slash
opponent or can be thrown (sound familiar AQ2 fans? :). To slash,
hold primary fire and run into an enemy, or simple press and depress
primary fire. To throw a knife, press secondary fire. This uses 20
ammo and does 50 damage. Thrown knives have an unfeasibly fast
reload time.
Grenades:
These are probably the most useful grenades in gaming history. Simply
hold down primary fire, and you'll instantly charge up a throw, signified
by your view becoming more and more like a fisheye lens. The more
zoomed out your view is, the faster you will throw the grenade.
Maximum velocity is far more than than a rocket's velocity and rivals a
bullet's!! The timer is set to one second after being thrown and will
explode on collision. Secondary fire looses a grenade with minimum
velocity - useful to catch out pursuers. At last, useful grenades!
Mk 23 pistols:
These are your starting weapons and are by no means useless.
Primary fire fires off a shot, and secondary (in akimbo mode) fires off
2 shots at a time. About 4 hits will kill another player, but we would
advise you hit with 3 bullets and finish off an opponent with a hand
to hand attack (see integrated kungfu)
Desert Eagles:
A more powerful but slower firing pistol and has a similar
primary/secondary fire system to the Mk 23's. 3 hits will down an
opponent but it's firing rate is 3.33 shots/sec compared to the mk23's
5 shots/sec. Again, try to finish off with kungfu.
MP5 Machine Gun:
The third "hitscan" (bullet) type weapon is also balanced well against
the other 2 pistols. You'll require 10 shots to down an opponent, but
you fire around ten shots a second. Again, the primary/secondary
modes are similar to the other pistols.
M4 Carbine Assault Rifle:
The big daddy. This fire shoots at the same rate as the mp5, but
CHEWS through ammo. A target will only need 7 bullets to down,
but this immense power is offset by the guns recoil - the knockback
is so great that you will be physically pushed backwards. This can be
used to you advantage though - imagine sailing over enemies below,
hovering as a result of the recoil.
Semi mobile Chaingun:
Ok, so it's TOTALLY mobile. To quote the quake 2 manual: "This thing
eats bullets like popcorn" - only MORE SO. 200 ammunition can be
depleted within about 3 seconds, but the damage is incredibly
devastating. It's called Semi-Mobile because you'll use up it's ammo
so fast that you won't have moved anywhere. Primary fire shoots
the regular quake 2 chaingun complement. Secondary fire fires off a
wider spread short burst of bullets. Holding primary fire and
secondary fire sends the into mental mode - you'll fire off 60 bullets
a second in this mode. Needless to say, this weapon uses the least
ammo per shot.
Akimbo Pump Action Shotguns:
I could be wrong but this may be a first in the history of the world.
Using your incredible skills you wield 2 pump action shotguns and are
able to reload them at incredible rates (using only 1 hand!). Why are
the animations so shit? well, I did them if you must know. Primary fire
fires off a single shot, secondary fires both at once. These also eat
quite a lot of ammo - 20 per shot. You'll likely need 2 shots to take
out an enemy (either primary sequentially or secondary in the face).
Surface to Surface Missile Rack:
Remember Commando? Just read the instructions and start packing
explosives into people's cracks with these babies. The rockets are
probably not as powerful as you expect (in order to maintain
balance) but you can fire off your whole ammo supply in 1 shot.
200 ammo or more and you'll fire the maximum 4 rockets at a time.
150 = 3, 100 = 2, 50 = 1. Get above 150 ammo and watch those
pretty swirling rockets fly. Aaahhhh. Because you'll want to use
these a lot, when pressing fire after firing off all you ammo, you
won't change weapons, so you can quickly pick up some more
ammo and reuse the rockets. "It's a feature".
Sniper Rifle:
Everyone has their own way of doing sniper rifles. I'd like to think
ours is the best. The sniper rifle fires off an insanely powerful shot
which will kill other players instantly (unless the have armor or
health upgrades). Holding down primary fire emits a green laser.
This helps you aim up on people, but also means you won't be able
to camp in a corner (the laser will be too obvious). The computer
automatically picks a target monster/player which you can see
from your current position, and zooms to the correct distance.
The computer will always strive to keep the target player in your
view. For instance, the target is in your sights, ready to drop dead
when you lift your finger. He moves! And you're still zoomed in!
This would be a big problem in most other games with a sniper rifle,
but this game's sight simply zooms out until the enemy is back in
your view. Secondary fire fires a shot from the hip - equally
devastating but requiring no zooming. It's like having the railgun
back in your hands. The Ammo use is high for this gun - 40 a shot,
and reloading takes just over a second.
It is possible to change the ammo use and damage off all the
weapons in matrix quake by using the GUI, but for the settings
to take affect, you must be the host of a multiplayer/single player
game.
Movement Controls -----------------    
To play Matrix Quake 2 well, you will need to know the extra functions
provided by the Modification. The basic controls (left, right, jump, duck
etc.) can be set up in Quake 2's options. Additional controls can be set
up from the GUI (Graphical user interface - matrix.exe). The only extra
movement command you will need is "matrixjump". You can bind this to
a key with the GUI or by typing bind  matrixjump in the console. It is
recommended that you use the mouse with freelook on (mouse
controlling head movement) and keyboard in conjunction for this mod.
These are tricky controls to master, but they are well worth the effort.
Most of the controls are the same as normal quake 2,
but using the controls in special combinations causes different effects.
Face along a wall and you will stand on it. Hold jump next to a wall and
you will begin to run up the wall. Releasing jump lets you drop to the
floor. Pressing backwards while on the wall makes you backflip off the
wall. Holding crouch while falling a great distance makes you roll and
take no falling damage. Jumping backwards or to the side will make
you do a midair flip automatically. Tapping the jump button in mid air
will give you a small amount of upward velocity.
To see all these effects, you can change to third person perspective.
To dothis, type "thirdperson" in the console.
Story:
Once  upon a time there was a brother and sister
called Hanse and Gretel. One day they decided they wanted to walk
into the Black Forest to find the hidden cache of IRA guns. Instead,
they stumbled onto Jurassic Park, and had to stop the Nazis from
stealing the Ark of the Covenant. After reprogramming a killer robot
to help them defeat a nightmarish alien that implants embryos in
human chests, they manage to save many thousands of Jews from
Hitler's persecution. Then they spin the Earth backwards to bring
Lois Lane back to life, and it's like they never went into the forest
at all, and it's all very confusing and badly done with special
effects that put Classic Trek to shame. He's dead, Jim.
 by Zephro.

Aren't I the best?...But seriously. You're a prisoner at the last human
outpost, let's call it.. "Pieon". Life sucks for you, and like a review
of a bad film, you don't care about any of the characters in the
place. Anyway, you've got this this magnetic watch or something and
when the guard's not looking you use a tape recorder to playback a
tone into the keypad lock and it only fuckin opens!!! l33t haxor!! you
use mofos? So you're sneaking down the alley, and this woman with
the biggest breasts (plus in leather) begs you to let her out of jail.
You're fucking horny, so you do it. It turns out that she's the leader
of a rebel faction who want to "REINSERT" themselves. She starts
letting all her buddies out of the cells. And she starts groping you.
HAH you WISH! You all regroup at the Pieon Docks, and you nick
a hover craft, and hover somewhere and speak to the evil robots
and they're all like "give me the access codes to Pieon" and you're
like "only if we get 'REINSERTED'" which makes you all horny, and
they say, ok, but there can be only one. So everyone's all like "oh
no!" coz you can't decide who goes back. So you suggest
REINSERTION with the bird with the big tits right there and then,
and they say nah, it's not the best way to pick. The some dork says
to have a fight to the death in cyber space, but he's a windows llama
so you all decide to play quake 2 but with different weapons.
And everyone's cool with this coz they're all like "I hate this
world. I'd rather die than go back" and they don't have GL cards so
Q3A and UT are out of the picture. Fuckin gh3y, so the "INSERT"
themselves into quake 2 with the different weapons and that's
where YOU come IN! Who will be the one? Only you can decide!
Play now to find out!
 by Bees Seesly, I'm the best.

Installation:

Follow these steps to Install Matrix Quake 2 Properly.

1. Make sure you have a working copy of Quake 2 installed on your
system. Also make sure you have the latest patch
(v3.20 - available from www.fileplanet.com)

2. Unzip the content of the Matrix zip file into a directory within
the quake 2 directory called "matrix" i.e. C:\Games\Quake2\Matrix
Make the new directory if necessary. Check that "Use folders" is
checked in the extract options.

3. To run the game either: a. Use the Matrix Graphical User
Interface (matrix.exe) or b. start Quake 2, go to the
console (press the tilde key, above Tab and below Esc) and type
"game matrix" then load a map, or c. click start->run and fill in
the textbox to look something like this:
c:\Games\quake2\quake2.exe +set game matrix

4. It is highly recommended that you use a 3D accelerator card to
play the game. In software mode, some of the effects look
different to GL mode. Of course, if you don't have a 3-d card by
now, you probably don't have an Internet connection. Or running
water.

Welcome to the Matrix Quake 2 Manual.
Note: Most of this manual assumes you know how to play
Quake II. If you do not, READ THE ONE THAT CAME WITH THE GAME
Varli3:Tx, Xplosif for sitting thru the excruciating process commonly
         known as building webpages, and anyone else who listens to me
         If anyone is wondering, this manual was made in 1 night, so its
         not very graphicy =(
         (Varli3 would like to know why wyv is talking in thirdperson j/k =))

              Wed, March 1, 2000 2:25 AM

Name:
Cost:
Up_Health
150
Up_Damage
150
Up_Stamina
150
Cloak
100
Speed
100
Stopbullets
100
IRVision
100
MatrixJump
50
EmpBlast
200
TelePosses
250
GunSights:
A little bit about the gunsights, when using akimbo guns, these green
sights appear. The lit up blob indicates which gun will fire next. 
Useful for setting up long shots.
Click the applicable link to jump to whatcha wanna know:
Installation
Story
Movement
Weapons
Gun Sights
Intergrated KungFu
Spells/Upgrades
Eh, I can dodge bullets?
HUD, Heads up display
Server Variables
Credits