Strife quest flags

Though not directly visible to the player, Strife tracks the player's quest status through a field of 32 bit flags called quest flags, which are obtained in various ways, often through engaging specific characters in dialogue, killing certain enemies, or picking up certain objects. A number of the bits are used as invisible keys that control the ability to activate certain linedefs, including lines which cause BlackBird to converse with the player. The following is a list of the quest flags and their purposes in the stock game.


 * Quest Flag 1 - Obtained Beldin's ring.
 * Quest Flag 2 - Stole the Chalice. Causes Governor Mourel to call in guards if you speak to him.
 * Quest Flag 3 - Permission to visit Irale. Given by Macil the first time he is spoken with.
 * Quest Flag 4 - Accepted Governor Mourel's "messy" chore.
 * Quest Flag 5 - Accepted Governor Mourel's "bloody" chore.
 * Quest Flag 6 - Destroyed the power coupling.
 * Quest Flag 7 - Killed the blue acolyte "scanning team" which teleports in if the power coupling is destroyed.
 * Quest Flag 8 - Unused. Was supposed to be given by picking up a broken power coupling. See flag 32.
 * Quest Flag 9 - Obtained Derwin's ear.
 * Quest Flag 10 - Obtained the Prison Pass from Governor Mourel.
 * Quest Flag 11 - Obtained the Prison Key from Warden Montag.
 * Quest Flag 12 - Obtained Judge Wolenick's hand.
 * Quest Flag 13 - Freed the prisoners.
 * Quest Flag 14 - Destroyed the power crystal. Disables the force fields in Tarnhill.
 * Quest Flag 15 - Obtained the guard uniform that Weran wants.
 * Quest Flag 16 - Destroyed the castle gate mechanism. Causes the gate to the castle to open in Tarnhill.
 * Quest Flag 17 - Listened to Macil's story about the Sigil after defeating the Programmer. Opens the pathway to the Borderlands.
 * Quest Flag 18 - Obtained the Oracle Pass. This flag is explicitly referred to as a key, despite being an invisible flag. It is needed to speak with the Keymaster in the Borderlands.
 * Quest Flag 19 - Unused.
 * Quest Flag 20 - Unused.
 * Quest Flag 21 - Killed the Bishop.
 * Quest Flag 22 - Killed the Oracle after having killed the Bishop.
 * Quest Flag 23 - Killed the Oracle (always given, even if the Bishop death flag is not set).
 * Quest Flag 24 - Killed Macil. Opens the doorway to the manufacturing sector of the factory. Also advances Richter's dialogue state.
 * Quest Flag 25 - Destroyed the converter in the factory. One of two flags checked to determine what ending the player will receive. See also flag 27.
 * Quest Flag 26 - Killed the Loremaster. Also opens strange unofficially secret areas in many maps that appear to be designed for use in multiplayer.
 * Quest Flag 27 - Destroyed the computer in the Bishop's fortress. Checked to determine which ending the player will receive, even though this bit flag will be set regardless of the path taken. It is believed the purpose of the computer may have changed during late development, causing this bit flag to become effectively useless. See also flag 25.
 * Quest Flag 28 - Obtained the Catacomb Key. Opens the path to the Catacomb, making the actual key unnecessary.
 * Quest Flag 29 - Destroyed the transmitter in the mines.
 * Quest Flag 30 - Unused.
 * Quest Flag 31 - Unused.
 * Quest Flag 32 - Accidentally set by buggy code when a broken power coupling is picked up. The "speed" field for the broken power coupling, which determines the quest flag to give, was somehow overwritten in Rogue's multigen script with the value for the thing bit flag MF_NOTDMATCH, with the value 0x2000000 (or 512*FRACUNIT, if interpreted as a fixed-point number). Due to the behavior of the shl instruction on Intel processors when given an out-of-range operand, this becomes equivalent to setting bit 32.

Multiplayer
In deathmatch games, all players are automatically awarded quest flags 1 through 31, so anything relying on a given quest flag can be opened or activated regardless of progress. Since all talking non-player characters and most quest-related items are missing during multiplayer, this is a necessity.