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The horn invokes a random enemy, save for one single occasion )Tur Torment - it\'s always a Shambler). It can get frustrating.


* EnemyCivilWar: The monsters seem to hate each other almost as much as they hate you, judging by how easy it is to trick them into fighting each other.
* EnemyMine: The Horn of Invocation in ''Scourge of Armagon'', which allows you to invoke the last enemy you've beaten up.
* EverythingFades: One of the early attractions of ''Quake'''[=s=] polygonal graphics was the prospect that you'd now be able to ''look at corpses and guns from different angles'' (which was new and incredibly cool back then.) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.

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* EnemyCivilWar: The monsters seem to hate each other almost as much as they hate you, judging by how easy it is to trick them into fighting each other.
* EnemyMine: The Horn of Invocation in ''Scourge of Armagon'', which allows you to invoke the last a random enemy you've beaten up.
to fight for you.
* EverythingFades: One of the early attractions of ''Quake'''[=s=] ''Quake'''s polygonal graphics was the prospect that you'd now be able to ''look at corpses and guns from different angles'' (which was new and incredibly cool back then.) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.



* HelpfulMook: [[OurZombiesAreDifferent Zombies]]. By themselves, they're an annoyance of variating level; however, they'll only stop being a threat if gibbed, something only a few high-level mooks[[labelnote:more]]specifically, the Vore with its bomb pod, the Shambler with its double claw slash, and the Wraith with all of its atacks (curiously, even though its bomb pod deals only a meager six points of damage, it can gib zombies)[[/labelnote]] can do, and zombies are pathetically easy to draw into infighting with their slow movement speed and quirky attack pattern. Anything lesser than a Fiend will lose in a battle of attrition, and Fiends will be permanently distracted with hacking at the immobilized prone zombie at their feet.



* HitScan: Most projectiles, which makes the Shambler's lightning attack particularly annoying (and deadly), since it's impossible to dodge.

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* HitScan: Most projectiles, which makes the The Shambler's lightning attack is particularly annoying (and deadly), since it's impossible to dodge.



* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in less than ten seconds.

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* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] tough as nails]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in literally less than ten seconds.



* NoKillLikeOverkill: All over the place. It's possible to take down knights or ogres with ''three'' rockets, and then there's killing the piranhas with the shotgun...
* NoisyGuns
* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a hitpoint sponge rather than being ImmuneToBullets.

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* NoKillLikeOverkill: All over the place. It's possible to take down knights or ogres with ''three'' rockets, NoSell: The Wetsuit negates any and then there's killing the piranhas with the shotgun...
* NoisyGuns
all electric damage, from Shambler bolts to your own Thunderbolt fired underwater.
* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a hitpoint sponge [[StoneWall damage sponge]] rather than being ImmuneToBullets.



* RealityEnsues: Firing the Thunderbolt underwater is as unsafe as you expect it would be in real life, [[UpToEleven even going so far as gibbing the player and everyone else around him.]]
* RangedEmergencyWeapon: The Quake shotgun. It is half as powerful compared to its predecessor from ''Doom'', needing two shots to kill even the weakest of enemies. It's more comparable to the pistol, given its slightly higher rate of fire and that it's your starting weapon.

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* RealityEnsues: Firing the Thunderbolt underwater is as unsafe as you expect it would be in real life, [[UpToEleven even going so far as gibbing the player and everyone else around him.]]
him]].
* RangedEmergencyWeapon: The Quake shotgun. It is half as powerful compared to its predecessor from ''Doom'', needing two shots to kill even the weakest of enemies. It's more comparable to the pistol, given its slightly higher rate of fire and that it's your starting weapon.



* SetAMookToKillAMook: One of the main features of the AI is how easy it is to get enemies to attack each other, which can save the player a lot of work.

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* SetAMookToKillAMook: One of the main features of the AI is how easy it is to get enemies to attack each other, which can save the player a lot of work.work and ammunition.



* SpaceMarine: id attempted to distance themselves from it in this game.
** Part of ''Scourge of Armagon'' plays this straight.

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* SpaceMarine: id attempted to distance themselves from it in this game.
**
game, calling him "Ranger" instead. Part of ''Scourge of Armagon'' plays this straight.



* TeleportingKeycardSquad: The first Shambler appears before you the moment you grab a key (on the easy difficulty).
** Happens several times throughout the game, actually, particularly in the [[NintendoHard fourth episode]].

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* TeleportingKeycardSquad: The first Shambler appears before you the moment you grab a key (on the easy difficulty).
** Happens several
Several times throughout the game, actually, particularly in the [[NintendoHard fourth episode]].episode]].
* TheresNoKillLikeOverkill: All over the place. It's possible to take down knights or ogres with ''three'' rockets, and then there's killing the piranhas with the shotgun...
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Also, in regards to Nerf: That trope doesn\'t apply. It is meant for seriously weakening one weapon or tactic, rather than adjusting the scale at which weapons appear. As far as you know, it could instead be weak because entities in the Quake I universe simply have more relative health than the Doom counterparts.


* InvisibilityCloak: The Ring of Shadows, which renders the player invisible save for his eyes.

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* InvisibilityCloak: The Ring of Shadows, which renders the player invisible save for his eyes. You can slip past monsters undetected, but ones trying to track you down still know where you are.
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It\'s already here as Ranged Emergency Weapon. Refer to the troper a few posts below.


* {{Nerf}}ed: The Quake shotgun is half as powerful compared to its predecessor from ''Doom'', and requires two shots to kill even the weakest of enemies. This is compensated somewhat by it's higher rate of fire (about twice as high as Doom's), as well as the fact it's your starting weapon.
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* {{Nerf}}ed: The Quake shotgun is half as powerful compared to its predecessor from ''Doom'', and requires two shots to kill even the weakest of enemies. This is compensated somewhat by it's higher rate of fire (about twice as high as Doom's), as well as the fact it's your starting weapon.
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* PuzzleBoss: Both the end of Episode 1, and the FinalBoss.

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* PuzzleBoss: Probably the TropeCodifier for FPS games. Both the unique bosses (the end of Episode 1, and the FinalBoss.FinalBoss) are pure puzzle bosses that involve no shooting (although the FinalBoss involves you having to shoot your way through several BossInMooksClothing first). The expansion packs introduced several more traditional FPS bosses.

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Nerfed is a redlink.


* GameBreakingBug: The thunderbolt explodes if discharged into the water. However, an early version (1.01) had a small window where a player would enter a non-respawning zombie state if he wasn't gibbed by the explosion (e.g. 6 cells with 100 health). In a multiplayer game, you needed to disconnect from the server. While it was fixed in version 1.06, the expansion packs (1.07 and 1.08) re-implemented the bug.

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* GameBreakingBug: The thunderbolt explodes if discharged into the water. However, an early version (1.01) had a small window where a player would enter a non-respawning zombie state if he wasn't gibbed by the explosion (e.g. 6 cells with 100 health). In a multiplayer game, you needed to disconnect from the server. While it was fixed in version 1.06, the expansion packs (1.07 and 1.08) re-implemented this bug with the bug.new but similar weapons.



* Nerfed: The Quake shotgun is half as powerful compared to its predecessor from ''Doom'', and requires two shots to kill even the weakest of enemies. This is compensated somewhat by it's higher rate of fire (about twice as high as Doom's), as well as the fact it's your starting weapon.


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* RangedEmergencyWeapon: The Quake shotgun. It is half as powerful compared to its predecessor from ''Doom'', needing two shots to kill even the weakest of enemies. It's more comparable to the pistol, given its slightly higher rate of fire and that it's your starting weapon.
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None

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* Nerfed: The Quake shotgun is half as powerful compared to its predecessor from ''Doom'', and requires two shots to kill even the weakest of enemies. This is compensated somewhat by it's higher rate of fire (about twice as high as Doom's), as well as the fact it's your starting weapon.
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None

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** Averted with Armagon in the first expansion pack, which makes him extremely difficult unless you use cover, as his rockets can kill you in just 1 or 2 hits and travel fast enough that it's very hard to change direction fast enough once they're launched.
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None


* EnemyCivilWar: The monsters seem to hate each other almost as much as they hate you.

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* EnemyCivilWar: The monsters seem to hate each other almost as much as they hate you.you, judging by how easy it is to trick them into fighting each other.
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Doesn\'t apply. This is actually a resistance to explosive weapons.


* WeaksauceWeakness: The Shambler shrugs off most rocket blasts, but is weak against nails [[LightningGun And lightning]].
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* InstantAwesomeJustAddDragons: The FinalBoss in ''Dissolution of Eternity''.
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* HeroTrackingFailure: Played straight with grunts - they are forced to aim a bit behind the player. All other ranged-attack mooks only focus on the player as well. The sole exception is Ch'thon on hard difficulty, which leads with the attacks.

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* HeroTrackingFailure: Played straight with grunts - they their HitScan attacks are forced to aim a bit behind the a moving player. All other ranged-attack mooks Non-instant hit ranged attacks only focus on the player as well. player, allowing a simple dodge by moving forward. The sole exception is Ch'thon on hard difficulty, which who leads with the attacks.
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namespace Fix, yo


** The Strafe Jump, also called "bunny hopping", which was a glitch in the game[='=]s multiplayer. To the point of including a tutorial about it in ''Quake Live''. Along with the Strafe Jump, more abilities were there to be discovered by the player. Not really an issue that divides the Quake fanbase: they've accepted it, unlike the members of similar games or spinoffs.

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** The Strafe Jump, also called "bunny hopping", which was a glitch in the game[='=]s game's multiplayer. To the point of including a tutorial about it in ''Quake Live''. Along with the Strafe Jump, more abilities were there to be discovered by the player. Not really an issue that divides the Quake fanbase: they've accepted it, unlike the members of similar games or spinoffs.



* HeroTrackingFailure: Played straight with grunts - they are forced to aim a bit behind the player. All other ranged-attack mooks only focus on the player as well. The sole exception is Ch'thon on hard difficulty, which leads with the attacks.

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* HeroTrackingFailure: Played straight with grunts - they are forced to aim a bit behind the player. All other ranged-attack mooks only focus on the player as well. The sole exception is Ch'thon on hard difficulty, which leads with the attacks.



* ShoutOut: As mentioned above, many towards HPLovecraft, such as the bosses being called Ch'thon and Shub-Niggurath.

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* ShoutOut: As mentioned above, many towards HPLovecraft, Creator/HPLovecraft, such as the bosses being called Ch'thon and Shub-Niggurath.
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* EldritchAbomination: Many of the enemies, especially in the later levels. Shamblers are giant bear-like creatures with huge claws that can shoot lightning and have no eyes. Vores are {{GiantSpider}}s that shriek and throw balls of [[MadeOfExplodium exploding matter]] at the players.

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* EldritchAbomination: Many of the enemies, especially in the later levels. Shamblers are giant bear-like creatures with huge claws that can shoot lightning and have no eyes. Vores are {{GiantSpider}}s that shriek and throw balls of [[MadeOfExplodium exploding matter]] at the players.Shub-Niggurath.



* LoveCraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in less than ten seconds.

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* LoveCraftLite: LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in less than ten seconds.

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* HeroTrackingFailure: Played straight with grunts - they are forced to aim a bit behind the player. All other ranged-attack mooks only focus on the player as well. The sole exception is Ch'thon on hard difficulty, which leads with the attacks.



* ShoutOut: As mentioned above, many towards HPLovecraft, such as the bosses being called Chthon and Shub-Niggurath.

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* ShoutOut: As mentioned above, many towards HPLovecraft, such as the bosses being called Chthon Ch'thon and Shub-Niggurath.
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Namespace Of Doom.


'''Quake''' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''{{Doom}}''.

The game has the HeroicMime [[TheProtagonist Protagonist]] (called "Ranger" in ''VideoGame/QuakeIIIArena'') going through 4 worlds [[{{MacGuffin}} collecting lost runes]] in order to fight against an EldritchAbomination after a military experiment into [[HyperspaceIsAScaryPlace teleportation went awry]] and [[GoneHorriblyWrong caused an interdimensional demon invasion]]. The player, now the last surviving member of his unit, must single-handedly blow them all to bits. Of course, the story was once more than [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.

As id Software's follow-up to ''{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[GameEngine engine]] was renowned for its ability to create a fully polygonal three dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content (including, notably, ''Team Fortress'', which went on to spawn [[VideoGame/TeamFortressClassic two]] [[VideoGame/TeamFortress2 sequels]]). ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}} (''DiaryOfACamper'').

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'''Quake''' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''{{Doom}}''.

''VideoGame/{{Doom}}''.

The game has the HeroicMime [[TheProtagonist Protagonist]] (called "Ranger" in ''VideoGame/QuakeIIIArena'') going through 4 worlds [[{{MacGuffin}} [[MacGuffin collecting lost runes]] in order to fight against an EldritchAbomination after a military experiment into [[HyperspaceIsAScaryPlace teleportation went awry]] and [[GoneHorriblyWrong caused an interdimensional demon invasion]]. The player, now the last surviving member of his unit, must single-handedly blow them all to bits. Of course, the story was once more than [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.

As id Software's follow-up to ''{{Doom}}'', ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[GameEngine engine]] was renowned for its ability to create a fully polygonal three dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content (including, notably, ''Team Fortress'', which went on to spawn [[VideoGame/TeamFortressClassic two]] [[VideoGame/TeamFortress2 sequels]]). ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}} (''DiaryOfACamper'').
(''DiaryOfACamper'').



* ArmorPiercingAttack: Lava nails in ''Dissolution of Eternity''. Against players, armor absorption is halved but it does the same amount of damage. Monsters take extra damage instead.

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* ArmorPiercingAttack: Lava nails in ''Dissolution of Eternity''. Against players, armor absorption is halved but it does the same amount of damage. Monsters take extra damage instead.



* ChunkySalsaRule: Zombies aren't normally killed by bullets or nails ([[CaptainObvious since they're already dead, natch]]) and must be blown up with grenades and rockets. The QuadDamage also splatters zombies as well.

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* ChunkySalsaRule: Zombies aren't normally killed by bullets or nails ([[CaptainObvious since they're already dead, natch]]) and must be blown up with grenades and rockets. The QuadDamage also splatters zombies as well.



* DeadCharacterWalking: Typing "give health" into the [[MasterConsole console]] will cause the player to assume a bizarre undead state where they're lying on the ground as a corpse, yet can still jump, look around, shoot and even kill enemies.

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* DeadCharacterWalking: Typing "give health" into the [[MasterConsole console]] will cause the player to assume a bizarre undead state where they're lying on the ground as a corpse, yet can still jump, look around, shoot and even kill enemies.



* DepletedPhlebotinumShells: ''Dissolution of Eternity'' adds lava nails.

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* DepletedPhlebotinumShells: ''Dissolution of Eternity'' adds lava nails.



* GameBreakingBug: The thunderbolt explodes if discharged into the water. However, an early version (1.01) had a small window where a player would enter a non-respawning zombie state if he wasn't gibbed by the explosion (e.g. 6 cells with 100 health). In a multiplayer game, you needed to disconnect from the server. While it was fixed in version 1.06, the expansion packs (1.07 and 1.08) re-implemented the bug.
* GameMod: TropeCodifier in the FPS Genre. ''{{Doom}}'' was designed with a few features that allowed user made levels, but ''Quake'' was probably the first major game purpose built for modding, especially with its "Quake C" scripting language. In fact, many modern games owe their roots to mods developed for Quake. Several of the mods (CaptureTheFlag, Rocket Arena) have also became standard modes in subsequent games. ''Team Fortress'' became its own game series.

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* GameBreakingBug: The thunderbolt explodes if discharged into the water. However, an early version (1.01) had a small window where a player would enter a non-respawning zombie state if he wasn't gibbed by the explosion (e.g. 6 cells with 100 health). In a multiplayer game, you needed to disconnect from the server. While it was fixed in version 1.06, the expansion packs (1.07 and 1.08) re-implemented the bug.
bug.
* GameMod: TropeCodifier in the FPS Genre. ''{{Doom}}'' ''VideoGame/{{Doom}}'' was designed with a few features that allowed user made levels, but ''Quake'' was probably the first major game purpose built for modding, especially with its "Quake C" scripting language. In fact, many modern games owe their roots to mods developed for Quake. Several of the mods (CaptureTheFlag, Rocket Arena) have also became standard modes in subsequent games. ''Team Fortress'' became its own game series.



* MuckMonster: Spawn. The expansion pack adds a variety that can [[MookMaker duplicate itself indefinitely]].

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* MuckMonster: Spawn. The expansion pack adds a variety that can [[MookMaker duplicate itself indefinitely]].



* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a hitpoint sponge rather than being ImmuneToBullets.

to:

* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a hitpoint sponge rather than being ImmuneToBullets.



* PointOfNoReturn: Levels are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, [[FridgeLogic somehow]] blocking the path.
* PuzzleBoss: Both the end of Episode 1, and the FinalBoss.

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* PointOfNoReturn: Levels are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, [[FridgeLogic somehow]] blocking the path.
path.
* PuzzleBoss: Both the end of Episode 1, and the FinalBoss.



* SeriousBusiness: Tournament play moved from a pastime to a career for some, among them "Thresh", who won John Romero's Ferrari in a tournament.

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* SeriousBusiness: Tournament play moved from a pastime to a career for some, among them "Thresh", who won John Romero's Ferrari in a tournament.



* TitleDrop: The final line of ''Dissolution of Eternity''.

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* TitleDrop: The final line of ''Dissolution of Eternity''.
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trope renamed at TRS, but this simply doesn\'t seem to fit


* EverythingFades: One of the early attractions of ''Quake'''[=s=] polygonal graphics was the prospect that you'd now be able to ''look at corpses and guns from different angles'' (which was [[WhatDoYouMeanItsNotAwesome new and incredibly cool back then]].) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.

to:

* EverythingFades: One of the early attractions of ''Quake'''[=s=] polygonal graphics was the prospect that you'd now be able to ''look at corpses and guns from different angles'' (which was [[WhatDoYouMeanItsNotAwesome new and incredibly cool back then]].then.) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.

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Kill It With Fire needs a flame weapon - and zombies aren\'t killed by lava nails.


* ArmorPiercingAttack: Lava nails in ''Dissolution of Eternity''. Against players, armor absorption is halved but it does the same amount of damage. Monsters take extra damage instead.



* ChunkySalsaRule: Zombies aren't normally killed by bullets or nails ([[CaptainObvious since they're already dead, natch]]) and must be blown up with grenades and rockets. The QuadDamage also splatters zombies as well.
--> [[YeOldeButcheredeEnglishe Thou canst not kill what doth not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]



* KillItWithFire: Zombies cannot be killed with bullets ([[CaptainObvious since they're already dead, natch]]) but must be blown up with grenades and rockets.
--> [[YeOldeButcheredeEnglishe Thou canst not kill what doth not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]
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None


--> [[YeOldeButcheredeEnglishe Thou canst not kill that which doth not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]

to:

--> [[YeOldeButcheredeEnglishe Thou canst not kill that which what doth not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]
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None


--> [[YeOldeButcheredeEnglishe Thou cannot kill that which dost not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]

to:

--> [[YeOldeButcheredeEnglishe Thou cannot canst not kill that which dost doth not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]
Is there an issue? Send a MessageReason:


* UseItem: {{Averted}}. All doors and switches are activated by shooting or walking up to them. There is no "use" key.
** Some players discovered "+use" as a console command. While some modders could use that, the console command wasn't functional.
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None


* SixHundredSixtySix: Appears as your armor count when you pick up a certain rune. Needless to say, you're unable to take damage with it active.

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* SixHundredSixtySix: Appears as your armor count when you pick up a certain rune. Needless to say, you're unable to are invulnerable. You can't take damage with when it active.is active, but your armor can still be stripped away.

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* DescendingCeiling: Several times. It's subverted in an early level of the original, though - the ceiling does descend, but when it's just a little above you, it breaks into two parts and retreats into the walls.

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* DepletedPhlebotinumShells: ''Dissolution of Eternity'' adds lava nails.
* DescendingCeiling: Several times. It's subverted in an early level of the original, though - In one level, it is played straight with the ceiling does descend, but when it's just a little above you, it breaks moving to crush, then subverted where the ceiling descends, splits into two parts and retreats into the walls.walls before the elevator brings you to the exit.



* SaveScumming: You can save the game at any time, which is the only realistic way to beat the harder difficulties.

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* SaveScumming: You can save and reload the game at any time, which is the only realistic way to beat the harder difficulties.time.



* UseItem: {{Averted}}. All doors and switches are activated by shooting or walking up to them. There is no "use" key.

to:

* UseItem: {{Averted}}. All doors and switches are activated by shooting or walking up to them. There is no "use" key.
** Some players discovered "+use" as a console command. While some modders could use that, the console command wasn't functional.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreakingBug: The thunderbolt explodes if discharged into the water. However, an early version (1.01) had a small window where a player would enter a non-respawning zombie state if he wasn't gibbed by the explosion (e.g. 6 cells with 100 health). In a multiplayer game, you needed to disconnect from the server. While it was fixed in version 1.06, the expansion packs (1.07 and 1.08) re-implemented the bug.
Is there an issue? Send a MessageReason:
None


* CallBack: The vores appearing as bosses in the second episode, and then as regular {{mooks}} in 3 and 4 to the end of episode 1 of ''{{Doom}}''.

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* CallBack: The vores appearing appear as bosses in the second episode, and then as regular {{mooks}} in 3 and 4 4. This is similar to the end Barons of Hell, the bosses of the first episode 1 of ''{{Doom}}''.''VideoGame/{{Doom}}''.
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None


** TheCameo: The [[CommanderKeen DopeFish]] appears in a well-hidden secret room in one level.

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** TheCameo: The [[CommanderKeen [[VideoGame/CommanderKeen DopeFish]] appears in a well-hidden secret room in one level.
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** Particularly hilarious if you can position the Vore so it keeps throwing the spikey balls into a nearby wall or column. It won't realise the splash damage is hurting it and end up [[HoistbyhisOwnPetard slowly killing itself]].

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Zero Context Examples, a sinkhole or two... All taken care of.


* DescendingCeiling

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* DescendingCeilingDescendingCeiling: Several times. It's subverted in an early level of the original, though - the ceiling does descend, but when it's just a little above you, it breaks into two parts and retreats into the walls.



* GatlingGood: The Super Nailgun.

to:

* GatlingGood: The Super Nailgun.Nailgun's barrels spin just like a Gatling's. Its rate of fire isn't any faster than the Nailgun's, but it fires 2 nails at a time.



* GrenadeLauncher

to:

* GrenadeLauncherGrenadeLauncher: The TropeCodifier for the "bouncy grenade" type.



* LavaPit: Several instances.
* LeapAndFire

to:

* LavaPit: Several instances.
* LeapAndFire
instances, often under retreating floors.



* LoveCraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] ActionHero with a HyperspaceArsenal.
* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', a powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). If you're hit from behind, it's just a minor damage reduction.
* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are actually required to kill zombies]]; attacks must inflict a minimum amount of damage to kill one.
* MalevolentArchitecture
* MoreDakka: The Super Nailgun has ''four'' barrels and an insane rate of fire. Unfortunately, this means it tends to run out of ammo fairly quickly.

to:

* LoveCraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] ActionHero with a HyperspaceArsenal.
HyperspaceArsenal that can make mince meat out of any abomination you face in less than ten seconds.
* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', a the Power Shield powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). If you're hit from behind, it's just a minor damage reduction.
* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are actually required to kill zombies]]; zombies]], as attacks must inflict a minimum amount of damage to kill one.
* MalevolentArchitecture
* MoreDakka: The Super Nailgun has ''four'' barrels and an insane rate of fire. Unfortunately, this means it tends to run out of ammo fairly quickly.
MalevolentArchitecture: SmashingHallwayTrapsOfDoom covered with SpikesOfDoom? Check. {{Descending Ceiling}}s? Check. Floors that open into inescapable {{Lava Pit}}s? Check. And there's a lot more than that.



* TheWallsAreClosingIn

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* DescendingCeiling



* GatlingGood: The Super Nailgun.



* GiantSpider: The Vores are a cross between this and some sort of demon.
* GrenadeLauncher



* HitScan: Most projectiles, which makes the Shambler's lightning attack particularly annoying (and deadly), since it's impossible to dodge.
* HomingProjectile: The Vores throw [[MadeOfExplodium exploding spikey balls]] that track you, but they can be avoided by [[MisguidedMissile getting them to smash into obstacles and walls]].



* LeapAndFire



* MalevolentArchitecture
* MoreDakka: The Super Nailgun has ''four'' barrels and an insane rate of fire. Unfortunately, this means it tends to run out of ammo fairly quickly.



* NoisyGuns



* PuzzleBoss: Both the end of Episode 1, and the final.

to:

* PuzzleBoss: Both the end of Episode 1, and the final.FinalBoss.


Added DiffLines:

* SpreadShot: The Death Knights fire several rockets at once, although they're relatively slow [[HighSpeedMissileDodge and can be avoided]].


Added DiffLines:

* TheWallsAreClosingIn
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Added DiffLines:

[[quoteright:288:http://static.tvtropes.org/pmwiki/pub/images/Quake1_paket_3562.gif]]

'''Quake''' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''{{Doom}}''.

The game has the HeroicMime [[TheProtagonist Protagonist]] (called "Ranger" in ''VideoGame/QuakeIIIArena'') going through 4 worlds [[{{MacGuffin}} collecting lost runes]] in order to fight against an EldritchAbomination after a military experiment into [[HyperspaceIsAScaryPlace teleportation went awry]] and [[GoneHorriblyWrong caused an interdimensional demon invasion]]. The player, now the last surviving member of his unit, must single-handedly blow them all to bits. Of course, the story was once more than [[ExcusePlot just a basic framework]] for an adrenaline-packed onslaught of vicious monsters to be blown apart.

As id Software's follow-up to ''{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[GameEngine engine]] was renowned for its ability to create a fully polygonal three dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content (including, notably, ''Team Fortress'', which went on to spawn [[VideoGame/TeamFortressClassic two]] [[VideoGame/TeamFortress2 sequels]]). ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}} (''DiaryOfACamper'').

Coming on the heels of ''Quake'' was '''[=QuakeWorld=]''', a mod which contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. All of this put together has made ''Quake'' one of the longest-lived games ever made.

Two mission packs for the game, '''Quake: Scourge of Armagon''' by Hipnotic Entertainment and '''Quake: Dissolution of Eternity''' by Rogue Entertainment, were released.

!!This game named the following tropes:
* QuadDamage
* RocketJump (also the TropeCodifier)

!!This game and its {{Expansion Pack}}s provide examples of:
* AdvancingWallOfDoom: With spikes!
* AnAxeToGrind: The player's EmergencyWeapon.
* ArmorOfInvincibility: The Pentagram of Protection makes the player invulnerable (the health meter in the console just reads [[NumberOfTheBeast 666]]).
* AscendedGlitch / GoodBadBugs:
** The Strafe Jump, also called "bunny hopping", which was a glitch in the game[='=]s multiplayer. To the point of including a tutorial about it in ''Quake Live''. Along with the Strafe Jump, more abilities were there to be discovered by the player. Not really an issue that divides the Quake fanbase: they've accepted it, unlike the members of similar games or spinoffs.
* AstralCheckerboardDecor: The Wizard's Manse has this.
* AttractMode: Demos of many levels start playing in the menu screen.
* AwesomeButImpractical: The Thunderbolt. It's the game's most powerful weapon by far, but it's hard to aim properly, ammo is very scarce, and in spite of its mass-kill of underwater beings, doing this shorts out the weapon, killing even the player if he's not invulnerable. Even if he survives, all the ammo is gone.
** AwesomeYetPractical: The Laser Cannon in ''Scourge Of Armagon'' does away with most of these flaws in exchange for a slightly weaker damage output and non-hitscan projectiles. [[HyperDestructiveBouncingBall Just refrain from shooting it too much in tight spaces...]]
* BeneathTheEarth: Several levels are underground, including one called [[ShapedLikeItself The Underearth]], as well as the game's final level.
* BlatantItemPlacement: Health packs, ammo and weapons abound for no reason at all.
* BlobMonster: The Spawns are a particular annoying version.
* BoringButPractical: The double-barrelled shotgun. Not only is it very powerful at close range (it can even gib certain enemies) but ammo for it is plentiful and it's available in almost every level.
* BossArenaIdiocy: The first chapter boss completely immune to all damage apart from two adjustable columns that can shoot lightning between them. The final boss is impervious to everything except a floaty teleporty doohickey. Neither of these unique architectural features can be found anywhere else in the game.
* BossInMookClothing: Shamblers and Vores. Both appear at junctures in the game where a boss would be expected (the end of an episode) and are quite deadly.
* BrutalBonusLevel: The Underearth and The Nameless City are extremely difficult (the latter has something like 95 kills) and will probably eat up all of your ammo by the time you finish them.
* CallBack: The vores appearing as bosses in the second episode, and then as regular {{mooks}} in 3 and 4 to the end of episode 1 of ''{{Doom}}''.
* ColorCodedForYourConvenience: Green armor is the weakest kind, followed by yellow (medium) and red ([[LawOfChromaticSuperiority strongest)]].
* ConvectionSchmonvection: There's lava all over the place, which is deadly if you fall into it, but simply walking over it on a grating is fine.
* CreepyCoolCrosses: So much it borders on SigilSpam.
* DeathTrap: Many levels feature spike shooters, crushing blocks, trapdoor floors etc.
** "Claustrophobopolis", one of the Deathmatch levels, is the home to several [[SchmuckBait Beginner's Traps]] involving switches, lava, and teleporters.
** One of the final levels of ''Scourge of Armagon'' traps you between two [[AdvancingWallOfDoom Advancing Walls Of Doom]].
* DeadCharacterWalking: Typing "give health" into the [[MasterConsole console]] will cause the player to assume a bizarre undead state where they're lying on the ground as a corpse, yet can still jump, look around, shoot and even kill enemies.
* DeathWorld: The entire universe. Lava, chemicals, explosives...
* DegradedBoss:
** Vores first appear as a DualBoss at the end of the second episode, then as regular enemies in the latter two episodes.
** The Fiend also appears with boss-like drama the first time it shows up, but becomes a regular enemy later.
** As little as a few seconds later on 'Hard' or 'Nightmare' skill; two more will oh-so-generously make themselves known and teleport in the moment the first one kicks the bucket. [[ItGotWorse And then a Shambler]]. Hope you still have some Nails.
* DroneOfDread: The [[NightmareFuel very creepy soundtrack]] of the first game, provided by NineInchNails.
* EasterEgg: Everywhere among the secrets!
** TheCameo: The [[CommanderKeen DopeFish]] appears in a well-hidden secret room in one level.
* EldritchAbomination: Many of the enemies, especially in the later levels. Shamblers are giant bear-like creatures with huge claws that can shoot lightning and have no eyes. Vores are {{GiantSpider}}s that shriek and throw balls of [[MadeOfExplodium exploding matter]] at the players.
* EnemyCivilWar: The monsters seem to hate each other almost as much as they hate you.
* EnemyMine: The Horn of Invocation in ''Scourge of Armagon'', which allows you to invoke the last enemy you've beaten up.
* EverythingFades: One of the early attractions of ''Quake'''[=s=] polygonal graphics was the prospect that you'd now be able to ''look at corpses and guns from different angles'' (which was [[WhatDoYouMeanItsNotAwesome new and incredibly cool back then]].) Unfortunately, the rapid increase in performance requirements brought on by ''Quake''-style graphics would ultimately bring about the ubiquity of EverythingFades.
* EverythingTryingToKillYou: Except for the health packs, there is nothing but monsters and booby traps as far as the eye can see.
* ExplodingBarrels
* EyelessFace: Many of the enemies.
* FacelessGoons: The [[MobileSuitHuman Enforcers]] from the Earth base levels.
* ForgedByTheGods: The Mjölnir hammer in ''Scourge Of Armagon''.
* {{Freemium}}: The first episode was available as shareware, but the latter three had to be purchased.
* FrickinLaserBeams: The Enforcers fire them.
* GameMod: TropeCodifier in the FPS Genre. ''{{Doom}}'' was designed with a few features that allowed user made levels, but ''Quake'' was probably the first major game purpose built for modding, especially with its "Quake C" scripting language. In fact, many modern games owe their roots to mods developed for Quake. Several of the mods (CaptureTheFlag, Rocket Arena) have also became standard modes in subsequent games. ''Team Fortress'' became its own game series.
* GiantMook: Shamblers. Death Knights and Ogres are also quite intimidating.
* GuiltFreeExterminationWar: The entire premise of the game.
* HaveANiceDeath: By way of death messages:
--> ''"[[DeathbringerTheAdorable Deathbringer]] rode [[FluffyTheTerrible Fluffy's]] rocket."''
* HarderThanHard: Interestingly, it can only be accessed via a secret area in the new game loading area, even on the expansions.
* HealingSpring: There's a very convenient one in "The Palace of Hate", one of the hardest levels.
* HubLevel: The difficulty selection map, which could be used for deathmatches.
* ImAHumanitarian: The ogres are "cannibal monsters", [[AllThereInTheManual apparently.]]
* InvisibilityCloak: The Ring of Shadows, which renders the player invisible save for his eyes.
* KillEmAll: The game keeps track of how many monsters you've killed per level, with the ideal being 100%.
* KillerApp: It was already this to begin with, but when ''[=GLQuake=]'' was released, 3dfx Voodoo Graphics accelerators started flying off the shelves, now that people could suddenly play it at 640x480 resolution (at a time when people were content with 320x240 on the software-rendered version because higher resolutions were too demanding) and still maintain a liquid-smooth 60 frames per second!
** Note that ''[=VQuake=]'' for Rendition Verite cards predates ''[=GLQuake=]'', but did not result in massive success for Rendition like it did for 3dfx.
** ''[=GLQuake=]'' was allegedly developed to run on id Software's workstations with no intentions of running on consumer [=PCs=], but by coincidence, the 3dfx Voodoo Graphics card handled it very well, and so they made it available to consumers anyway. The rest is history.
* KillItWithFire: Zombies cannot be killed with bullets ([[CaptainObvious since they're already dead, natch]]) but must be blown up with grenades and rockets.
--> [[YeOldeButcheredeEnglishe Thou cannot kill that which dost not live.]] [[SophisticatedAsHell But you can blast it into chunky kibble.]]
* LavaPit: Several instances.
* LightningGun: The Thunderbolt Gun. It drains batteries fast, but kills enemies even faster. Just [[TooDumbToLive don't fire it underwater.]]
* LockAndKeyPuzzle: Many levels, although they're quite simplistic, with only two keys to find at most.
* LoveCraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron nails-tough]] ActionHero with a HyperspaceArsenal.
* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', a powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). If you're hit from behind, it's just a minor damage reduction.
* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are actually required to kill zombies]]; attacks must inflict a minimum amount of damage to kill one.
* MuckMonster: Spawn. The expansion pack adds a variety that can [[MookMaker duplicate itself indefinitely]].
* NailEm: The Nailgun and the Super Nailgun.
* NoKillLikeOverkill: All over the place. It's possible to take down knights or ogres with ''three'' rockets, and then there's killing the piranhas with the shotgun...
* PaletteSwap: Aside from Player Characters, not used until ''Dissolution of Eternity''. The textures used on some monsters indicate that they are slightly different; yellowish ogres may throw multi grenades, green spawns will split apart, and a mummy (a white-colored zombie) is a hitpoint sponge rather than being ImmuneToBullets.
* PlayableMenu and HubLevel: The non-standard difficulty and episode selection, which was slashed away in the console ports (N64, at least).
* PointOfNoReturn: Levels are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, [[FridgeLogic somehow]] blocking the path.
* PuzzleBoss: Both the end of Episode 1, and the final.
* RealIsBrown: [[SubvertedTrope Subverted.]] The game's color palette is made up mostly of browns and dark greys, but it's not for the sake of realism; it adds to the dark atmosphere of the game.
* RealityEnsues: Firing the Thunderbolt underwater is as unsafe as you expect it would be in real life, [[UpToEleven even going so far as gibbing the player and everyone else around him.]]
* SaveScumming: You can save the game at any time, which is the only realistic way to beat the harder difficulties.
* ScaryDogmaticAliens: The game's monsters are attempting an invasion of Earth and cannot be stopped [[ViolenceIsTheOnlyOption except by exterminating them all.]]
* SecretLevel: The first game had one per unit, including the famous ''[[GravityScrew "Ziggurat Vertigo"]]'', ''[[BeneathTheEarth "The Underearth"]]'', ''[[RoomFullOfCrazy "The Haunted Halls"]]'' and ''[[LovecraftLite "The Nameless City"]]''. ''Scourge of Armagon'' pushes this a bit far, with ''"Military Complex"'', ''"The Gremlin's Domain"'' and ''"The Edge of Oblivion"''. (A Deathmatch level turned as an SP one, with loads and loads of enemies).
* SeriousBusiness: Tournament play moved from a pastime to a career for some, among them "Thresh", who won John Romero's Ferrari in a tournament.
* SetAMookToKillAMook: One of the main features of the AI is how easy it is to get enemies to attack each other, which can save the player a lot of work.
* {{Shareware}}: One of the latest examples of this era.
* ShockAndAwe: The Shambler's main attack method is to cook up a stream of lightning and shoot it at you. There's also your own LightningGun, and several traps in the expansion packs are of the electricity-shooting variety.
* ShortRangeShotgun: The shotgun has an incredibly wide spread which renders it useless at any distance beyond a few in-game metres.
* ShoutOut: As mentioned above, many towards HPLovecraft, such as the bosses being called Chthon and Shub-Niggurath.
** Also, [[TheLordOfTheRings the Ring of Shadows]].
* SixHundredSixtySix: Appears as your armor count when you pick up a certain rune. Needless to say, you're unable to take damage with it active.
* SmashingHallwayTrapsOfDoom
* SpaceMarine: id attempted to distance themselves from it in this game.
** Part of ''Scourge of Armagon'' plays this straight.
* SpikeShooter: Many of the wall traps.
* StormingTheCastle: Every level is about getting into the fortress, killing monsters and making your way to the end.
* TeleFrag: Sometimes two or more monsters will spawn in place and insta-gib each other. It's possible to do it in multiplayer as well, and [[spoiler: the only way to beat the final boss, Shub-Niggurath.]]
* TeleportingKeycardSquad: The first Shambler appears before you the moment you grab a key (on the easy difficulty).
** Happens several times throughout the game, actually, particularly in the [[NintendoHard fourth episode]].
* TitleDrop: The final line of ''Dissolution of Eternity''.
* ToHellAndBack: Episode 3 is designed with a hellish theme.
* UseItem: {{Averted}}. All doors and switches are activated by shooting or walking up to them. There is no "use" key.
* VisibleInvisibility: The Ring of Shadows conceals everything but the player's eyes.
* WeaksauceWeakness: The Shambler shrugs off most rocket blasts, but is weak against nails [[LightningGun And lightning]].
* AWinnerIsYou: Each set of levels ends with a wall of text about the ancient knowledge you're getting from the runes. After Shub-Niggurath explodes, the game and its developers just congratulate you and thank you for playing.
* YeOldeButcheredeEnglishe: ''Everywhere'' in the metatext.
* ZombieApocalypse: Many levels are full of zombies, which are [[LudicrousGibs lots of fun]] to kill. Make sure you have rockets, however, because they won't die any other way unless you have Quad Damage and can splatter them with lesser weapons.
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