[[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, ''VideoGame/{{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 ''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}} (''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:
* ActionBomb: Spawns, annoyingly fast globs of purple goo that [[PersonalSpaceInvader would like to mate with your face]]. Killing them triggers an explosion as strong as a direct hit with a rocket. Ouch.
* 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]]).
* 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.
* 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.
* AWinnerIsYou: Like the original ''{{VideoGame/Doom}}'' games, the ending is pretty much just a congratulatory text crawl.
* BeepingComputers: in the high tech "base" levels are constant technological beeping noises
* 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 appear as bosses in the second episode, and then as regular {{mooks}} in 3 and 4. This is similar to the Barons of Hell, the bosses of the first episode of ''VideoGame/{{Doom}}''.
* CherryTapping: The Shotgun is weak, but accurate. You can take down a Shambler with it from a distance if you're patient enough.
* 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.]]
* 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.
* CoolVersusAwesome: ''Quake'' did this before it was even a thing, as an unintended result of its somewhat disjointed development history (half the team wanted to do a ASpaceMarineIsYou game, the other half wanted to do a fantasy RPG, and they ended up just mashing the two ideas together). You've got a space marine running around blasting medieval knights with a shotgun, blowing up zombies with grenades, and fighting Lovecraftian horrors in an alternate dimension.
* CosmicHorrorStory: It's never explained ''why'' Shub-Niggurath wants to exterminate all of mankind. She just does.
* CreepyCemetery: One level has a cemetery full of (what else?) zombies.
* CreepyCoolCrosses: So much it borders on SigilSpam. One in the original campaign actually features Jesus on it (albeit obscured by darkness), and several have zombies pinned to them in the main campaign.
* DarkFantasy: Eldritch-possessed knights, vile creatures, dark magic, dark castles, lots of gore. What's not to like?
* 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...
* DepletedPhlebotinumShells: ''Dissolution of Eternity'' adds lava nails.
* DescendingCeiling: Several times. In one level, it is played straight with the ceiling moving to crush, then subverted where the ceiling descends, splits into two parts and retreats into the walls before the elevator brings you to the exit.
* 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, though, two more will oh-so-generously make themselves known and teleport in the moment the first one kicks the bucket.
* DroneOfDread: The very creepy soundtrack of the first game, provided by NineInchNails.
* EasterEgg: Everywhere among the secrets!
** TheCameo: The [[VideoGame/CommanderKeen DopeFish]] appears in a well-hidden secret room in one level.
* EldritchAbomination: Shub-Niggurath.
* EldritchLocation: The parallel universe where the game takes place.
* ElevatorActionSequence: The final part of [=E2M6=] - The Dismal Oubliette, features one of these.
** The level "The Haunted Halls" has one too where you ride a series of floating platforms up and around the level, shooting rockets at switches and killing ogres.
* EliteMooks:
** Grunts are human soldiers who are possessed and try to kill you. They aren't dangerous, but the Enforcers (Grunts wearing full suits of armour and firing laser cannons) are.
** Knights are [[FragileSpeedster fast, but not deadly]]. Death Knights are much harder to kill and deal more damage as well as having a ranged attack (fireballs).
* EnemyMine: The Horn of Invocation in ''Scourge of Armagon'', which allows you to invoke a random enemy to fight for you.
* 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.
* EverythingTryingToKillYou: Except for the health and ammo packs, there is nothing but monsters and booby traps as far as the eye can see.
* EvilTowerOfOminousness: Many levels have and/or are one.
* ExplodingBarrels
* EyelessFace: Many of the enemies.
* FacelessGoons: The [[EliteMooks 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.
* GameBreakingBug: The Thunderbolt explodes if discharged into the water, killing the player. This is a problem in an early version (1.01), 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 new but similar weapons.
* GameMod: TropeCodifier in the FPS Genre. ''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.
* GatlingGood: The Super 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.
* GiantMook: Shamblers. Death Knights and Ogres are also quite intimidating.
* GiantSpider: The Vores are a cross between this and some sort of demon.
* GlassCannon: The Scrag doesn't have a lot of health, but its spit attack can hit targets from a good distance and it fires repeatedly at you.
** The knight also doesn't have a lot of health, but its sword is downright lethal once you get into swinging range of it.
** The Grunts, Rottweilers and Enforcers also count.
* GothicHorror
* GrenadeLauncher: The TropeCodifier for the "bouncy grenade" type.
* GuiltFreeExterminationWar: The entire premise of the game.
* HauntedCastle
* 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.
* 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.
* HeroTrackingFailure: Played straight with grunts - their HitScan attacks are forced to aim a bit behind a moving player. Non-instant hit ranged attacks only focus on the player, allowing a simple dodge by moving forward. The sole exception is Ch'thon on hard difficulty, who leads with the attacks.
** 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.
* HitScan: The Shambler's lightning attack is particularly annoying (and deadly), since it's impossible to dodge. It is, however, telegraphed, like VideoGame/Doom's archvile - the one problem is that there's not a lot of cover in most of its encounters. Thankfully, you can turn the tables with your very own lightning gun, which replicates the Shambler's attack.
* 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]].
** 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]].
* HubLevel: The difficulty selection map, which can be used for deathmatches.
* HyperDestructiveBouncingBall: Spawns, again.
* IDontLikeTheSoundOfThatPlace: Nearly all the level names have a dark fantasy/horror theme.
* ImAHumanitarian: The ogres are "cannibal monsters", [[AllThereInTheManual apparently.]] In ''Scourge of Armagon'', Gremlins will try to eat you, and will happily munch on fallen human(?) foes, as well.
* InstantAwesomeJustAddDragons: The FinalBoss in ''Dissolution of Eternity''.
* InvisibilityCloak: The Ring of Shadows, which renders you invisible save for your eyes. You can slip past monsters undetected, but ones trying to track you down still know where you are.
* 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.
* LavaIsBoilingKoolAid: Magma in this game is essentially orange water with a very high damage-per-second trait. Mods like [=DarkPlaces=] make the Lava look more, well, like Lava.
* LavaPit: Several instances, often under retreating floors.
* LightningBruiser: Shamblers are a lot faster than their huge size might make you assume. Their surprising speed can make it difficult to dodge out of their line-of-sight in order to avoid their hitscan ranged attack.
** The Fiend looks like a FragileSpeedster at first, but it has 300 hit points on top of its extreme mobility and deadly melee attack.
* LightningGun: The Thunderbolt. 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, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mince meat out of any abomination you face in literally less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a human arsenal.]]
* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', 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]], as attacks must inflict a minimum amount of damage to kill one.
* 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.
* MeaningfulName:
** The boss of the first part is named Chthon, which is Greek for "earth" (as in, underground). Where does he live? BeneathTheEarth.
** Shub-Niggurath, the FinalBoss, is described by HPLovecraft as "the black goat of the woods with a thousand young". Granted, she's a giant tentacled monster, not a goat, but she does [[KeystoneArmy control all the enemies in the game]] and it's implied she created them too.
** [[NamesToRunAwayFromReallyFast The Shambler]] isn't called that for nothing, since he will [[LudicrousGibs leave you in shambles]] if you get too close to him.
* MightyGlacier: The Orge can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.
** The multi-grenade Ogre doesn't have anymore health or move speed, but it fires multi-grenades that split into 5 mini grenades when they explode without hitting a lifeform.
** The Death Knight isn't very fast either, but it has 50 more health points then the Ogre and its sword can launch several energy bolts with each swing.
** The Zombie can be this without explosive damage: they are very slow, but when hit with an attack that deals less then 60 damage, will get up eventually.
** The Vore has twice as much health as the Ogre and moves even slower. Its exploding pod attack, on the other hand...
* MilestoneCelebration: For Quake's 10th. anniversary, Id released the source code for the maps themselves under the GPL license.
* MuckMonster: Spawn. The expansion pack adds a variety that can [[MookMaker duplicate itself indefinitely]].
* NailEm: The Nailgun and the Super Nailgun.
* NamesToRunAwayFromReallyFast: Most of the enemies. The Fiend, Shambler, Vore, Death Knight...
** The levels themselves are given rather ominous appellations: "The Dismal Oubliette", "Chambers of Torment", "Satan's Dark Delight", "Azure Agony", etc.
* NoSell: The Wetsuit negates any and 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 [[StoneWall damage 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: Probably the TropeCodifier for FPS games. Both unique bosses (the end of Episode 1, and the 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.
* RangedEmergencyWeapon: The 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 higher rate of fire and that it's your starting weapon. It is, at least, fairly precise and hitscan, so it retains some use as a poor man's sniper rifle even after you get significantly more powerful guns.
* RealIsBrown: 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. Believe it or not, but at the time it came out this definitely gave the game an instantly recognizable visual style, as the color palette of virtually ''every'' set of textures ranges from greenish-brown to reddish-brown, with the rare exception of some bluish-grey textures. Even most basic enemies are either dressed in some shade of brown or have brownish skin.
* 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]].
* RedSkyTakeWarning: In the few levels where the sky can be seen, it's a pale reddish colour with ominously drifting clouds.
* SaveScumming: You can save and reload the game at any time.
* 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).
* SecretUndergroundPassage: Quite a few of them, which can be opened by hidden switches, or just [[MundaneUtility hitting the wall with your axe until you find something]].
* 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 and ammunition.
* {{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 double-barrel shotgun has an incredibly wide spread which renders it useless at any distance beyond a few in-game metres. Averted with the regular shotgun, which fires a tight spread that usually does full damage even at long range.
* ShoutOut: As mentioned above, many towards Creator/HPLovecraft, such as the bosses being called Chthon and Shub-Niggurath, and a level called "The Nameless City".
** Also, [[TheLordOfTheRings the Ring of Shadows]] that makes you invisible.
** If you're squashed by the giant Boulder in the third level of "Scourge of Armagon", the death text reads "Player You've been [[IndianaJones Jones'ed!]]
* SixHundredSixtySix: Appears as your armor count when you are invulnerable. You can't take damage when it is active, but your armor can still be stripped away.
* SmashingHallwayTrapsOfDoom
* SpaceMarine: id attempted to distance themselves from it in this game, calling him "Ranger" instead. Part of ''Scourge of Armagon'' plays this straight.
* SpikeShooter: Many of the wall traps.
* SpreadShot: The Death Knights fire several rockets at once, although they're relatively slow [[HighSpeedMissileDodge and can be avoided]].
* StormingTheCastle: Every level is about getting into the fortress, killing monsters and making your way to the end.
* SuperNotDrowningSkills: Enemies in Quake ignore water, slime and lava, behaving essentially as though they were still in normal air.
* TechDemoGame: this game is the reason [=PCs=] now have graphics cards.
* 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.]] Monsters can never telefrag players - if you're in the right spot, you can avoid fighting a tough enemy.
* TeleportingKeycardSquad: Several times throughout the game, particularly in the [[NintendoHard fourth episode]].
* TheresNoKillLikeOverkill: All over the place. It's possible to take down Death Knights or Ogres with ''three'' rockets, and then there's killing the piranhas with the shotgun...
** Overkilling zombies is ''required''. They'll go down with standard firepower, but they'll recover and get back up again shortly afterwards. The only way to make sure they stay dead is applying enough damage to splatter them.
* TitleDrop: The final line of ''Dissolution of Eternity''.
* ToHellAndBack: Episode 3 is designed with a hellish theme.
* VisibleInvisibility: The Ring of Shadows conceals everything but your eyes.
* 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.
** [[FridgeLogic And it's never explained]] what happens to your character after that. [[TethercatPrinciple Did he just stay on that platform surrounded by lava until he died of starvation?]]
* 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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