[[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 four 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 [[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. In 2016, Bethesda-owned studio Creator/MachineGames (creators of ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinTheOldBlood'') released a free new episode for the game, titled '''Episode 5: Dimensions of the Past''', to celebrate the game's 20th anniversary.
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!!This game [[TropeNamer named the following tropes]]:

* QuadDamage
* RocketJump (also the TropeCodifier)

!!See also:
* [[ShoutOut/{{Quake}} The Shout Out page]].
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!!This game and its {{Expansion Pack}}s provide examples of:
[[foldercontrol]]

[[folder:In general]]
* ActionBomb[=/=]BlobMonster[=/=]MuckMonster: 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. It also has some MundaneUtility to open secret doors without wasting ammo.
* ArtificialStupidity:
** Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]]. On nightmare difficulty, enemies won't attempt to reposition themselves when they refire if you don't move, making it the main reason why Nightmare can be easier than Hard.
** Enemies will often try to take the shortest route towards you, even if that shortest route ''cannot be taken'' - for example, if you are on a bridge in which you have to take a U-turn to reach the other side, and the whole bridge has no cover, enemies will try to run forward to reach you instead of taking said U-turn. This is a particularly strange situation as enemies take routes fairly well if they cannot see you.
* AscendedGlitch:
** 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.
** The RocketJump was originally a glitch, but was kept in the game - a secret in "The Palace of Hate" involving the player throwing a grenade on a hole and jumping over it as it explodes to reach a teleporter hints at this being noted during development. Nowadays it's a staple mechanic of several FirstPersonShooter games.
*** Accessing ''Scourge of Armagon'''s first secret level requires the player rocket jumping to reach a closing door in time.
*** ''VideoGame/QuakeChampions'' even displays this proudly in their trailers.
* 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, its range is much lower than the visible thunderbolt, 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, there are constant technological beeping noises.
* BlatantItemPlacement: Health packs, ammo and weapons abound for no reason at all.
* BoringButPractical: The double-barreled 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.
* 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.
* BottomlessMagazines: Ogres (and ''Dissolution of Eternity''[='=]s Multi-Grenade Ogres) have an unlimited number of grenades to chuck at you. Fortunately, they're easy to dodge.
* 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.]]''
* ClassicCheatCode: While Quake's cheat codes don't have strange names like those in ''VideoGame/{{Doom}}'', cheat codes such as "god", "noclip" and certain "impulse" commands got their way on several first-person shooter games, particularly ''VideoGame/HalfLife'' (which runs on a modified Quake engine) and its sequels, as well as any games that originated as {{Game Mod}}s on them.
* ColorCodedForYourConvenience: Green armor is the weakest kind, followed by yellow (medium) and red ([[LawOfChromaticSuperiority strongest)]]. On the other hand, as all Armors absorb damage the same way, the Red armor has the shortest lifespan, while Green armor lasts the longest.
* 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.
* CriticalExistenceFailure: While this trope is PlayedStraight as was usual in older first-person shooter games, it also gets applied when it comes to whether an enemy is turned into LudicrousGibs or not. To be gibbed, an enemy had to reach a certain amount of negative health points when killed. For example, zombies, which have to be gibbed to be killed, have 60 health points need to reach -5 health to be gibbed - if you deal 64 damage, it would get up later; deal 65 damage and it will be turned into gibs.
* 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.
* 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...
* 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 armor and firing laser cannons) are.
** Knights are fast, but not deadly. Death Knights are much harder to kill and deal more damage as well as having a ranged attack (fireballs).
* EverythingFades: An interesting example in that it doesn't apply to ''Quake'', but the game still helped popularize it. 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 this trope.
* EverythingTryingToKillYou: Except for the health and ammo packs, there is nothing but monsters and booby traps as far as the eye can see.
* EvilIsNotWellLit: Most of the levels are very dimly lit and some even have sections that are pitch black.
* EvilTowerOfOminousness: Many levels have and/or are one.
* ExplodingBarrels: In the military bases back on Earth.
* EyelessFace: Many of the enemies.
* FacelessGoons: The [[EliteMooks Enforcers]] from the Earth base levels.
* FrickinLaserBeams: The Enforcers fire bolts that are very hard to dodge and do a lot of damage. This gets annoying very fast.
* 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.
** Brought to its logical extreme by modding ''the engine itself'', freeing it from certain limitations to maps the original engine had. This allows them to be [[MarathonLevel extremely big]], among other traits.
* 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: Nightmare difficulty[[note]]Interestingly, it can only be accessed via a secret area in the new game loading area, even on the expansions[[/note]], which drastically increases the enemies' fire rate. Actually {{subverted}} due to ArtificialStupidity - enemies with ranged attacks will never move or stop attacking as soon they see you. This means you will never miss your shots, and that most enemies with short-range attacks (e.g. Ogres and Shamblers) will never get closer to you (Or aim higher), ensuring they will always miss their own attacks.
** It is PlayedStraight in [[GameMod mods]] that allow enemies to aim properly. Those Ogres you used to take a rest in vanilla Nightmare difficulty? DemonicSpiders at the very least in certain map packs...
* 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[[note]]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)[[/note]] 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.
** If they are on a higher platform, Ogres can distract powerful melee enemies such as Fiends or Death Knights (And if far enough, even Shamblers and Vores). This is far easier in Nightmare due to the surprisingly fast rate of fire Ogres have.
* HeroTrackingFailure: The grunts' 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.
* 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 in any instance.
* IDontLikeTheSoundOfThatPlace: Nearly all the level names have a dark fantasy/horror theme.
* InvincibilityPowerUp: The Pentagram of Protection makes the player invulnerable (the armor meter in the console just reads [[NumberOfTheBeast 666]]).
* 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%.
* LavaIsBoilingKoolAid: Magma in this game is essentially orange water with a very high damage-per-second trait. HD texture packs and source ports 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. Its leap attack is fairly predictable, but it causes a lot of damage dependingon where it hits you.
* 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 back to ''VideoGame/Wolfenstein3D'' levels of simple, with only two keys to find at most.
* LudicrousGibs: Whenever enemies are blown up with the rocket launcher or telefragged. [[ChunkySalsaRule Explosives are actually required to kill zombies]] if you don't have a Quad Damage, as attacks must inflict a minimum amount of damage to kill one.The most egregious case of this is Cthon, whose defeat doesn't cause an explosion in itself, but going through the exit of the level causes a ''fireworks show'' of assorted gore in Cthon's lair for no immediately discernible reason.
* 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: [[NamesToRunAwayFromReallyFast The Shambler]] isn't called that for nothing, since he will [[LudicrousGibs leave you in shambles]] if you get too close to him. The monster resembles the Dimensional Shambler from the Cthulhu Mythos both in name and appearance.
* MightyGlacier:
** The Ogre can take 200 points of damage and is equipped with both a GrenadeLauncher and a {{Chainsaw|Good}}, but isn't really fast.
** 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...
* MonsterCloset: There are lots of hidden rooms and caves where enemies wait to ambush you.
* NailEm: The Nailgun and the Super Nailgun.
* NamesToRunAwayFromReallyFast: Most of the enemies. The Fiend, Shambler, Vore, Death Knight...
* NoSell:
** Explosives only deal half damage against the Shambler.
** No attacks work against someone with the Pentagram of Protection.
* OurOgresAreHungrier: The Ogres in ''Quake'' are one of the most common enemies in non-modern levels (only being missing in the later stages of Episode 4), and they inexplicably have chainsaws and grenade launchers instead of hands.
* OurZombiesAreDifferent: No longer being the possessed soldiers of ''Doom'', instead being your more typical slow, shambling undead - though the upshot for them is that nothing puts them down permanently short of [[LudicrousGibs full-body destruction]].
* PointOfNoReturn: You cannot go back to any previous level, but the levels themselves 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, somehow blocking the path.
* 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 color with ominously drifting clouds.
* RuleOfPerception: If a Shambler cannot see you when it's about to end charging his thunderbolt, it will not damage you.
* SaveScumming: You can save and reload the game at any time. This can backfire if you accidentally save right before a monster or trap is about to kill you.
* ScaryDogmaticAliens: The game's monsters are attempting an invasion of Earth and cannot be stopped [[ViolenceIsTheOnlyOption except by exterminating them all.]]
* 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: TournamentPlay 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. The demo version came with the first episode and restricted everything else.
* 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.
* 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
* {{Speedrun}}: Speedruns shot up in popularity through ''Quake'', the first one of it being ''Quake made quick''.
* SpikeShooter: Many of the wall traps.
* SpreadShot: The Death Knights fire several fireballs at once, although they're relatively slow [[HighSpeedMissileDodge and can be avoided]].
* SuperNotDrowningSkills: Enemies in Quake ignore water, slime and lava, behaving essentially as though they were still in normal air.
* 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. 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 ''[[EnforcedTrope 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.
* UpdatedRerelease: ''QuakeWorld'' is this towards ''Quake'''s multiplayer, providing lag compensation and extra rules for deathmatch, among other things.
* 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.
* 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.
[[/folder]]

[[folder:''Quake'' (and ''Dimensions of the Past'')]]
* AstralCheckerboardDecor: "[=E2M5=] Wizard's Manse" has this.
* BeneathTheEarth: Several levels are underground, including one called [[ShapedLikeItself The Underearth]], as well as the game's final level.
* BossArenaIdiocy: [[spoiler:Chthon]], the first episode's boss, is completely immune to all damage apart from two adjustable columns that can shoot lightning between them. [[spoiler:Shub-Niggurath]], the FinalBoss, is impervious to everything except a floaty teleporty doohickey. Neither of these unique architectural features can be found anywhere else in the game.
* BrutalBonusLevel: "[=E2M7:=] The Underearth" and "[=E4M8:=] 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}}''.
* 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'' [[spoiler:Shub-Niggurath wants to exterminate all of mankind]]. She just does.
* CreepyCoolCrosses: One actually features Jesus on it (albeit obscured by darkness), and several have zombies pinned to them.
* DeathTrap: "Claustrophobopolis", from the "Deathmatch Arena" episode, is the home to several [[SchmuckBait Beginner's Traps]] involving switches, lava, and teleporters.
* DegradedBoss:
** Vores first appear as a DualBoss at the end of the second episode, only reappear in the secret and final levels of Episode 3 and only becomes a common enemy in Episode 4.
** The Shambler fares a little better than the Vore, only becoming common late in Episode 4 and the mission packs. In Hard and Nightmare difficulties you even encounter ''three'' of them as early as the third level of the first episode, the first two one after another.
** The Fiend also appears with boss-like drama the first time it shows up, but becomes a regular enemy later - by Episode 4, it's an extremely common enemy. 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.
* DevelopersForesight: Usually in the form of secrets requiring exploits which were later developed or messages:
--> ''"Are you sure you want to leave now? You left something important behind."'' (if the player attempts to leave without picking a key item, usually a new weapon)
* TheDreaded: [[AllThereintheManual The manual]] states that even the other monsters fear the Shambler. [[GameplayAndStorySegregation It isn't prevalent in the game]], since other monsters will fight the Shambler if hit by its lightning attack.
* DroneOfDread: The very creepy soundtrack, provided by Music/NineInchNails.
* DungeonBypass: A precise RocketJump or [[BunnyHop strafe jump]] can help the player bypass several parts of the original levels as they were not designed with that in mind. There are other particular examples:
** "[=E2M1=]: The Installation" can be beaten in less than a minute by simply running to the hall where you unlock a door with the Gold Keycard and jump to the other side, no skill required.
** "[=E3M2=]: The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] (in Easy or Normal) or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] (in Hard or Nightmare) to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.
** Huge sections of multiple levels in Episode 4 can be bypassed in some way or another. Most of those techniques the developers noticed were kept, but a warning message comes up in case the player didn't realize. Dungeon bypassing is actually how you get access to Episode 4's secret level - instead of using the Silver Key to lower the bridge that leads to the exit arcway, jump through the tiny columns that are where the bridge would be put over and head to the arcway on the left... which requires a Silver Key to open.
* EasterEgg: The [[VideoGame/CommanderKeen DopeFish]] appears in a well-hidden secret room in "[=E2M3=]: The Crypt of Decay".
* EldritchAbomination: [[spoiler:Shub-Niggurath]].
* EldritchLocation: The parallel universe where the game takes place.
* ElevatorActionSequence:
** The final part of "[=E2M6=]: The Dismal Oubliette", consists on an elevator with plenty of monsters appearing along the way.
** The level "[=E2M7=]: 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.
* HealingSpring: There's a very convenient one in "[=E4M4:=] The Palace of Hate", one of the hardest levels.
* ImAHumanitarian: The ogres are "cannibal monsters", [[AllThereInTheManual apparently]].
* 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.]]
* MeaningfulName:
** The boss of the first part is named Chthon, which is Greek for "earth" (as in, underground). Where does he live? BeneathTheEarth. A creature from the Cthulhu Mythos is also named Cthonian, although it doesn't resemble this boss.
** Shub-Niggurath, the FinalBoss, is described by Creator/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. Quake's Shub-Niggurath actually looks more like one of the "Dark Young" that were invented by ''TabletopGame/CallOfCthulhu'' creator Sandy Petersen as "children" of Shub.
** The multiplayer level Claustrophobopolis (Greek for "claustrophobia city") has rooms where you can be crushed by TheWallsAreClosingIn if another player hits a switch.
** "Azure Agony" is the final level of the final episode, and with the exception of a small hall, its architecture is nothing but azure walls and the ocassional window, the most common enemy is the blue Spawn and there is only one Key to collect - the Silver Key (which has a somewhat blue-ish look).
* NamesToRunAwayFromReallyFast: The levels themselves are given rather ominous appellations: "The Dismal Oubliette", "Chambers of Torment", "Satan's Dark Delight", "Azure Agony", etc.
* NoEnding: ''Dimensions of the Past'' takes the player to the level selection area after completion.
* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castle or dungeon.
* 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 final boss involves you having to shoot your way through several BossInMooksClothing first).
* 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"]].
* SigilSpam: "[=E1M5:=] Gloom Keep" features a shadow in the shape of it in front of a teleporter [[spoiler:alluding to a secret Quad Damage if you enter the teleporter from the back side]].
* SpaceMarine: id attempted to distance themselves from it in this game, calling him "Ranger" instead.
* StormingTheCastle: Every level is about getting into the fortress, killing monsters and making your way to the end.
* TechDemoGame: This game is the reason graphics cards sell well on [=PCs=] two decades later. Attempts had been made for years to sell 3D accelerators, but people weren't particularly interested in the high costs until the [=OpenGL=] version of ''Quake'' came along.
* TeleFrag: [[spoiler:The only way to beat the final boss, Shub-Niggurath.]]
* ToHellAndBack: Episode 3 is designed with a hellish theme.
* AWinnerIsYou: After Shub-Niggurath explodes, the game and its developers just congratulate you and thank you for playing. [[TheUnreveal 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?]]
* SuspiciousVideoGameGenerosity: Episode 4 is basically this trope, with 100 Health packs, Red Armor, Pentagrams of Protection and several QuadDamage in plain sight, instead of hidden in secret areas like in previous episode. There will be a good reason to use them.
[[/folder]]

[[folder:''Scourge of Armagon'']]
* BookEnds: When the player character reaches the final teleporter after [beating Armagon]], he ends up in the start level, exactly where it begins.
* ExpansionPack: Adds a new campaign and several new maps to the game.
** MissionPackSequel: Takes place after the main game.
* DeathTrap: One of the final levels traps you between two [[AdvancingWallOfDoom Advancing Walls Of Doom]].
* EnemyMine: The Horn of Invocation, which allows you to invoke a random enemy to fight for you.
* ForgedByTheGods: The Mjölnir hammer.
* HyperDestructiveBouncingBall: The FrickinLaserBeams from the Laser Cannon tend to bounce around uncontrollably when you miss an enemy. This invariably leads to frequent self-damage by the trigger-happy player.
* ImAHumanitarian: Gremlins will try to eat you, and will happily munch on fallen human(?) foes, as well.
* NoSell: The Wetsuit negates any and all electric damage, from Shambler bolts to your own Thunderbolt fired underwater.
* OnlyTheChosenMayWield: The Gremlins can't steal the Mjolnir.
* SecretLevel: Pushes this a bit far, with "Military Complex", "The Gremlin's Domain" and "The Edge of Oblivion" (a Deathmatch level turned into a singleplayer one, with loads and loads of enemies).
[[/folder]]

[[folder:''Dissolution of Eternity'']]
* ActionBomb[=/=]BlobMonster[=/=]MuckMonster: In addition to Spawns, the pack introduces Hell Spawns, which are also able to [[MesACrowd duplicate themselves]].
* ArmorPiercingAttack: Lava nails. Against players, the ammo disregards armor and has less damage reduction against a power shield. Monsters take extra damage instead.
* CreepyCemetery: "[=R1M6=]: Temple of Pain" has a cemetery full of (what else?) zombies.
* DepletedPhlebotinumShells: Lava nails.
* ExpansionPack: Adds a new campaign and several new maps to the game.
** MissionPackSequel: Takes place after ''Armagon''.
* HomingProjectile: The [[RecursiveAmmo multi-rocket version of the rocket launcher]] fires four small rockets per shot that then home in on nearby targets. Each small rocket does less damage than a normal one, but they do way more damage per shot if they all hit.
* InstantAwesomeJustAddDragons: [[spoiler:The FinalBoss]].
* LuckilyMyShieldWillProtectMe: 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). Attacks from the back arc do full damage.
* MightyGlacier: 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.
* PaletteSwap: 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.
* RecursiveAmmo: The multi-rockets split into multiple small explosives, although they split into five when fire by the grenade launcher but only four when fired by the rocket launcher.
* TitleDrop: The final line.
[[/folder]]
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