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* ColorCodedForYourConvenience: Subverted, unlike the other Beta Classes from ''The Reckoning'', the Beta Brains has the same skin as its counterpart, the implication being that this isn't just a different Brains, but the Brains from the past being [[TookALevelInBadass upgraded]].



* TookALevelInBadass: Taken UpToEleven. While the original brain was very slow and had no ranged attacks, making them pretty much sitting ducks, the Beta Class brain has both EyeBeams and, even worse, a CombatTentacles attack with a ''very'' long reach (about 30 feet or so) which also pulls you towards the brain and drains your health, meaning if you get into range [[InstantDeathRadius it's pretty much lights out.]]

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* TookALevelInBadass: Taken UpToEleven. While the original brain was very slow and had no ranged attacks, making them pretty much sitting ducks, the Beta Class brain has both EyeBeams and, even worse, a CombatTentacles attack with a ''very'' long reach (about 30 feet or so) which also pulls you towards the brain and drains your health, meaning if you get into range [[InstantDeathRadius it's pretty much lights out.]]]] Furthermore, the Beta Brains ''doesn't'' have its own skin.



* AdaptedOut: In ''Ground Zero'' there's only the regular Iron Maiden.



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2gz_mook_stalker.jpg]]
[[caption-width-right:300:Clinging to the ceiling, awaiting for attacking you.]]
-> ''"These little buggers are vicious. They can cling to ceilings, pounce down on top of you to attack, then re-attach to the ceilings to evade your retaliation."''
-->-- '''[=Q2GZ=] manual'''



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/q2gz_mook_turrets.jpg]]
[[caption-width-right:350:'''Upper row:''' Inactive, Blaster turret\\
'''Lower row:''' Rocket Turret, Shotgun Turret]]
-> ''"They shoot a wide variety of weaponry, and they're deadly wherever you find them. If you can see one of these, dance!"''
-->-- '''[=Q2GZ=] manual'''



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2gz_mook_daedalus.jpg]]
%%[[caption-width-right:300:some caption text]]
-> ''"This is a more powerful version of the Icarus. He shoots an upgraded Blaster from his shoulder-mounted lasers. He utilizes the Power Screen to blunt the force of your attacks."''
-->-- '''[=Q2GZ=] manual'''



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2gz_mook_mediccommander.jpg]]
%% [[caption-width-right:300:some caption text]]
-> ''"If re-animating dead comrades and creating new enemies were not enough, this guy also fires an upgraded Blaster. Keep your eyes peeled for the S.O.B. He's itching to kick your butt!"''
-->-- '''[=Q2GZ=] manual'''



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/q2gz_boss_carrier.jpg]]
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-> ''"They don't call this guy, the Carrier for nothing. Make sure to concentrate your fire on it first and then take care of those pesky Flyers."''
-->-- '''[=Q2GZ=] manual'''



!! Black Widow Guard

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!! Black Widow Guard
Guardian
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* {{Expy}}: They fulfill the standard (by now) role of the weakest enemy in an Id game being a slow, fragile, gun-toting zombie, like the Zombiemen in ''{{VideoGame/Doom}} and the Grunts in ''VideoGame/QuakeI''.

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* {{Expy}}: They fulfill the standard (by now) role of the weakest enemy in an Id game being a slow, fragile, gun-toting zombie, like the Zombiemen in ''{{VideoGame/Doom}} ''VideoGame/{{Doom}}'' and the Grunts in ''VideoGame/QuakeI''.

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Turns out Beta Class Brains and its regular self share the same skin.


[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2_weaponguards.jpg]]
[[caption-width-right:300:'''Left to right:''' Light Guard, Shotgun Guard, Machinegun Guard.\\
'''Not pictured:''' Hyperblaster Guard, Laser Guard]]

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[[quoteright:300:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/q2_weaponguards.org/pmwiki/pub/images/q2_mook_weaponguards.jpg]]
[[caption-width-right:300:'''Left [[caption-width-right:300:'''Upper, left to right:''' Light Guard, Shotgun Guard, Machinegun Guard.\\
'''Not pictured:''' '''Lower, left to right:''' Hyperblaster Guard, Laser Guard, Ripper Guard]]



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2_mook_parasite.jpg]]

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[[caption-width-right:300:Tank and Tank Commander]]

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[[caption-width-right:300:Tank [[caption-width-right:350:Tank and Tank Commander]]
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[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/q2_supertank.jpg]]
%% [[caption-width-right:240:some caption text]]

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%% [[caption-width-right:240:some %%[[caption-width-right:300:some caption text]]



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[[quoteright:339:https://static.[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2_hornet.org/pmwiki/pub/images/q2_boss_hornet.jpg]]
%% [[caption-width-right:339:some %%[[caption-width-right:300:some caption text]]



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/q2_makron.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/q2_makron.org/pmwiki/pub/images/q2_boss_makron.jpg]]
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* SilentProtagonist: Bitterman actually has quite a lot to say in the intro cinematic, but is completely silent for the rest of the game.

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* SilentProtagonist: Bitterman actually has They speak quite a lot to say in the their intro cinematic, cinematics (and in Joker and Stepchild cases' also their ending cinematics), but is are completely silent for during the rest of the game.games themselves.
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* NamesTheSame: The first ''Quake'' also had an enemy called the Enforcer; outside of their both being the second-weakest enemy in their particular game (after ''I'''s Grunts and ''II'''s Guards), they don't have much in common.

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* NamesTheSame: The first ''Quake'' also had an enemy called the Enforcer; outside of their both being the second-weakest enemy in their particular game (after ''I'''s Grunts and ''II'''s Guards), game, they don't have much in common.
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* {{Expy}}: They fulfill the standard (by now) role of the weakest enemy in an Id game being a slow, fragile, gun-toting zombie, like the Zombiemen in ''{{VideoGame/Doom}} and the Grunts in ''VideoGame/QuakeI''.


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* {{Expy}}: They're the game's only aquatic enemy, they have only a weak bite attack, and they are easily dealt with on their own but frequently appear in groups, just like the Rotfish of the first ''Quake''.
* MixAndMatchCritters: On Earth, a barracuda and a shark are two different animals.


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* ThreateningShark: Not ''just'' a shark, a ''barracuda'' shark!


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* NamesTheSame: The first ''Quake'' also had an enemy called the Enforcer; outside of their both being the second-weakest enemy in their particular game (after ''I'''s Grunts and ''II'''s Guards), they don't have much in common.


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* EliteMook: They're basically tougher, deadlier Enforcers.


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* {{Expy}}: Of the Arch-vile from ''VideoGame/DoomII'', who is also able to revive dead monsters.


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* {{Expy}}: They bear a pretty strong resemblance, in both attacks and appearance, to the Fiend from the first ''Quake''.


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* MascotMook: The console versions of the game used an image of a Tank for their cover art.

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* EstablishingCharacterMoment: At the very beginning of "Outer Base", a Shotgun Guard runs in order to attack the player.

to:

* EstablishingCharacterMoment: At EstablishingCharacterMoment:
** In the main game: at
the very beginning of "Outer Base", a Shotgun Guard runs in order to attack the player.player.
** In ''The Reckoning'': when the player faces their first Gekk, two duos of Guards (Light and Shotgun) spawn behind each laser fence in "The Swamps".
** In ''Ground Zero'': either the player takes a detour to the elevator to the next unit and finds them, or they follow the intended path and the Guards scramble to take strategic positions to take them down.



* AdaptedOut: Was left out of the PSX and N64 versions.

to:

* AdaptedOut: Was left out of the PSX and N64 versions.versions as well as ''Ground Zero''.
* EstablishingCharacterMoment:
** If the player went to "Lost Station" in the main game, either ''four'' of them appear in the big water pool that follows the tram, or one in the water pool at the end of the tram stop before returning to the first area.
** If the player didn't, two are found in the flooded room of "Ammo Depot".
** In ''The Reckoning'', they're first found in the water tanks of "The Warehouse".



* SequelNonEntity: They're absent from the entirety of ''Ground Zero''.

to:

* SequelNonEntity: They're absent from the entirety of ''Ground Zero''.Zero'', which takes place after both the main game and ''The Reckoning''.



* EstablishingCharacterMoment:
** In the demo, one of them comes running from the outer area in "Comm Center", after the slime pool area.
** In the full game, two of them await the player after the first retractable bridge in "Ammo Depot".
** In ''The Reckoning'', they're hidden in a passage when going to the third outer area (near the explosive barrels and a secret) of "Outer Compound", or they await the player when ''en route'' to the laser wall room.
** In ''Ground Zero'', there's one near the Super Shotgun and the entrance to "Eastern Warehouse" in "Lower Mines" which can be fought when the player only has a Shotgun.



* EstablishingCharacterMoment: A bunch of them are awaiting the player at the end of the "Outer Base" level, hidden behind walls.

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* EstablishingCharacterMoment: EstablishingCharacterMoment:
**
A bunch of them are awaiting await the player at the end of the "Outer Base" level, hidden behind walls.walls.
** In ''The Reckoning'', they appear at the beginning of "Sewers", attacking from the upper level balcony in the first room.
** In ''Ground Zero'', the first is found with the Berserker in "Lower Mines".



* EstablishingCharacterMoment: Depending if the player did or not the "Lost Station" SecretLevel:
** If yes, the first time would be three of these guarding the small island with the spiral path at the end of the level.
** If no, it would be returning to the Blue Key door area after completing the main objective and retrieving the Blue Key, and finding three of them spawning where there were none.

to:

* EstablishingCharacterMoment: Depending if EstablishingCharacterMoment:
** If
the player did or not the went to "Lost Station" SecretLevel:
** If yes, the first time would be
Station", three of these guarding them guard the small island with the spiral path at leading to the end of the level.
Super Shotgun chamber.
** If no, it would be the player didn't, returning to the Blue Key door area after completing the main objective and retrieving the Blue Key, and finding Key [[TeleportingKeycardSquad will spawn three of them spawning where there were none.them]] in the outside area.
** In ''The Reckoning'', they can be found in the second outer area of "Outer Compound" right after picking up the Data CD from the fallen soldiers.
** In ''Ground Zero'' one awaits the player at the very beginning of "Lower Mines".

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* EstablishingCharacterMoment: The first Turret is found in the Ore Mover room of "Eastern Warehouse".

to:

* EstablishingCharacterMoment: EstablishingCharacterMoment:
**
The first Blaster Turret is found in the Ore Mover room of "Eastern Warehouse".Warehouse".
** The first Rocket Turret is found at the tail end of "Eastern Warehouse", appearing after the player eliminated the Gunner, Berserker and Gladiator of the area.
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An arachnid Strogg, found across most levels starting from "Eastern Warehouse". Can walk either at floors and ceilings, and attack players at close range with their claws, as well as a weak green blast for ranged attacks.

to:

An arachnid Strogg, found across most levels starting from "Eastern Warehouse".levels. Can walk either at floors and ceilings, and attack players at close range with their claws, as well as a weak green blast for ranged attacks.



* EstablishingCharacterMoment: The first Turret is found guarding the door to the backyard leading to the "The Warehouse" level.

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* EstablishingCharacterMoment: The first Turret is found guarding in the door to the backyard leading to the "The Warehouse" level.Ore Mover room of "Eastern Warehouse".

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An arachnid Strogg, found across most levels starting from "Eastern Warehouse". Can walk either at floors and ceilings, and attack players at close range with their claws.

to:

An arachnid Strogg, found across most levels starting from "Eastern Warehouse". Can walk either at floors and ceilings, and attack players at close range with their claws.claws, as well as a weak green blast for ranged attacks.



* EstablishingCharacterMoment: The first Stalker is found at the beginning of the "Eastern Warehouse" level, lurking at the first elevator.

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* EstablishingCharacterMoment: The first Stalker is found at the beginning of the "Eastern Warehouse" "Tectonic Stabilizer" level, lurking at in the first elevator.left hall.
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* ArtificialBrilliance: In ''Ground Zero'', Tank Commanders can now shoot surprise rockets without having to load.
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* MyRulesAreNotYourRules:
** The Laser Guards of ''The Reckoning'' get a laser rifle. The player... [[UnusableEnemyEquipment can't]].
** The Hyperblaster and Ripper Guards can shoot their weapons in bursts. The player, only at a steady pace.


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* MyRulesAreNotYourRules: Can shoot a barrage of six grenades. The player can only launch at a slower, steady pace.


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* MyRulesAreNotYourRules: Shoot their hyperblaster beams in a steady, faster stream than the player's own Hyperblaster once the two "scout" shots are fired.


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* MyRulesAreNotYourRules: Fires their Rockets in barrages of three. The player can shoot rockets in a slower, but steadier, pace.


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An improved version of the Iron Maiden which shoots heat-seeking, homing rockets.
----
* MyRulesAreNotYourRules: They can fire homing rockets. The player, can't.


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* MyRulesAreNotYourRules: Can fire their Phalanx Mag Slugs in steady streams of three shots. The player can only fire two slugs per shot, at a slower pace.


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An improved version of the Medic, in addition to its healing capabilities, can recall other units to the battlefield and fill any area with {{mook}}s.
----
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A highly improved version of the Super Tank, more sturdier than before due to the addition of a Power Shield on top of its ludicrous HP. Still retains its attacks, though. Two are fought halfway into "Intelligence Center", and one at the beginning of "Industrial Facility".

to:

A highly improved version of the Super Tank, more sturdier than before due to the addition of a Power Shield on top of its ludicrous HP. Still retains its attacks, though. Two are fought halfway into "Intelligence Center", and one at the beginning of "Industrial Facility".Facility", and another guarding a key item in the same level.
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* RaisedHandOfSurvival: At the end of ''II'', Bitterman's escape pod crashes on some planet. The hatch is knocked away, and a hand rises out. It ends with it clenching into a fist.

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* BFG: His head is a Railgun that works just like yours.

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* BFG: AuthorityEqualsAsskicking: According to the Manual, the Strogg pick up the strongest of the Warlords and name it the Supreme Leader.
* {{BFG}}:
His head is a Railgun that works just like yours.


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* OneWingedAngel: Inverted. His first form is a massive (approx. 30 feet tall) robot with two chainguns and a BFG. After you destroy him, this is revealed to be a HumongousMecha and his real form is only about 8 feet tall (though no less deadly).

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The most regular enemies in the game. The main game has Blaster (Light), Shotgun and Machinegun varieties. In addition, ''The Reckoning'' introduces Hyperblaster and Laser variants.

* AdaptedOut: The Hyperblaster and Laser guards are absent from the PSX and [=N64=] versions.

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-> '''[Ripper Guard]:''' ''"His arm-mounted weapon has been modified to accommodate a body-shredding Ion Ripper."''
-> '''[Hyperblaster Guard]:''' ''"These troops have a modified version of the Hyper Blaster as a deadly prosthetic."''
-> '''[Laser Guard]:''' ''"Advancing Strogg technology has given these guards the ability to mount a high-powered laser on their arm."''
-->-- '''[=Q2TR=] manual'''

The most regular enemies in the game. The main game has Blaster (Light), Shotgun and Machinegun varieties. In addition, ''The Reckoning'' introduces Hyperblaster Hyperblaster, Ripper and Laser variants.

variants.
----
* AdaptedOut: The Hyperblaster Hyperblaster, Ripper and Laser guards are absent from the PSX and [=N64=] versions.



** ''The Reckoning''[='=]s Ripper Guards have HP and fire Ripper blades.



* UnusableEnemyEquipment: While all of the other Guards' weapons can be used in the game, the Laser Guard is the only one that lacks an equivalent.



-> ''"A lightning-fast amphibious creature that lives and hunts in the planet’s proto-swamps. Commonly found in packs, these creatures will hunt you down, leaping from the shadows to claw or bite."''
-->-- '''[=Q2TR=] manual'''



-> ''"Better left alone, these hard-working robots can usually be found repairing doors, lights, and other types of equipment. Keep you eye on these guys – though innocent looking they also have the ability to awaken dead Strogg from eternal sleep."''
-->-- '''[=Q2TR=] manual'''



-> ''"When revealed, his tentacles will pull you within range of his slashing hooked arms. When out of tentacle range, lasers from his eyes will cut his prey in half."''
-->-- '''[=Q2TR=] manual'''



[[folder:Beta Class Iron Maiden]]
-> ''"Her arm-mounted rocket launcher has been modified with heat-seeking rockets that track their targets."''
-->-- '''[=Q2TR=] manual'''

* UndergroundMonkey: They fire homing missiles, unlike the regular Maidens' straight missiles.
[[/folder]]



-> ''"This mutant's shoulder-mounted weapon has been modified to fire Phalanx Particle Cannon rounds. He has also been fitted with protective energy armor."''
-->-- '''[=Q2TR=] manual'''



[[folder:Beta Class Iron Maiden]]
* UndergroundMonkey: They fire homing missiles, unlike the regular Maidens' straight missiles.
[[/folder]]



* DamageSpongeBoss: It's basically the same as the normal supertank but with more hp (about 2500) meaning you just have to strafe and shoot for a while (using a QuadDamage or Dualfire Damage powerup will definitely help).

to:

-> ''"The ultimate combination of man and machine has been enhanced with powerful energy armor."''
-->-- '''[=Q2TR=] manual'''

A highly improved version of the Super Tank, more sturdier than before due to the addition of a Power Shield on top of its ludicrous HP. Still retains its attacks, though. Two are fought halfway into "Intelligence Center", and one at the beginning of "Industrial Facility".
----
* DamageSpongeBoss: It's basically the same as the normal supertank Super Tank but with more hp (about 2500) meaning you just have to strafe and shoot for a while (using a QuadDamage or Dualfire Damage powerup will definitely help).

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2_weaponguards.jpg]]
[[caption-width-right:300:'''Left to right:''' Light Guard, Shotgun Guard, Machinegun Guard.\\
'''Not pictured:''' Hyperblaster Guard, Laser Guard]]




to:

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/q2_tanks.jpg]]
[[caption-width-right:300:Tank and Tank Commander]]



[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/q2_supertank.jpg]]
%% [[caption-width-right:240:some caption text]]

A giant tank which guards key areas of Stroggos. Like its regular namesake, it contains a Rocket Launcher, but unlike it, it eschews the Machinegun and Blaster for a more damaging Chaingun. Fought at the "Grid Control" and "Power Plant" levels.
----



[[quoteright:339:https://static.tvtropes.org/pmwiki/pub/images/q2_hornet.jpg]]
%% [[caption-width-right:339:some caption text]]

A giant flying monstrosity which, like the Tank, also guards important areas. It fights using a multi-rocket launcher and a pair of chainguns. Fought at the "Big Gun", "Comm Satellite" and "Inner Hangar" levels.
----



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/q2_makron.jpg]]
[[caption-width-right:350:Jorg suit and the Makron itself]]

The FinalBoss itself. Starts the fight in its gigantic Jorg suit, which gives it double Chainguns and a BFG attack. Once the suit is done, it fights as its regular self, which retains the BFG attack but replaces the dual Chainguns with a head-mounted Railgun and a barrage of Blaster beams. Fought in the "Final Showdown" level.



* MadeOfExplodium: Can damage the player if exploding near them. On the plus side, it leaves a light spot.
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[[caption-width-right:200:some caption text]]

to:

%% [[caption-width-right:200:some caption text]]



* BossInMookClithing: Sport 750 and 1000 HP respectively, each of their rockets deal 50 HP, each of their blaster bolts deal 30 HP and even their Machinegun shots deal 20 HP (so a lot of cover is required, woe to you if you're forced to fight one of these in a corridor without any cover), have a movepool on par with the Makron itself, and can be found ''everywhere'' (Tanks are scattered across the different units, while Tank Commanders are ''everywhere'' in the City unit).

to:

* BossInMookClithing: BossInMookClothing: Sport 750 and 1000 HP respectively, each of their rockets deal 50 HP, each of their blaster bolts deal 30 HP and even their Machinegun shots deal 20 HP (so a lot of cover is required, woe to you if you're forced to fight one of these in a corridor without any cover), have a movepool on par with the Makron itself, and can be found ''everywhere'' (Tanks are scattered across the different units, while Tank Commanders are ''everywhere'' in the City unit).
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-> '''[Light Guard]:''' ''"Weakest of the three processed humans, armed solely with a simple blaster."''
-> '''[Shotgun Guard]:''' ''"These loyal troops have an automatic scatter gun prosthetic."''
-> '''[Machinegun Guard]:''' ''"Bigger, meaner, and deadlier than above…with a machine-gun for a right arm."''
-->-- '''Q2 manual'''


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-> ''"The only creatures indigenous to water on Stroggos. Their blade-like teeth and spiked tail are capable of disemboweling you."''
-->-- '''Q2 manual'''


Added DiffLines:


-> ''"He has a metal spike as one arm, a hammer as another, and moves very quickly."''
-->-- '''Q2 manual'''


Added DiffLines:


-> ''"A vicious cyborg abomination with life-stealing tentacles protruding from its chest during attack."''
-->-- '''Q2 manual'''


Added DiffLines:


-> ''"Strong, muscle-bound warrior who dishes out chain gun speed damage."''
-->-- '''Q2 manual'''


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-> ''"A small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate."''
-->-- '''Q2 manual'''


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-> ''"With two massively mechanized legs and one shoulder-mounted railgun, the Gladiator is the daddy of all the adapted humanoids."''
-->-- '''Q2 manual'''


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* ChickenWalker: Its mechanical legs are shaped in this fashion.


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-> ''"The fighting elite for the Strogg, outfitted with a powerful machine gun and an automatic grenade launcher."''
-->-- '''Q2 manual'''


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-> ''"Relies on a huge jet packed attached to its back, with laser blasters mounted into his shoulders."''
-->-- '''Q2 manual'''


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-> ''"Equally as powerful as the Gunner, this femme fatale has both an arm-mounted rocket launcher and flesh tearing claws."''
-->-- '''Q2 manual'''


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-> ''"As the name suggests, this threatening organism has the ability to awaken dead Strogg from eternal sleep."''
-->-- '''Q2 manual'''


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-> ''"The Strogg refineries have spewed toxins into the ecosystem for untold decades causing this once docile creature to mutate into a fierce, fast, flesh tearing beast."''
-->-- '''Q2 manual'''


Added DiffLines:

-> ''"Four-legged beast with a probe on its back. Once fired, it attaches itself and literally sucks the life from you."''
-->-- '''Q2 manual'''


Added DiffLines:


-> '''[Tank]:''' ''"Tanks have three weapons they use at random: an arm-mounted machine gun, an arm-mounted laser blaster, and a shoulder-mounted rocket launcher."''
-> '''[Tank Commander]:''' ''"These Tanks are a special class, designed to secure the Inner City from infiltrators."''
-->-- '''Q2 manual'''


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-> ''"An almost completely robotic brute, controlled by a brain that floats around inside it’s metal body in a red preserving fluid. This creature moves about by hovering on four jets that sit under its body and is equipped with three weapons: a shocking prod, a flesh-ripping claw, and a laser blaster. Use energy armor if you’ve got any."''
-->-- '''Q2 manual'''

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A flying Strogg with no arms. Has a Power Screen and shoots lasers from their feet.

to:

A flying Strogg with no arms. Has a Power Screen and shoots Shoots lasers from their feet.



An organic creature, made of a certain chemical, which has the ability of exploding into pieces should it be {{Cherry Tapp|ing}}ed.
----



* MadeOfExplodium: Can damage the player if exploding near them. On the plus side, it leaves a light spot.



[[folder:Repair Bot]]
A mostly inoffensive, robotic, floating creature whose main role is the maintenance of the Strogg systems. Beware, though, if it detects dead (not gibbed) Strogg, it can resurrect them.
----
* EstablishingCharacterMoment: The player finds them across the Outer Compound, fixing broken stuff with their lasers, near the end of both paths.
* TheMedic: Can bring fallen Strogg BackFromTheDead.
[[/folder]]



An improved version of the Brains enemy from the main game, this time it's armed with an attracting Hookshot and lasers.
----



* UndergroundMonkey: They fire Mag Slugs instead of regular Slugs, have a Power Screen and extra health.

to:

An improved version of the Gladiator with a Power Shield, an even more damaging clamp, and a Phalanx Particle Cannon instead of a Railgun.
----
* EstablishingCharacterMoment: They're found all across the "Strogg Freighter" level.
* UndergroundMonkey: They fire Mag Slugs instead of regular Slugs, have a Power Screen Shield and extra health.


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An arachnid Strogg, found across most levels starting from "Eastern Warehouse". Can walk either at floors and ceilings, and attack players at close range with their claws.
----


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Stationary turrets found across most levels starting from "Eastern Warehouse". Come in Blaster, Rocket and Rail varieties.
----


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An improved version of the Icarus, containing a Power Screen and extra health.
----


Added DiffLines:

* ExpyCoexistence: It's not uncommon to see regular Icarus alongside these varieties.


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A stronger version of the Carrier with added capabilities such as a Grenade Launcher and the ability to shoot Flyers and Homing Kamikaze Flyers. Fought at the end of the "Lower Hangars" level.
----


Added DiffLines:


A dual-mode boss. The first form is humanoid, and launches Railgun and Hyperblaster shots, while the second is arachnid and launches Plasma Beam shots and a Disruptor. It can also mimic their enemies' powerups and summon Stalkers.

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* EstablishingCharacterMoment: At the very beginning of "Outer Base", a Shotgun Guard runs in order to attack the player.



* DropTheHammer: One of his melee attacks involves his left hand hammer, which deals a lot of damage on the hardest difficulties.

to:

* DropTheHammer: One of his melee attacks involves his its left hand hammer, which deals a lot of damage on the hardest difficulties.



* EstablishingCharacterMoment: Two of them await the player after a pipe ladder while the player tries to find a way into the Processing Plant in the "Receiving Center" level.



* EstablishingCharacterMoment: A bunch of them are awaiting the player at the end of the "Outer Base" level, hidden behind walls.



Huge, slow-walking armored Strogg which can use three weapons: a laser blaster, a shoulder-mounted Rocket Launcher and a machinegun.
----



* EstablishingCharacterMoment:
** For Tanks, they're found near the end of "The Warehouse", guarding a computer.
** For Tank Commanders, the first one is located after the entrance to the Strogg Palace in the "Outer Courts" level.



* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]].

to:

* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]].size.



* MightyGlacier: In exchange for their size, their walking speed is quite slow.



[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_technician.gif]]
%% [[caption-width-right:200:some caption text]]

A floating BrainInAJar which attacks with beam blasters and a grip.
----



* EstablishingCharacterMoment: Their first appearance takes place in the "Ammo Depot" level, where they appear from behind some boxes after the player opens an entrance.



* EstablishingCharacterMoment: The first Super Tank is located in the "Grid Control" level. After the player beats the two Tanks surrounding the square-shaped walls, an earthquake is triggered and the four walls (sans their corners) explode, revealing the aforementioned Tank.
* FlunkyBoss: In the higher levels, the one guarding the Grid Control is surrounded by a bunch of Berserkers.



* EstablishingCharacterMoment: After arriving in the "Big Gun" area, the player must traverse atop of a balcony. This triggers a floor explosion and a Hornet comes from the ground.



* EstablishingCharacterMoment: The first one is found at the end of the first corridor in the "The Swamps" level.



* EstablishingCharacterMoment: The first one is found after the player enters into the "Inner Compound" level, where it appears from a door and tries to use their Hookshot to attract the player to them.



* EstablishingCharacterMoment: The first Stalker is found at the beginning of the "Eastern Warehouse" level, lurking at the first elevator.



* EstablishingCharacterMoment: The first Turret is found guarding the door to the backyard leading to the "The Warehouse" level.



* EstablishingCharacterMoment: The first one is found at the beginning of the "Lower Hangars" level, after the player passes through the water current.



* EstablishingCharacterMoment: After the player manages to complete almost all of the objectives of the area and return to the Lower Hangars level, they arrive in a huge hangar with no pillars, sans for a pair of side curved ramps. Then there's an explosion in the ceiling and the Carrier appears.
* FlunkyBoss: Attacks alongside the Flyers it summons.
* MookMaker: Can summon Flyers at will. These Flyers come in two varieties: regular Flyers and homing kamikaze ones.



* MookMaker: Can summon Flyers at will.


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* EstablishingCharacterArea: In the "Widow's Lair" level, appears in its Guard form, roaming through the level.
* FlunkyBoss: Attacks alongside the Stalkers it summons.
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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_flyer.gif]]
%% [[caption-width-right:200:some caption text]]

Small drones that fire blasts at their enemies at distance, and attack with their wings at close range.
----


Added DiffLines:

* EstablishingCharacterMoment: Depending if the player did or not the "Lost Station" SecretLevel:
** If yes, the first time would be three of these guarding the small island with the spiral path at the end of the level.
** If no, it would be returning to the Blue Key door area after completing the main objective and retrieving the Blue Key, and finding three of them spawning where there were none.


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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_gladiator.gif]]
%% [[caption-width-right:200:some caption text]]

A tall Strogg with two mechanical legs and a Railgun on one hand and a clamp on the other.
----


Added DiffLines:

* EstablishingCharacterMoment:
** The very first Gladiator the player faces appears from a wall in the "Main Gate" level if you took the upper road.
** If you took the lower road in the same level, it appears after opening the doors to the "Detention Center", from the same place.


Added DiffLines:

[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_gunner.gif]]
%% [[caption-width-right:200:some caption text]]

A tall humanoid Strogg with a grenade launcher in one hand, and a machinegun on the other.
----
* EstablishingCharacterMoment: Two are found guarding the controls of the Comm Satellite in "Comm Center", and the death of one of them disables the red lasers.


Added DiffLines:

[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_icarus.gif]]
%% [[caption-width-right:200:some caption text]]

A flying Strogg with no arms. Has a Power Screen and shoots lasers from their feet.
----


Added DiffLines:

* EstablishingCharacterMoment: Two, depending on which side of the Security Complex was first tackled after deactivating the yellow lasers.
** The left side to the entrance leads to the Guard House, which is where the Pyramid Key is found. Returning from this area and going straight onto the Pyramid itself will reveal one on the elevator leading to the final chamber of the level.
** The right side leads to the Torture Chambers, which is where the Security Pass is found. After triggering the bridge, two of them appear from above.


Added DiffLines:

[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_iron_maiden.gif]]
[[caption-width-right:200:some caption text]]

The only female Strogg among the ranks, has a Rocket Launcher in one hand, and sharp claws on the other.
----


Added DiffLines:

* EstablishingCharacterMoment: After the player enters into the Power Station, two sections of the floor at both sides of the Strogg reactor explode and reveal two Maidens.


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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_medic.gif]]
%% [[caption-width-right:200:some caption text]]

A bipedal monstrosity that attacks the player with a barrage of beams. As its name implies, it also has the ability to resurrect dead Stroggos.
----


Added DiffLines:

* EstablishingCharacterMoment: The very moment the player reaches the house leading to the Security Complex in "Detention Center", two hidden pillars reveal two Medics hidden on them in the area's backyard hub.


Added DiffLines:

[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_mutant.gif]]
%% [[caption-width-right:200:some caption text]]

The only organic enemy on Stroggos, it attacks launching itself at its enemy.
----


Added DiffLines:

* EstablishingCharacterMoment: The first time the player faces one is on the Guard House, after going through a ramp, either on the left or forward side. On the left, a wall explodes, and the monster instantly attacks the player. On the front, there's already one running in an area the player must traverse in order to reach the eponymous house.


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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_parasite.gif]]
%% [[caption-width-right:200:some caption text]]

A quadrupedal Strogg that attacks by sucking out the life of its foe.
----


Added DiffLines:

* EstablishingCharacterMoment: The first Parasite found is lurking in a dark ramp, after crossing the two initial water rooms in the "Comm Center" level. It comes straight from the darkness.
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* SmashMook: They rush up to you and try to pummel you with their cybernetic arms. They can't do much else.


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* ShootTheMedicFirst: Because they can resurrect dead Strogg. Do it fast.


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* BFG: His head is a Railgun that works just like yours.
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* GatlingGood: His main weapon is a wrist-mounted Chaingun.
* TookALevelInBadass: In the Expansion Packs, they shoot first and reload later, making them even more of a threat than before.
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Added DiffLines:

[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/barracuda_shark.gif]]
%%[[caption-width-right:200:some caption text]]
A shark-like creature which resides in the water pools of Stroggos. They aren't dangerous on their own, but in packs they pose a threat.
----


Added DiffLines:

[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_berserker.gif]]
%%[[caption-width-right:200:some caption text]]
A fast enemy which only attacks at close-range.
----
* DropTheHammer: One of his melee attacks involves his left hand hammer, which deals a lot of damage on the hardest difficulties.


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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_brains.gif]]
%%[[caption-width-right:200:some caption text]]
A sturdy creature that has two hooks by hands, a small camera on his head, and a bunch of tentacles guarded behind its armor. It also carries a Power Shield.
----


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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/q2_enforcer.gif]]
%%[[caption-width-right:200:some caption text]]
A strong, muscle-bound former human who dishes out chaingun damage at lightning speed.
----

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* BrainInAJar:

to:

* BrainInAJar:BrainInAJar: The manual mentions it as ''"a small two-winged monster, comprised of a controlling brain and a cyborg body that allows it to levitate"''.
* DualWielding: Each of its wings has a laser blaster.
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* BackFromTheBrink: They're the only space marines who survive past their respective intros.


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* AirborneMook: One of the few.
* BrainInAJar:


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* EliteMook: Sports 400 HP, their Railgun shot deals 50 HP, and they're ''everywhere'' between the Jail, Power, Hangar and City units. They're also surrounded with other units.


Added DiffLines:

* AirborneMook: One of the few.


Added DiffLines:

* BossInMookClithing: Sport 750 and 1000 HP respectively, each of their rockets deal 50 HP, each of their blaster bolts deal 30 HP and even their Machinegun shots deal 20 HP (so a lot of cover is required, woe to you if you're forced to fight one of these in a corridor without any cover), have a movepool on par with the Makron itself, and can be found ''everywhere'' (Tanks are scattered across the different units, while Tank Commanders are ''everywhere'' in the City unit).


Added DiffLines:

* AirborneMook: One of the few.
* BrainInAJar: A literal brain-in-a-jar controlling a flying-saucer-like machine.


Added DiffLines:

* AirborneMook: One of the few.
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Added DiffLines:

Character sheet for units and characters introduced in ''VideoGame/QuakeII''.
----
[[foldercontrol]]

[[folder:The PlayerCharacter (Bitterman/Stepchild/Joker)]]
The three different PlayerCharacters of ''Quake II'', ''The Reckoning'' and ''Ground Zero''.

Bitterman, one of the few survivors of Operation: Counterstrike, was part of the TCM fleet that launched an attack on Stroggos in order to locate and disable key structures as well as the Makron.

After Bitterman's success, the TCM launched a new strike on Stroggos with the intent of locating the Moon Reactor and shutting it down. The task was given to a fleet of which Joker was one of the few survivors.

The final strike on Stroggos was given to a fleet which had Stepchild as its only survivor, as the rest of the fleet were gunned down by Strogg aerial forces.

For the ''VideoGame/QuakeIIIArena'' incarnation, check [[Characters/QuakeIIIArena here]].
----
* CanonName: If the EasterEgg at the beginning of the game wasn't clear enough, ''VideoGame/QuakeIIIArena'' gave the main game's PlayerCharacter the nickname Bitterman.
* FeaturelessProtagonist: All of them can take a lot of appearances, usually related to the game's multiplayer skins, including female and cyborg.
* HeroicMime: In-game, at least, Bitterman never speaks, and he's the PlayerCharacter.
* SilentProtagonist: Bitterman actually has quite a lot to say in the intro cinematic, but is completely silent for the rest of the game.
* {{Tuckerization}}: [[https://twitter.com/romero/status/958765841478311936 According to John Romero]], the name of the protagonist, Bitterman, comes from the real nickname of id Software employee Kevin Cloud.
[[/folder]]

! The Strogg
[[folder:In general]]
* AdaptedOut: The ''Ground Zero'' and ''The Reckoning'' enemies were left out of the PSX and [=N64=] versions.
* AliensAreBastards: Not only did they start an unprovoked war that killed millions, they subject any prisoners of war they get to horrific tortures, use them for inhumane experiments, and [[DeadlyEuphemism "process"]] them to make Strogg parts.
* AnatomyArsenal: Many of them had their limbs replaced with assorted weaponry. {{Arm Cannon}}s seem to be the most common, especially among [[WasOnceAMan former human]] Stroggs.
* ArtificialLimbs: The Strogg fit this trope to varying extremes. Some of them possess [[AnatomyArsenal weaponry in place of limbs]], others just have mechanical body parts to replace the organic ones. The most extreme case would probably be [[spoiler:the Makron]] - the only organic part of him left is his ''brain'', and it's not even in his head.
* ArtificialStupidity: Counting only vanilla ''Quake'' up to Id's 3.21. There are source ports which fix these behaviours such as kmquake, with the obvious consequence of making the game harder than it already is.
** AI enemies run towards walls while finding a way to find you. This especially happens if you're used to cover behind a wall or object while they're shooting you, and it's especially grating with the Berserkers.
** Enemies running towards laser grids ignoring they exist at all.
** Enemies not being able to aim, the most jarring example being the Gunner and its grenades.
** There's an odd bug where sometimes some enemies (gladiators being one) that don't have line of sight to you but have body parts sticking out where you can shoot them wont react when shot as long as you stay out of their line of sight and will just stand there getting shot until you kill them (the game has no SubsystemDamage so it doesn't matter what body part you shoot.)
* EnemyCivilWar: Airborne mooks shot by other airborne mooks will attack each other. Ditto for ground-based mooks. The only exceptions are that ground-based {{mooks}} will detect that you made them to fight if they're attacked by air-based mooks and viceversa, and that mooks can't kill bosses.
* HiveMind: They seem to use this to some degree, although the backstory is a bit inconsistent as to how much. There're mentions of rival warlords and in-fighting, which seems to suggest that at least the higher-ranking Stroggs have some degree of individuality/autonomy.
* ImplacableMan: In the [[HarderThanHard Hard+/Nightmare]] difficulty, monsters don't flinch when hit.
* ANaziByAnyOtherName: Extremely warlike, eegard all other life as worthless inferiors, throw lots of people into {{Hellhole Prison}}s, do horrible MadScientist experiments on captives... Even the Strogg flag looks very like the Nazi flag, just with a winged skull where the swastika should be.
* ScaryDogmaticAliens: They are the "Nazi" variety, as they are extremely warlike and regard all non Strogg lifeforms as worthless inferiors fit only to be killed for Strogg parts or used in experiments.
* YouDontLookLikeYou: The entire race is composed of humans subjected to UnwillingRoboticization.
* ZombieApocalypse: They are even [[NinjaPirateZombieRobot cyborg zombies]].
[[/folder]]

[[folder:Weapon Soldiers]]
The most regular enemies in the game. The main game has Blaster (Light), Shotgun and Machinegun varieties. In addition, ''The Reckoning'' introduces Hyperblaster and Laser variants.

* AdaptedOut: The Hyperblaster and Laser guards are absent from the PSX and [=N64=] versions.
* TheGoomba: They are armed only with blasters and have all of 20 hp, meaning even 2 shots from the blaster is enough to kill them.
* HellIsThatNoise: Their breathing sound, indicating their presence.
* UndergroundMonkey: All of them share the same models, with the only relevant changes being the weapon they carry, their skin and their amount of health:
** Light Guards have HP and fire Blaster beams.
** Shotgun Guards have HP and fire Shotgun shots.
** Machinegun Guards have HP and fire Machinegun barrages.
** ''The Reckoning''[='=]s Hyperblaster Guards have HP and fire Hyperblaster streams.
** ''The Reckoning''[='=]s Laser Guards have HP and fire continuous Laser beams.
* UnexpectedlyRealisticGameplay: ''The Reckoning''[='=]s Laser Guards' laser is {{hitscan}} rather than an EnergyWeapon, which is a lot more realistic: a real laser would travel at the speed of light and appear to hit someone instantly unless they were thousands of miles away or more.
[[/folder]]

!! Introduced in the main game

[[folder:Barracuda Shark]]
* AdaptedOut: Was left out of the PSX and N64 versions.
* EverythingsWorseWithSharks: If you find a wide pool, chances are it's infested with these creatures.
* SequelNonEntity: They're absent from the entirety of ''Ground Zero''.
[[/folder]]

[[folder:Berserker]]
[[/folder]]

[[folder:Brains]]
* AdaptedOut: Was left out of the PSX and N64 versions.
* TheGoomba: Likely an unintentional example. They can take a fair amount of punishment, but due to being extremely slow and having no ranged attacks they are pretty much sitting ducks. They have a power screen which increases their life expectancy somewhat, however it only protects them from frontal attacks, meaning you can just circlestrafe to get behind them or use grenades.
* SequelNonEntity: They're replaced with the more efficient and threatening Beta Class Brains in ''The Reckoning'' and are absolutely absent in ''Ground Zero''.
[[/folder]]

[[folder:Enforcer]]
[[/folder]]

[[folder:Flyer]]
[[/folder]]

[[folder:Gladiator]]
* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]], next to the Tanks.
* PrepareToDie: [[InvokedTrope Said verbatim by them]].
[[/folder]]

[[folder:Gunner]]
[[/folder]]

[[folder:Icarus]]
[[/folder]]

[[folder:Iron Maiden]]
* AdaptationalAttractiveness: They have much more human-like faces in ''Quake II RTX'', having normal lips instead of the original's lipless teeth-filled mouth, and lacking the original's ''Series/BuffyTheVampireSlayer''-esque alien brow ridge.
* OrgasmicCombat: They do a lot of moaning and deep breathing.
* TheSmurfettePrinciple: The Iron Maiden is the only female enemy in the entire game. This remains true for both expansion packs as well.
[[/folder]]

[[folder:Medic]]
* AdaptedOut: Was left out from the [=N64=] version.
[[/folder]]

[[folder:Mutant]]
* AdaptedOut: Was left out of the PSX version.
* DeadlyLunge: They leap towards their enemies (be it the player or [[EnemyCivilWar another mook which took a shot to it]]) should they be in a long distance.
[[/folder]]

[[folder:Parasite]]
* AdaptedOut: Was left out of the PSX version.
* HellIsThatNoise: Their screeching and skittering noises, as they are always a pain in the ass.
* VampiricDraining: They attack you with a really long tongue like appendage which is implied to suck your blood (It's also {{Hitscan}} and automatically hits you if they have line of sight). Unlike most examples, doing this doesn't heal the parasite.
[[/folder]]

[[folder:Tank and Tank Commander]]
* AdaptedOut: They were left out of the PSX version.
* FakeUltimateMook: They look like they could be a threat to the player due to being a WalkingArmory, but they're so slow and their attacks are so painfully telegraphed that it's easy to take them out unscathed.
* GiantMook: [[MightyGlacier The sturdiest and slowest enemies outside of bosses, matching with their size]].
* HellIsThatNoise: Their whump-whump-whump stomping.
* TurnsRed: The enhanced Tank Commanders you face at the end of the "Command Core" level in the N64 version turn red after they took some beating. This means that they're close to defeat and will attack even more aggressively than before.
* UndergroundMonkey: Tank Commanders have extra health and deal extra damage than their regular counterparts.
[[/folder]]

[[folder:Technician]]
* AdaptedOut: Was left out from the [=N64=] version.
[[/folder]]

[[folder:Super Tank]]
* HellIsThatNoise: The actual tank treads.
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
[[/folder]]

[[folder:Hornet]]
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
[[/folder]]

[[folder:'''Spoiler character''']]
!! The Makron
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* DecapitatedArmy: According to the manual, by killing him, the Strogg Warlords start to battle each other for the supremacy, leaving the Stroggos not only without a leader, but in a very bad situation.
* PostDefeatExplosionChain: Jorg form only, after its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits, leaving the player facing the real Makron on its own.
* SequentialBoss: First fought in its Jorg battle suit, then battled standalone. Both forms have 3000 HP.
** In the Jorg suit, it has a dual Chaingun barrage and a BFG blast.
** As the Makron, he retains the BFG blast, but adds a barrage of painful beams in a circle and a Railgun blast.
[[/folder]]

!! Introduced in ''The Reckoning''

[[folder:Gekk]]
* DeadlyLunge: They leap towards their enemies (be it the player or [[EnemyCivilWar another mook which took a shot to it]]) should they be in a long distance.
[[/folder]]

[[folder:Beta Class Brains]]
* EyeBeams: They shoot lasers from their eyes.
* TookALevelInBadass: Taken UpToEleven. While the original brain was very slow and had no ranged attacks, making them pretty much sitting ducks, the Beta Class brain has both EyeBeams and, even worse, a CombatTentacles attack with a ''very'' long reach (about 30 feet or so) which also pulls you towards the brain and drains your health, meaning if you get into range [[InstantDeathRadius it's pretty much lights out.]]
* UndergroundMonkey: Differentiate themselves from the regular Brains' with the inclusion of hookshot tentacles which attract their foes to them and laser eyes.
[[/folder]]

[[folder:Beta Class Gladiator]]
* UndergroundMonkey: They fire Mag Slugs instead of regular Slugs, have a Power Screen and extra health.
[[/folder]]

[[folder:Beta Class Iron Maiden]]
* UndergroundMonkey: They fire homing missiles, unlike the regular Maidens' straight missiles.
[[/folder]]

[[folder:Beta Class Super Tank]]
* DamageSpongeBoss: It's basically the same as the normal supertank but with more hp (about 2500) meaning you just have to strafe and shoot for a while (using a QuadDamage or Dualfire Damage powerup will definitely help).
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
* WeCanRebuildHim: They got quite the upgrade: they carry a Power Shield and their weapons hit harder than the original game. There's also 3 of them unlike the original game's 2.
[[/folder]]

!! Introduced in ''Ground Zero''

[[folder:Stalker]]
[[/folder]]

[[folder:Turrets]]
[[/folder]]

[[folder:Daedalus]]
* UndergroundMonkey: An Icarus with Power Screen and extra health.
[[/folder]]

[[folder:Medic Commander]]
* EnemySummoner: Can recall several {{mook}}s into the battlefield.
* UndergroundMonkey: A Medic which can heal and recall foes.
[[/folder]]

[[folder:Carrier]]
* PostDefeatExplosionChain: After its defeat, it falls to the side, a bunch of small explosions take place, and then the bigger (and somehow non-lethal) explosion reduces it to bits.
* MookMaker: Can summon Flyers at will.
* WeCanRebuildHim: An improved version of the Hornet in every sense of the word: in addition to the Machinegun and 4-Rocket launch attacks, it got a Railgun, a Grenade Launcher, and [[MookMaker the ability to summon Flyers]].
[[/folder]]

[[folder:'''Spoiler character''']]
!! Black Widow Guard
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* ContractualBossImmunity: In Hard and [[HarderThanHard Hard+/Nightmare]] difficulties will mimick any powerup the player uses against her. Thus, if you use Double Damage, she will also use it and double the damage of her attacks (same with Quad Damage, beware of those 4x attacks). And if you use Invulnerability, she also becomes invulnerable.
* DamageSpongeBoss: Combining both forms, sitting at 4.000 health points just in the Easy mode, and at a whopping 13.500 in [[HarderThanHard Hard+/Nightmare]], it's ''the'' strongest foe in all of ''Quake II'' combined.
* GiantSpider: It's a Strogg-spider hybrid, and the biggest foe of the game [[spoiler:in her second form]].
* MookMaker: Can summon Stalkers at will.
* SequentialBoss: Like the Makron, it has two forms: a humanoid one, and the GiantSpider. Both have different arsenals[[note]]Humanoid has a Railgun and a Hyperblaster, plus a kick to repel the player at close range; GiantSpider has a Plasma Beam and a Disruptor, plus a hookshot to catch the player at medium range[[/note]] but otherwise share the [[MookMaker Stalker summon]] and powerup mimicry in Hard and [[HarderThanHard Hard+/Nightmare]].
[[/folder]]

!! Introduced in the console versions

[[folder:Arachnid]]
[[/folder]]

[[folder:Guardian]]
[[/folder]]
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