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* DistinctiveAppearances: Compared to the Stroggs in Quake 2 and Quake 3's Tank Jr. Bitterman looks nothing like them: His head has been unnaturally enlarged, he has green lime like skintone, compared to the corpse like pale tones of the Strogg. He doesn't seem to have cybernetic limbs of any kind (unless they are external) and his outfit doesn't really match the armor either, looking like stylized pants. His only Strogg like trait is his dreadlock like cables.

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* DistinctiveAppearances: Compared to the Stroggs in Quake 2 and Quake 3's Tank Jr. Bitterman looks nothing like them: His head has been unnaturally enlarged, he has green lime like skintone, skin tone, compared to the corpse like pale tones necrotic paleness of the Strogg. He doesn't seem to have cybernetic limbs of any kind (unless they are external) internal or they match his organic torso) and his outfit doesn't really match the armor armor the Strogg usually have either, looking merely like stylized pants. His only Strogg like trait is his dreadlock like cables.



* Transhuman: Bitterman apparently was Stroggofied but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description: "''This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human."''

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* Transhuman: [[Transhuman]]: Bitterman apparently was Stroggofied Stroggified but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description: "''This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human."''

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* * LifesavingMisfortune: While Bitterman is the most famous case, as his drop pod was damaged, leading him away of a EMP and an apparent embush by the Strogg, Stepchild and Joker likewise have crashed away from their teams. Nevertheless, just like him, they land on areas with no apparent hostiles ready to kill them.



* DeepSouth: In ''III'', after dying in a lava pit:
-->''"This is like an Alabama August!"''
His voice on the intro has hints of an [[{{SouthernFriedPrivate}} texan accent.]]

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* DeepSouth: In ''III'', after dying in a lava pit:
-->''"This is like an Alabama August!"''
DeepSouth: His voice on the intro has hints of an [[{{SouthernFriedPrivate}} texan accent.]] ]] In ''III'', after dying in a lava pit he says this:
-->''"This is like an Alabama August!"''
* DistinctiveAppearances: Compared to the Stroggs in Quake 2 and Quake 3's Tank Jr. Bitterman looks nothing like them: His head has been unnaturally enlarged, he has green lime like skintone, compared to the corpse like pale tones of the Strogg. He doesn't seem to have cybernetic limbs of any kind (unless they are external) and his outfit doesn't really match the armor either, looking like stylized pants. His only Strogg like trait is his dreadlock like cables.



* LifesavingMisfortune: In the intro for the main game, his ship gets hit by another marine pod, prompting him to fall earlier to Stroggos. This turned out to be a blessing in disguise, as the rest of the marine force was wiped out by the Big Gun. Now everything's up to him.

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* LifesavingMisfortune: In the intro for the main game, his ship gets hit by another marine pod, prompting him to fall earlier to Stroggos. This turned out to be a blessing in disguise, as the rest of the marine force was wiped out by the Big Gun. Now everything's up to him. His Expansion comrades follow suit (minus the Call of the Machine soldiers, who seem to have been successfully landed their drop pods).



* ShellShockedVeteran: A survivor of the Strogg invasion and the posterior strike on Stroggos.

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* ShellShockedVeteran: A survivor of the Strogg invasion and the posterior strike on Stroggos. Grunt's profile in particular says he cannot tell friend from foe. Bitterman says in Quake 3 if defeated: "Don't push me, [fighter]. I've been to hell and back, and back I'll be!"


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* Transhuman: Bitterman apparently was Stroggofied but he has a human personality compared to someone like Tank Jr. Implying he is a Strogg that was removed before brainwashing. To quote his character description: "''This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human."''

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* ArtificialZombie: It is consistently stated that the Strogg are not only cybernetic organisms, but some of their organic components are from dead subjects. Perhaps kept alive by the machinery and nanites inside of them. to Quote the Quake Wars trailer: ''"soulless fusions of decaying flesh, bones and metal, twisted and ruined by centuries of war."''



* ZombieApocalypse: They are even [[NinjaPirateZombieRobot cyborg zombies]].
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His voice on the intro has hints of an [[{{SouthernFriedPrivate}} texan accent.]]


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* AmbiguousSituation: The relationship between Shub-Niggurath and the Strogg is not fully explained: They seem to have lent a spacecraft to them in the Dimension of the Machine map Nazard Terminal. But because of the fact that the mission to eliminate the Masters, they are ambiguously identified as "Strogg-Maker" collectively. It is unknown if it is merely a pending codename similar to Shub's own "Quake", a designation given by humanity, or Shub-Niggurath and her minions aren't merely allies, but actual creators of the Strogg.
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A coalition of Earth's forces who invaded Stroggos' space in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes its previous name as EDF (Earth's Defence Force), with ''VideoGame/QuakeIV'' later renaming them to GDF (Global Defence Force) with a specific subdivision being named SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].

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A coalition of Earth's forces who invaded Stroggos' space in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes its previous name as EDF (Earth's Defence Force), with ''VideoGame/QuakeIV'' later renaming them to GDF (Global Defence Force) with a specific subdivision being named SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].

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A coalition of Earth's forces who invaded Stroggos' space in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes their previous name as EDF (Earth's Defence Force), with ''VideoGame/QuakeIV'' later renaming them to GDF (Global Defence Force) with a specific subdivision being named SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].

to:

A coalition of Earth's forces who invaded Stroggos' space in retaliation after the Strogg failed to conquer Earth. ''VideoGame/EnemyTerritoryQuakeWars'', the game that details the Strogg invasion of Earth, establishes their its previous name as EDF (Earth's Defence Force), with ''VideoGame/QuakeIV'' later renaming them to GDF (Global Defence Force) with a specific subdivision being named SMC (Space Marine Corps). For tropes on the SMC, check [[Characters/QuakeIVSpaceMarineCorps their own page]].



* RedshirtArmy: More than 90% of them doesn't make it out alive from Stroggos.

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* RedshirtArmy: More than 90% of them doesn't don't make it out alive from Stroggos.



* ZergRush: Their most prevalent strategy in the invasion of Stroggos is deploying drop pods of marines en masse to the planet's surface to carry out various missions. This invariably results in the majority of their forces ending up dead or captured, with the missions only succeeding thanks to a handful of OneManArmy marines.



* CommandingCoolness: "The Machine" is in charge of sending the troops to collect the data discs, and is also the one to face the Strogg Maker head on at the end.

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* CommandingCoolness: "The Machine" is in charge of sending the troops to collect the data discs, and is also the one to face the Strogg Maker head on head-on at the end.



* OneManArmy: Each of them is fully capable of wiping out hordes of Strogg solo, up to and including those that would technically constitute vehicles.



* RankScalesWithAsskicking: The Commander that dispatches the Marines to their missions in ''Call of the Machine'' is the same one to fight the final boss.

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* RankScalesWithAsskicking: The Commander that dispatches the Marines to their missions in ''Call of the Machine'' is the same one to fight who fights the final boss.



For tropes about his default appeareance (Grunt) in ''VideoGame/QuakeIIIArena'', go [[Characters/QuakeIIIArena here]].

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For tropes about his default appeareance appearance (Grunt) in ''VideoGame/QuakeIIIArena'', go [[Characters/QuakeIIIArena here]].



* GratuitousSpanish: Has a habit of sprouting "Amigo" each 4 or 5 lines in ''III''.

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* GratuitousSpanish: Has a habit of sprouting "Amigo" each every 4 or 5 lines in ''III''.



* SergeantRock: Subverted. While a squad leader, he doesn't get to spend any time fighting alongside his men due to his aforementioned LifesavingMisfortune. His only way of helping his marines in game is by providing them with a MercyKill.

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* SergeantRock: Subverted. While a squad leader, he doesn't get to spend any time fighting alongside his men due to his aforementioned LifesavingMisfortune. His only way of helping his marines in the game is by providing them with a MercyKill.



* TheGoomba: They're only armed with low-tier weaponry in the base game with health in the 20-40 hitpoint range, meaning even two shots from your blaster is enough to kill them.

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* TheGoomba: They're only armed with low-tier weaponry in the base game with health in the 20-40 hitpoint range, meaning even two shots from your blaster is are enough to kill them.



* {{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''.

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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''.''VideoGame/QuakeI''[='=]s Rotfish.



* ThreateningShark: An hostile aquatic shark that won't hesitate to charge at you at lightning speed and it's usually found on big water bodies. Sometimes behind walls or secret doors.

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* ThreateningShark: An A hostile aquatic shark that won't hesitate to charge at you at lightning speed and it's usually found on within big water bodies. Sometimes behind walls or secret doors.



* ArtificialBrilliance: Not only did the 2023 remaster gave him the ability to jump, but it also gave him two attacks that were previously cut: a running strike with his hammer and a GroundPound. This means he no longer needs to catch you in order to attack you, as he has the GroundPound to inflict serious damage, and he can now attack while moving.

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* ArtificialBrilliance: Not only did the 2023 remaster gave him give them the ability to jump, but it also gave him them two attacks that were previously cut: a running strike with his their hammer and a GroundPound. This means he they no longer needs need to catch you in order to attack you, as he has they can use the GroundPound to quickly close the gap and inflict serious damage, and he can now while the hammer strike allows them to attack while moving.



* 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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* SmashMook: They rush up to you and try to pummel you with their cybernetic arms. They arms, but can't do much else.



* DualWielding: Each of its wings has a laser blaster.

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* DualWielding: Each of its wings has a laser blaster.hyperblaster.



* RazorWings: Equipped with a pair of these, utilised for melee attacks.



%%[[caption-width-right:620:some caption text]]

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%%[[caption-width-right:620:some caption text]]
[[caption-width-right:620:'''"In[[AccentUponTheWrongSyllable TRU]]der!"''']]



* BladeBelowTheShoulder: Armed with a pair of bloody, sword-length blades, gruesomely embedded in their left wrist in a pincer-like configuration.
* CatchPhrase: Their [[AccentUponTheWrongSyllable oddly-pronounced]] alert sound, "InTRUder!".



* 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 by other units.

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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 typically surrounded by other units.



* PrepareToDie: [[InvokedTrope Said verbatim by them]].



A flying Strogg with no arms. Shoots lasers from their feet.

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A flying Strogg with no arms. Shoots lasers from their feet.Attacks using twin shoulder-mounted blasters.



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



* ShootTheMedicFirst: Medics can quickly resurrect fallen Strogg so long as the corpse hasn't been gibbed, meaning the player can end up wasting a lot of ammo killing repeatedly-resurrected foes if they refuse to prioritise killing the Medic. The 2023 Remaster's new tutorial level even includes a demonstration of the Medic's Strogg-reviving capabilities to hammer this point home.

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* ShootTheMedicFirst: Medics can quickly resurrect fallen Strogg so long as the corpse hasn't been gibbed, meaning the player can end up wasting a lot of ammo killing repeatedly-resurrected repeatedly resurrected foes if they refuse to prioritise killing the Medic. The 2023 Remaster's new tutorial level even includes a demonstration of the Medic's Strogg-reviving capabilities to hammer this point home.



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

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A quadrupedal Strogg that attacks Strogg. Attacks by sucking out the life of its foe.foe with a tongue-like appendage.



* HellIsThatNoise: Their screeching and skittering noises, as they are always a pain in the ass.
** They make a distinctive rhythmic tapping sound with a foot before they're alerted to the player's presence.
* LeftStuckAfterAttack: The 2023 remaster adds a weakness to their draining attack. If you manage to dodge the Parasite's tongue near a wall, then it will get stuck and spend a few seconds trying to pry its tongue loose.
* {{Nerf}}: In the original 1997 release, the Parasite's "tongue" was guaranteed to hit the player if it was given the opportunity to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.
* VampiricDraining: They attack you with a really long tongue-like appendage which is implied to suck your blood. Unlike most examples, doing this doesn't heal the parasite.

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* HellIsThatNoise: BalanceBuff: In the original 1997 release, the Parasite's hitscan probe was restricted to short range and incapable of firing it at targets at different heights, akin to ''VideoGame/QuakeI''[='=]s Ogres. This is no longer the case as of the 2023 remaster.
* HellIsThatNoise:
**
Their screeching and skittering noises, as they are always a pain in the ass.
ass.
** They make a distinctive distinctive, rhythmic tapping foot-tapping sound with a foot before they're alerted to the player's presence.
* LeftStuckAfterAttack: The 2023 remaster adds a weakness to their draining attack. If you manage Managing to dodge the Parasite's tongue tube near a wall, then solid surface causes it will get stuck and spend to stick to that surface, immobilising the parasite for a few seconds trying as it tries to pry its tongue pull the probe loose.
* {{Nerf}}: In the original 1997 release, the Parasite's "tongue" probe was a hitscan attacking, making guaranteed to hit the player if it was given the opportunity to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.
* VampiricDraining: They Their sole attack you with is launching a really long tongue-like probe appendage which is implied to suck your blood. Unlike most examples, doing this doesn't heal the parasite.Parasite.



** In their regular forms 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 an attack suite 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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** In their regular forms Sport They sport 750 and 1000 HP respectively, each of their rockets deal rocket fired deals 50 HP, damage, each of their blaster bolts deal bolt shot deals 30 HP damage and even their Machinegun shots deal 20 HP (so a lot of cover is required, woe to betide you if you're forced to fight one of these in a corridor without any cover), have an attack suite 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).



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

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A floating BrainInAJar which attacks with beam blasters BrainInAJar. Attacks using a Hyperblaster, Utility Claw and a grip.Shock Prod.



* AirborneMook: One of the few.

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* AirborneMook: One of the few.few comprising the Strogg's forces.



* ShockStick: One of its two melee weapons.



* PostDefeatExplosionChain: After defeating the Jorg, it falls to the side as it's peppered by a bunch of small explosions. A final, larger explosion engulfs the machine, the Makron himself leaping out unscathed to face down the player themselves.

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* PostDefeatExplosionChain: After defeating the Jorg, it falls to the side as it's peppered by a bunch of small explosions. A final, larger explosion engulfs the machine, with the Makron himself leaping out unscathed to face down the player themselves.



* AdaptedOut: There are no instances of these in ''Call of the Machine''.

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* AdaptedOut: There are no instances of these in ''Ground Zero'' or ''Call of the Machine''.



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



* PintSizedPowerhouse: They're roughly child-sized, but are as tough as EliteMooks like Gunners and Iron Maidens. This remains true even in the 2023 remastered edition of the game, helped by the {{nerf}} imposed to the Railgun, one of the main tools used to destroy them.

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* PintSizedPowerhouse: They're roughly child-sized, but are as tough as EliteMooks like Gunners and Iron Maidens. This remains true even in the 2023 remastered edition of the game, helped by the {{nerf}} imposed to on the Railgun, one of the main tools used to destroy them.



* {{Nerf}}: Turrets were quite sturdy in the original ''Ground Zero'', being able to tank three rockets or two Railgun shots while surprising players with their warningless shots. In the 2023 remastered version, they were given a laser indicating players where they're coming from, considerably reducing the surprise factor. Their damage output and durability was also hit hard, with a single rocket taking them down instantly and their hits dealing less damage.

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* {{Nerf}}: Turrets were quite sturdy in the original ''Ground Zero'', being able to tank three rockets or two Railgun shots slugs while surprising players with their warningless unannounced shots. In the 2023 remastered version, they were given a laser indicating players where they're coming from, telegraphing both their position and whether they were targeting players, considerably reducing the surprise factor. Their damage output and durability was were also hit hard, with a single rocket taking them down instantly and their hits dealing less damage.
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* Nerf: In the original 1997 release, the Parasite's "tongue" was guaranteed to hit the player if it was given the opportunity to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.

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* Nerf: {{Nerf}}: In the original 1997 release, the Parasite's "tongue" was guaranteed to hit the player if it was given the opportunity to attack. In the 2023 remaster, it's now a speedy projectile that the player can dodge with the right timing.

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* PintSizedPowerhouse: They're roughly child-sized, but are as tough as EliteMooks like Gunners and Iron Maidens.

to:

* PintSizedPowerhouse: They're roughly child-sized, but are as tough as EliteMooks like Gunners and Iron Maidens. This remains true even in the 2023 remastered edition of the game, helped by the {{nerf}} imposed to the Railgun, one of the main tools used to destroy them.


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* {{Nerf}}: Turrets were quite sturdy in the original ''Ground Zero'', being able to tank three rockets or two Railgun shots while surprising players with their warningless shots. In the 2023 remastered version, they were given a laser indicating players where they're coming from, considerably reducing the surprise factor. Their damage output and durability was also hit hard, with a single rocket taking them down instantly and their hits dealing less damage.

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Concatenated Shambler Boss profiles into the main Shambler profile & added a few other Q2-specific tropes tropes


* 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.

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* 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 take a beating, meaning that they're close to defeat and will attack even more aggressively than before.



* DoesThisRemindYouOfAnything: They look awfully a lot like generic kitchen blenders.

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* DoesThisRemindYouOfAnything: They look awfully a lot like generic kitchen blenders.



* AuthoritySoundsDeep: Speaks and laughs in a deep, reverberating and heavily-distorted voice, befitting of the Strogg's leader.
* BalanceBuff: In the 2023 remaster, the Jorg battle suit receives a ''massive'' buff to its health in order to compensate for the player's ability to use Quad Damage against it. As an [[AntiFrustrationFeatures Anti-Frustration Feature]], a Quad Damage is dropped by the teleporter that leads to the final boss arena, so if you didn't save one from before you'll still have one on hand to use against the Jorg and his massive health pool.

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* AuthoritySoundsDeep: Speaks and laughs in a deep, reverberating and heavily-distorted heavily distorted voice, befitting of the Strogg's leader.
* BalanceBuff: In the 2023 remaster, the Jorg battle suit receives a ''massive'' buff to its health in order to compensate for the player's ability to use Quad Damage against it. As an [[AntiFrustrationFeatures Anti-Frustration Feature]], a Quad Damage is dropped by the teleporter that leads to the final boss arena, so if you didn't save one from before you'll still have one on hand to use against the Jorg and his massive health pool.



* TookALevelInBadass: The original Brains was very slow and had no ranged attacks, essentially making it a sitting duck. The Beta Class Brains 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 Brains and drains your health, meaning if you get into its range [[InstantDeathRadius it's pretty much lights out]]. Furthermore, the Beta Brains ''doesn't'' have its own skin.

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* TookALevelInBadass: The original Brains was very slow and had no ranged attacks, essentially making it a sitting duck. The Beta Class Brains 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 Brains and drains your health, meaning if you get into its range [[InstantDeathRadius it's pretty much lights out]]. Furthermore, the Beta Beta-Class Brains ''doesn't'' have its own skin.lack a unique appearance.



* DamageSpongeBoss: It's basically the same as the normal 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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* DamageSpongeBoss: It's basically the same as Identical to the normal 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).



* ArtificialBrilliance: They can dodge projectiles such as rockets by jumping from floor to ceiling or vice versa. Unlike with other Strogg, you can't really compensate for this by adjusting your aim, since they're actively dodging instead of just ducking.

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* ArtificialBrilliance: They can dodge projectiles such as rockets by jumping from floor to ceiling or vice versa. Unlike with other Strogg, you can't really compensate for this by adjusting your aim, since they're actively dodging instead of just ducking.



* UndergroundMonkey: An Icarus with Power Screen and extra health.

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* UndergroundMonkey: An Icarus with a Power Screen and extra health.



The Elite of the Elite, Gunners equipped with ETF Rifles and Power Shields and have more powerful melee attacks.

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The Elite of the Elite, Gunners Gunner Commanders are equipped with ETF Rifles and Power Shields and have more powerful melee attacks.



* BossInMookClothing: They are the EliteMook to the EliteMook, and are larger then normal Gunners to match.

to:

* BossInMookClothing: They are the EliteMook to the EliteMook, and are larger then than normal Gunners to match.



[[folder: '''Spoiler mook''']]
!! [[VideoGame/QuakeI The Shambler]]

to:

[[folder: '''Spoiler mook''']]
character''']]
!! [[VideoGame/QuakeI The Shambler]]



The only returning enemy class from ''VideoGame/QuakeI'', Shamblers make their presence as a mook towards the end of ''Call of the Machine'', with some even being elevated to boss rank.

For tropes on them, check [[Characters/QuakeI the first Quake's character sheets]].
[[/folder]]

[[folder: '''Spoiler character 1''']]
!! Modir
An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat. Fought at the end of ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]''.

to:

The only returning enemy class from ''VideoGame/QuakeI'', Shamblers make their presence as a mook towards the end of enemies within ''Call of the Machine'', with some even being elevated to boss rank.

For tropes on them, check [[Characters/QuakeI the first Quake's character sheets]].
[[/folder]]

[[folder: '''Spoiler character 1''']]
!! Modir
fought as bosses:

* Modir:
An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat. Fought at the end of ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]''.Depths]]''.
* Masters of the Machine: A pair of Shamblers who command the Strogg in the power vacuum created following the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.

For tropes concerning their appearance in ''VideoGame/QuakeI'', check [[Characters/QuakeI here]].



* KingMook: Modir is a Shambler that is truly enormous in size.
* MeaningfulName: Its name is a middle-English form of "Mother", and it certainly looks large enough to be the mother of a Shambler.
* PuzzleBoss: Is defeated in the same manner as Chthon. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it.
* ShockAndAwe: Attacks primarily by channelling electricity between its claws to fire at you.
* StationaryBoss: Like Chthon, it remains stuck in a pit of magma as it takes potshots at you darting between columns in its room.
[[/folder]]

[[folder: '''Spoiler character 2''']]
!! Masters of the Machine
A pair of Shamblers who command the Strogg in the power vacuum caused by the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.
----

to:

* KingMook: Modir is a Shambler that is truly enormous in size.
* MeaningfulName: Its name is a middle-English form of "Mother", and it certainly looks large enough to be the mother of a Shambler.
* PuzzleBoss: Is defeated in the same manner as Chthon. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it.
* ShockAndAwe: Attacks primarily by channelling electricity between its claws to fire at you.
* StationaryBoss: Like Chthon, it remains stuck in a pit of magma as it takes potshots at you darting between columns in its room.
[[/folder]]

[[folder: '''Spoiler character 2''']]
!! Masters of the Machine
A pair of Shamblers who command the Strogg in the power vacuum caused by the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.
----



* EnemySummoner: They'll periodically summon mutants when they take enough damage.
* HijackedByGanon: Forces of the Great Black Goat are revealed to be controlling the comparatively newer and seemingly unrelated Strogg.
* MeaningfulName: Aside from the more obvious example of commanding an army of cyborgs, they're introduced in the ''Machine'' Games Re''master'' of ''Quake II''

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* EarlyBirdCameo: Two are encountered during the first unit, ''[[Recap/QuakeIICallOfTheMachineOperationCorpseRun Operation: Corpse Run]]''.
** After the player exits "The Death Gate" via slipgate, Shambler roars can be heard emanating from the pitch-blackness.
** A Shambler hides behind a secret wall in "Give Me Back My Moon".
* EnemySummoner: They'll The Masters will periodically summon mutants when they take enough damage.
* HijackedByGanon: Forces The Masters are agents of the Great Black Goat are Goat, revealed to be controlling the comparatively newer and seemingly unrelated Strogg.
* MeaningfulName: Aside InterfaceSpoiler: They possess a profile in the Id Vault's Bestiary, despite only appearing within ''Call of the Machine'' and with those appearances being tied to heavy spoilers concerning that mission pack's plot.
* KingMook: Modir is a truly enormous Shambler.
* MeaningfulName:
** Modir's name is a middle-English form of "Mother", and it certainly looks large enough to be the mother of a Shambler.
** The Masters of The Machine, aside
from the more obvious example of commanding an army of cyborgs, they're are introduced in the ''Machine'' Games Re''master'' of ''Quake II''II''.
* PuzzleBoss: Modir is defeated in the same manner as Chthon; navigating its boss arena to descend two pillars, which generate a laser that kills the beast when activated. Unlike Chthon, Modir ''does'' take damage from normal weapons, but it has ''so much'' health that you're unlikely to have enough ammo to kill it unless you've been hoarding it. The laser also only has to be activated once.
* ShockAndAwe: Attacks primarily by channelling electricity between its claws to fire at you, as they did in ''VideoGame/QuakeI''.
* StylisticSuck: Disabling the enhanced models included in the 2023 remaster causes all Shamblers to use their original ''VideoGame/QuakeI'' model, which is of a markedly lower polycount compared to even ''VideoGame/QuakeII''[='=]s original models.
* StationaryBoss: Like Chthon, Modir remains stuck in a pit of magma as it takes potshots at you darting between columns in its room.



* MidBoss: Appears right after Stepchild destroyed the Big Gun, and fights on its own.

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* MidBoss: Appears right after Stepchild destroyed destroys the Big Gun, and fights on its own.

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* BossInMookClothing: They are the EliteMook to the EliteMook, and are larger then normal Gunners to match.



* EliteMook: They are the EliteMook to the EliteMook, and are larger then normal Gunners to match.

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* CallForward: Replacing their Machine Gun with the Nailgun-like ETF Rifle makes them more in line with their [[VideoGame/QuakeIV Quake 4 versions.]]



* EliteMook: They are the EliteMook to the EliteMook.

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* EliteMook: They are the EliteMook to the EliteMook.EliteMook, and are larger then normal Gunners to match.
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* BloodKnight: According to the [[AllThereInTheManual manual]], he couldn't wait to finally come face to face with the Strogg and bring the fight to their home.
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* BaldHeadOfToughness: Again, not a single hair on his head and still a OneManArmy.
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Quake II cutscene reference haha.


* SmallRoleBigImpact: The marine who crashed Bitterman's pod in the intro of the main game of ''II''. By crashing Bitterman on Stroggos, the marine inadvertently saved Bitterman's life, at the cost of his own when the interplanetary defence systems wiped out the rest of the TCM forces. Weren't it for his HeroicSacrifice, Earth would have surely lost the battle against the Strogg.

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* SmallRoleBigImpact: The marine "cowboy" who crashed Bitterman's pod in the intro of the main game of ''II''. By crashing Bitterman on Stroggos, the marine inadvertently saved Bitterman's life, at the cost of his own when the interplanetary defence systems wiped out the rest of the TCM forces. Weren't it for his HeroicSacrifice, Earth would have surely lost the battle against the Strogg.
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* WorldOfMuscleMen: Not one Marine isn't absolutely jacked.
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* SergeantRock: Subverted. While a squad leader, hedoesn't get to spend any time fighting alongside his men due to his aforementioned LifesavingMisfortune. His only way of helping his marines in game is by providing them with a MercyKill.

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* SergeantRock: Subverted. While a squad leader, hedoesn't he doesn't get to spend any time fighting alongside his men due to his aforementioned LifesavingMisfortune. His only way of helping his marines in game is by providing them with a MercyKill.
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* SergeantRock: Subverted. While a squad leader, hedoesn't get to spend any time fighting alongside his men due to his aforementioned LifesavingMisfortune. His only way of helping his marines in game is by providing them with a MercyKill.
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* CommandingCoolness: "The Machine" is in charge of sending the troops to collect the data discs, and is also the one to face the Strogg Maker head on at the end.
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* RecurringBoss: ''Thrice'' in the main game ("The Big Gun", "Inner Hangar" and "Comm Satellite"), once at the PSX version ("Defence Command" after getting the Gravity Booster), ''twice'' in the Nintendo 64 version ([[spoiler:"Command Core"]]), and another in ''Call of the Machine'' ("The Death Gate") as the MidBoss "Gate Warden".

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* RecurringBoss: ''Thrice'' in the main game ("The Big Gun", "Inner Hangar" and "Comm Satellite"), once at the PSX version ("Defence Command" after getting [[spoiler:getting the Gravity Booster), A-M Bomb]] in the prior level), ''twice'' in the Nintendo 64 version ([[spoiler:"Command ([[spoiler:a DualBoss encounter in "Command Core"]]), and another in ''Call of the Machine'' ("The Death Gate") as the MidBoss "Gate Warden".
Is there an issue? Send a MessageReason:
Mopped up some leftover lines I missed while cleaning up Establishing Character Moment misuse the other day. I also deleted some more We Can Rebuild Him misuse too.


** 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.



** In ''Ground Zero'', the first is found with the Berserker in "Lower Mines".



** If the player didn't or is playing the [=PlayStation=] version, returning to the Blue Key door area after completing the main objective and retrieving the Blue Key [[TeleportingKeycardSquad will spawn three of 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".



* WeCanRebuildHim: An improved version of the Hornet in every sense of the word: in addition to the Machinegun and 4-Rocket launch attacks, it has a Railgun, a Grenade Launcher, and [[MookMaker the ability to summon Flyers]] (or Stalkers in one instance in ''Call of the Machine'').

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** The Nintendo 64 version has two guarding the Core in the last level which TurnsRed when enough damage has been dealt to them.

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** The Nintendo 64 version has two guarding the Core in the last level which TurnsRed when enough damage has been dealt to them.them, as part of the BossRush.



* DualBoss: [[spoiler:In the Nintendo 64 version, two appear after the Tank Commanders are dealt with]].



* RecurringBoss: ''Thrice'' in the main game ("The Big Gun", "Inner Hangar" and "Comm Satellite"), once at the PSX version ("Defence Command" after getting the Gravity Booster), and another in ''Call of the Machine'' ("The Death Gate") as the "Gate Warden".

to:

* RecurringBoss: ''Thrice'' in the main game ("The Big Gun", "Inner Hangar" and "Comm Satellite"), once at the PSX version ("Defence Command" after getting the Gravity Booster), ''twice'' in the Nintendo 64 version ([[spoiler:"Command Core"]]), and another in ''Call of the Machine'' ("The Death Gate") as the MidBoss "Gate Warden".

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%% Transparent image incoming.
%%[[quoteright:302:https://static.tvtropes.org/pmwiki/pub/images/503218c0_5976_4f3b_ab8c_915296648489.jpeg]]
%%[[caption-width-right:302: Bitterman’s default look in Quake II]]

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%% Transparent image incoming.
%%[[quoteright:302:https://static.
[[quoteright:146:https://static.tvtropes.org/pmwiki/pub/images/503218c0_5976_4f3b_ab8c_915296648489.jpeg]]
%%[[caption-width-right:302: Bitterman’s
org/pmwiki/pub/images/q2_grunt.png]]
[[caption-width-right:146:Grunt, Bitterman's
default look in Quake II]]''Quake II''.\\
[[labelnote:Click here to see Grunt as he appears in ''Quake III Arena'']]https://static.tvtropes.org/pmwiki/pub/images/q3a_grunt.png[[/labelnote]]]]


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For tropes about his default appeareance (Grunt) in ''VideoGame/QuakeIIIArena'', go [[Characters/QuakeIIIArena here]].
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* DecompositeCharacter: In ''II'' Grunt was the default skin for multiplayer games and the assumed appearance for Bitterman. In ''III'', both Bitterman and Grunt were given separate character slots (with Major, also a selwctable character in ''II'', being {{Gender Bende|r}}d as a female combatant), with Bitterman being given a brand new appearance.

to:

* DecompositeCharacter: In ''II'' Grunt was the default skin for multiplayer games and the assumed appearance for Bitterman. In ''III'', both Bitterman and Grunt were given separate character slots (with Major, also a selwctable selectable character in ''II'', being {{Gender Bende|r}}d as a female combatant), with Bitterman being given a brand new appearance.

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[[quoteright:302:https://static.tvtropes.org/pmwiki/pub/images/503218c0_5976_4f3b_ab8c_915296648489.jpeg]]
[[caption-width-right:302: Bitterman’s default look in Quake II]]

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\n[[quoteright:302:https://static.%% Transparent image incoming.
%%[[quoteright:302:https://static.
tvtropes.org/pmwiki/pub/images/503218c0_5976_4f3b_ab8c_915296648489.jpeg]]
[[caption-width-right:302: %%[[caption-width-right:302: Bitterman’s default look in Quake II]]
II]]


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* DecompositeCharacter: In ''II'' Grunt was the default skin for multiplayer games and the assumed appearance for Bitterman. In ''III'', both Bitterman and Grunt were given separate character slots (with Major, also a selwctable character in ''II'', being {{Gender Bende|r}}d as a female combatant), with Bitterman being given a brand new appearance.

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In accordance with the drop pod featured in the level hub.


* "Surgubbe", "C.J.", "Brickslayer", "Positivity" and "Eriksson", plus one unnamed marine and the group's Commander (''Call of the Machine'').

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* "The Machine" "Surgubbe", "C.J.", "Brickslayer", "Positivity" and "Eriksson", plus one unnamed marine and the group's Commander (''Call of the Machine'').



Near the end of the Stroggos campaign, a group of six marines was dispatched from an orbital base to various conflict zones with the goal of seeking out Strogg Data Discs and uploading the contents, all to determine the identity of the Strogg Maker, the newest leader of the Strogg forces, with their commanding officer remaining behind to monitor their progress.

to:

Near the end of the Stroggos campaign, a group of six marines was dispatched from an orbital base to various conflict zones with the goal of seeking out Strogg Data Discs and uploading the contents, all contents. This would allow them to determine the identity of the Strogg Maker, the newest leader of the Strogg forces, with their commanding officer "The Machine" remaining behind to monitor their progress.



* BackFromTheBrink: They're the only space marines who survive past their respective intros.
* FeaturelessProtagonist: All of them can take a lot of appearances, usually related to the game's multiplayer skins, including female and cyborg.

to:

* BackFromTheBrink: They're the only space marines who survive past their respective intros.
introductions.'
* CharacterTitle: The commanding officer of the Marines taking on various ops in "Call of The Machine" has the callsign "The Machine".
* FeaturelessProtagonist: All of them can take a lot of appearances, usually related to appearances as reflected by the game's multiplayer skins, skin options, including female and cyborg.



* HeroicSacrifice: [[spoiler:Surgubbe doesn't make it out alive after transmitting his data disc.]]
** Averted for the Marine sent to [[spoiler:the Darkest Depths, but he [[FateWorseThanDeath probably would have preferred it]]]].
** The Commander's reward for defeating the Masters of the Machine from the same campaign is to be [[spoiler:trapped in an infinite void]].

to:

* HeroicSacrifice: HeroicSacrifice:
**
[[spoiler:Surgubbe doesn't make it out alive after transmitting his their data disc.]]
** Averted for the Marine sent to [[spoiler:the Darkest Depths, but he they [[FateWorseThanDeath probably would have preferred it]]]].
** The Commander's Machine's reward for defeating the Masters of the Machine from the same campaign is to be [[spoiler:trapped in an infinite void]].



* LetsSplitUpGang: The marines that protagonize ''Call of the Machine'' take a mission each, with their Commander taking the fight to the final boss.

to:

* LetsSplitUpGang: The marines that protagonize ''Call of the Machine'' take a mission each, with their Commander commander, The Machine, taking the fight to the final boss.



* QueerColors: C.J.'s drop pod features a prominent pride flag emblazoned behind the text of their name.



* SilentProtagonist: They speak quite a lot in their intro cinematics (and in Joker and Stepchild cases' also their ending cinematics), but are completely silent during the games themselves.

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* SilentProtagonist: They speak quite a lot in their intro cinematics (and in Joker and Stepchild cases' also their ending cinematics), but are completely silent during the games themselves.themselves besides the usual jumping/pain grunts.
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Added a pic of his Quake II appearance

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[[quoteright:302:https://static.tvtropes.org/pmwiki/pub/images/503218c0_5976_4f3b_ab8c_915296648489.jpeg]]
[[caption-width-right:302: Bitterman’s default look in Quake II]]
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sh[[WMG:[[center:''VideoGame/{{Quake}}'' [[Characters/{{Quake}} Character sheets]]\\

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sh[[WMG:[[center:''VideoGame/{{Quake}}'' [[WMG:[[center:''VideoGame/{{Quake}}'' [[Characters/{{Quake}} Character sheets]]\\
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[[WMG:[[center:''VideoGame/{{Quake}}'' [[Characters/{{Quake}} Character sheets]]\\

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[[WMG:[[center:''VideoGame/{{Quake}}'' sh[[WMG:[[center:''VideoGame/{{Quake}}'' [[Characters/{{Quake}} Character sheets]]\\



%%[[caption-width-right:304:some caption text]]

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%%[[caption-width-right:304:some caption text]]
[[caption-width-right:304:'''"TRESPASSER!"''']]



** ''Call of the Machine'' introduces an even harder version of the Tank Commander, armed with a Power Shield and firing [[HomingProjectile homing rockets]]. One of these is even a FinalBoss, at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'', called simply "Commander".

to:

** ''Call of the Machine'' introduces an even harder version of the Tank Commander, armed with a Power Shield and firing [[HomingProjectile homing rockets]]. One of these is even fought as a FinalBoss, at the tail end of ''[[Recap/QuakeIICallOfTheMachineOperationWasteland Operation: Wasteland]]'', called simply "Commander".



A giant tank that 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.

to:

A giant tank that 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.



A giant flying monstrosity that, 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.

to:

A giant flying monstrosity that, 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.



[[labelnote:Click here to see the Makron himself.]]https://static.tvtropes.org/pmwiki/pub/images/q2_makronf2makron.png '''"Not good enough!"'''[[/labelnote]]]]

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[[labelnote:Click here to see the Makron himself.]]https://static.tvtropes.org/pmwiki/pub/images/q2_makronf2makron.png '''"Not '''[[MoreDakka "Not good enough!"'''[[/labelnote]]]]
enough!"]]'''[[/labelnote]]]]



%%[[caption-width-right:306:some caption text]]

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%%[[caption-width-right:306:some caption text]]
[[caption-width-right:306:[[Music/{{ACDC}} She's a Heatseeker!]]]]



%%[[caption-width-right:917:some caption text]]

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%%[[caption-width-right:917:some caption text]]
[[caption-width-right:917:[[VideoGame/StarCraftI Carrier has arrived!]]]]



Returning from your darkest nightmares, Shamblers make their presence as a mook towards the end of ''Call of the Machine'', with some even being elevated to boss rank.

to:

Returning The only returning enemy class from your darkest nightmares, ''VideoGame/QuakeI'', Shamblers make their presence as a mook towards the end of ''Call of the Machine'', with some even being elevated to boss rank.



An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat.

to:

An ancient evil awoken by the Strogg in an ancient temple dedicated to the Great Black Goat. Fought at the end of ''[[Recap/QuakeIICallOfTheMachineOperationDarkestDepths Operation: Darkest Depths]]''.



A pair of Shamblers who command the Strogg in the power vacuum caused by the defeat of several Strogg masterminds.

to:

A pair of Shamblers who command the Strogg in the power vacuum caused by the defeat of several Strogg masterminds. Fought at the very end of ''Call of the Machine'' itself.



[[caption-width-right:846:[[VideoGame/{{Madagascar}} Aw jeez, giant spiders!]] Though I guess that's better than [[Recap/QuakeScourgeOfArmagonEpisode1FortressOfTheDead giant scorpions]].]]

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[[caption-width-right:846:[[VideoGame/{{Madagascar}} Aw jeez, giant spiders!]] Though I guess that's better than [[Recap/QuakeScourgeOfArmagonEpisode1FortressOfTheDead giant scorpions]].]]
[[caption-width-right:846:[[VideoGame/MortalKombatX This One will rail you to death.]]]]
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Getting rid of "anything but" as that would imply he is NOT dangerous? Also, returning from turning.


* BunnyEarsLawyer: Do not let his goofy mannerisms fool you, this guy is ''anything but dangerous''.

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* BunnyEarsLawyer: Do not let his goofy mannerisms fool you, this guy is ''anything but dangerous''.''dangerous''.



Returning from turning Ranger's mission into nightmares, the Shamblers make their presence as a mook in ''Call of the Machine'', with some of them even being elevated to boss rank.

to:

Returning from turning Ranger's mission into your darkest nightmares, the Shamblers make their presence as a mook in towards the end of ''Call of the Machine'', with some of them even being elevated to boss rank.
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[[caption-width-right:846: [[VideoGame/Madagascar Aw jeez, giant spiders!]] Though I guess that's better than [[Recap/QuakeScourgeOfArmagonEpisode1FortressOfTheDead giant scorpions]].]]

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[[caption-width-right:846: [[VideoGame/Madagascar [[caption-width-right:846:[[VideoGame/{{Madagascar}} Aw jeez, giant spiders!]] Though I guess that's better than [[Recap/QuakeScourgeOfArmagonEpisode1FortressOfTheDead giant scorpions]].]]

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