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* DownloadableContent: The patches include '''four''' mappacks[[note]]Creator/RavenSoftware, Creator/RitualEntertainment, a small map comprised of DeadZone maps, and a [[OfficialFanSubmittedContent Community Mappack]][[/note]], raising the amount of multiplayer levels to play from 14 to 45.

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* DownloadableContent: The patches include '''four''' mappacks[[note]]Creator/RavenSoftware, Creator/RitualEntertainment, a small map pack comprised of DeadZone [=DeadZone=] maps, and a [[OfficialFanSubmittedContent Community Mappack]][[/note]], raising the amount of multiplayer levels to play from 14 to 45.



* GottaCatchEmAll: The objective of the Deadzone gametype is to gather artifacts and bring them to a specific area of the map in order to score points. Because of this, scorelimites tend to be quite high.
--> [From the release notes] ''"Players fight over a limited number of [=DeadZone=] artifacts, then race to maintain control of a central scoring zone designated by a scrolling white border. Teams can accumulate points when one or more player from their team is in the [=DeadZone=] carrying an artifact. If each team has one or more players in the DeadZone with an artifact at the same time, neither team will gain any points during this stalemate situation. When an artifact is depleted, it returns to its initial spawn location and is available for pick-up. If a player is killed while carrying an artifact, it drops in that location and is again available. The first team to reach the scoring limit wins."''

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* GottaCatchEmAll: The objective of the Deadzone [=DeadZone=] gametype is to gather artifacts and bring them to a specific area of the map in order to score points. Because of this, scorelimites tend to be quite high.
--> [From the release notes] ''"Players fight over a limited number of [=DeadZone=] artifacts, then race to maintain control of a central scoring zone designated by a scrolling white border. Teams can accumulate points when one or more player from their team is in the [=DeadZone=] carrying an artifact. If each team has one or more players in the DeadZone [=DeadZone=] with an artifact at the same time, neither team will gain any points during this stalemate situation. When an artifact is depleted, it returns to its initial spawn location and is available for pick-up. If a player is killed while carrying an artifact, it drops in that location and is again available. The first team to reach the scoring limit wins."''



* MisbegottenMultiplayerMode: The multiplayer mode can be presumed as ''VideoGame/QuakeIIIArena'' running in id Tech 4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 9 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, ''IV'' plays like an even faster version of ''III'', with a new sliding mechanic allowing players to keep their speed around corners.

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* MisbegottenMultiplayerMode: The multiplayer mode can be presumed as ''VideoGame/QuakeIIIArena'' running in id Tech 4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 9 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone [=DeadZone=] gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, ''IV'' plays like an even faster version of ''III'', with a new sliding mechanic allowing players to keep their speed around corners.
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The UsefulNotes/{{Xbox 360}} version of the game, and the PC Special DVD Edition, come with ''Quake II'' included.

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The UsefulNotes/{{Xbox Platform/{{Xbox 360}} version of the game, and the PC Special DVD Edition, come with ''Quake II'' included.



** The UsefulNotes/{{Xbox 360}} version of the game comes with ''VideoGame/QuakeII''.

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** The UsefulNotes/{{Xbox Platform/{{Xbox 360}} version of the game comes with ''VideoGame/QuakeII''.
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''Quake IV'' is the fourth entry in the ''VideoGame/{{Quake}}'' series, released in 2005. The game was developed by Raven Software using the id Tech 4 engine (the engine created for ''VideoGame/Doom3''), and it's set in the Strogg arc as a follow-up to the events of ''VideoGame/QuakeII''. After Bitterman, the protagonist of ''Quake II'', near-singlehandedly dealt a major blow to the Strogg forces, the Space Marine Corps proceed to launch another invasion of the Strogg's home planet, Stroggos, in order to terminate the menace once and for all. The player controls Matthew Kane, a corporal of the SMC's renowned Rhino Squad, and he must assist his comrades in the given objectives. But Kane has little knowledge of just what he'll have to endure in order to hopefully put an end to the war...

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''Quake IV'' is the fourth entry in the ''VideoGame/{{Quake}}'' series, released in 2005. The game was developed by Raven Software Creator/RavenSoftware using the id Tech 4 engine (the engine created for ''VideoGame/Doom3''), and it's set in the Strogg arc as a follow-up to the events of ''VideoGame/QuakeII''. After Bitterman, the protagonist of ''Quake II'', near-singlehandedly dealt a major blow to the Strogg forces, the Space Marine Corps proceed to launch another invasion of the Strogg's home planet, Stroggos, in order to terminate the menace once and for all. The player controls Matthew Kane, a corporal of the SMC's renowned Rhino Squad, and he must assist his comrades in the given objectives. But Kane has little knowledge of just what he'll have to endure in order to hopefully put an end to the war...

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The game introduces reloading and [[NonPlayerCharacter NPCs]] to the franchise, at least for single-player, giving the campaign a more generic [[ASpaceMarineIsYou space marine]] feel. In the campaign, weapons are also upgraded as you progress. The multiplayer section of the game, on the other hand, is basically ''VideoGame/QuakeIIIArena'' with some changes such as the introduction of crouch sliding and projectile teleporting/pushing. The weaponry roster keeps most of the ''Quake II'' weapon roster, dropping only the [[ShortRangeShotgun Super Shotgun]], [[GatlingGood Chaingun]] and {{BFG}}10K, adding the LightningGun and the [[NailEm Nailgun]] from ''VideoGame/QuakeI'' and a new weapon called the Dark Matter Gun replacing the BFG. In multiplayer games, the Blaster is switched with [[ChainsawGood the Gauntlet]] from ''VideoGame/QuakeIIIArena''. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Deathmatch, Team Deathmatch, Tournament, CaptureTheFlag and Arena CTF (CaptureTheFlag... [[RecycledInSpace with runes!]]). Later patches added the [=DeadZone=] gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la ''VideoGame/CounterStrike''.

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The game introduces reloading and [[NonPlayerCharacter NPCs]] to the franchise, at least for single-player, giving the campaign a more generic [[ASpaceMarineIsYou space marine]] feel. In the campaign, weapons are also upgraded as you progress. The multiplayer section of the game, on the other hand, is basically ''VideoGame/QuakeIIIArena'' with some changes such as the introduction of crouch sliding and projectile teleporting/pushing. The weaponry roster keeps most of the ''Quake II'' weapon roster, dropping only the [[ShortRangeShotgun Super Shotgun]], [[GatlingGood Chaingun]] and {{BFG}}10K, adding the LightningGun and the [[NailEm Nailgun]] from ''VideoGame/QuakeI'' and a new weapon called the Dark Matter Gun replacing the BFG. In BFG.

Much like the rest of the series, the game also included a
multiplayer games, ArenaShooter mode that uses the game's weapons and items, this time purely in dedicated maps. Here, the Blaster is switched with [[ChainsawGood the Gauntlet]] from ''VideoGame/QuakeIIIArena''. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Gun. The available gamemodes are Deathmatch, Team Deathmatch, Tournament, CaptureTheFlag and Arena CTF (CaptureTheFlag... [[RecycledInSpace with runes!]]). Later patches added the [=DeadZone=] gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la ''VideoGame/CounterStrike''.
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Added DiffLines:

* StatOverflow: The game has the Stimpack and Megahealth items. Stimpacks add +5 HP, Megahealth adds a degenerating +100 HP, and both items can overheal to a maximum of 200.
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* WalkingTank: Obtained at the beginning of the Construction Zone level, right after Kane exits [[spoiler:the Strogg Medical Facility]]. Like the EDF tank, it comes with both barrage missile and machinegun modes.
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trope was cut/disambiguated due to cleanup


** Some levels such as "Convoy" and "Tram Rail" are [[JustForPun rail]] [[RailShooter shooters]].

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** Some levels such as "Convoy" and "Tram Rail" are [[JustForPun rail]] [[RailShooter shooters]].{{Rail Shooter}}s.
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* BorrowingFromTheSisterSeries: The Dark Matter Gun is a spiritual-successor of sorts to the [=BFG10K=] from ''II'', which itself drew from the original {{BFG}} in Id Software sister property, ''VideoGame/{{Doom}}''. The Lightning Gun also makes its first non-expansion appearance in the Strogg storyline, originally introduced in ''VideoGame/QuakeI''. [[note]]''[[VideoGame/QuakeII Quake II: Ground Zero]]'' had the [=ETF=] Rifle, a weapon similar to the Nail Gun. However, this game's storyline isn't canon due to Stroggos being totally destroyed in that story.[[/note]]

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* BorrowingFromTheSisterSeries: The Dark Matter Gun is a spiritual-successor of sorts to the [=BFG10K=] from ''II'', which itself drew from the original {{BFG}} in Id Software sister property, ''VideoGame/{{Doom}}''. The Super Nailgun and Lightning Gun also makes its first non-expansion appearance in the Strogg storyline, originally introduced in ''VideoGame/QuakeI''. [[note]]''[[VideoGame/QuakeII Quake II: Ground Zero]]'' had the [=ETF=] Rifle, a weapon similar to the Nail Gun.Nailgun. However, this game's storyline isn't canon due to Stroggos being totally destroyed in that story.[[/note]]
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Canonically speaking, the game is the most recent Strogg game to date, but it was followed by {{prequel}} ''VideoGame/EnemyTerritoryQuakeWars'' in 2005.

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Canonically speaking, the game is the most recent Strogg game to date, but it was followed by {{prequel}} ''VideoGame/EnemyTerritoryQuakeWars'' in 2005.2007.
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The game introduces reloading and [[NonPlayerCharacter NPCs]] to the franchise, at least for single-player, giving the campaign a more generic [[ASpaceMarineIsYou space marine]] feel. In the campaign, weapons are also upgraded as you progress. The multiplayer section of the game, on the other hand, is basically ''VideoGame/QuakeIIIArena'' with some changes such as the introduction of crouch sliding and projectile teleporting/pushing. The weaponry roster keeps most of the Quake II weapon roster, dropping only the [[ShortRangeShotgun Super Shotgun]], [[GatlingGood Chaingun]] and {{BFG}}10K, adding the LightningGun and the [[NailEm Nailgun]] from ''VideoGame/QuakeI'' and a new weapon called the Dark Matter Gun replacing the BFG. In multiplayer games, the Blaster is switched with [[ChainsawGood the Gauntlet]] from ''VideoGame/QuakeIIIArena''. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Deathmatch, Team Deathmatch, Tournament, CaptureTheFlag and Arena CTF (CaptureTheFlag... [[RecycledInSpace with runes!]]). Later patches added the [=DeadZone=] gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la ''VideoGame/CounterStrike''.

to:

The game introduces reloading and [[NonPlayerCharacter NPCs]] to the franchise, at least for single-player, giving the campaign a more generic [[ASpaceMarineIsYou space marine]] feel. In the campaign, weapons are also upgraded as you progress. The multiplayer section of the game, on the other hand, is basically ''VideoGame/QuakeIIIArena'' with some changes such as the introduction of crouch sliding and projectile teleporting/pushing. The weaponry roster keeps most of the Quake II ''Quake II'' weapon roster, dropping only the [[ShortRangeShotgun Super Shotgun]], [[GatlingGood Chaingun]] and {{BFG}}10K, adding the LightningGun and the [[NailEm Nailgun]] from ''VideoGame/QuakeI'' and a new weapon called the Dark Matter Gun replacing the BFG. In multiplayer games, the Blaster is switched with [[ChainsawGood the Gauntlet]] from ''VideoGame/QuakeIIIArena''. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Deathmatch, Team Deathmatch, Tournament, CaptureTheFlag and Arena CTF (CaptureTheFlag... [[RecycledInSpace with runes!]]). Later patches added the [=DeadZone=] gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la ''VideoGame/CounterStrike''.
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Disambiguation


** And then there are the levels which take place between [[spoiler:Kane's stroggification]] and "Recomposition Center", which are the closest the game has to a ''VideoGame/{{Doom 3}}''-like SurvivalHorror experience. "Waste Processing Facility" even features [[NightOfTheLivingDead zombies]], making it feel closer to ''Doom 3''.

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** And then there are the levels which take place between [[spoiler:Kane's stroggification]] and "Recomposition Center", which are the closest the game has to a ''VideoGame/{{Doom 3}}''-like SurvivalHorror experience. "Waste Processing Facility" even features [[NightOfTheLivingDead [[Film/NightOfTheLivingDead1968 zombies]], making it feel closer to ''Doom 3''.
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The game introduces reloading and {{NPC}}s to the Quakeverse, at least for single-player, giving the campaign a more generic [[ASpaceMarineIsYou space marine]] feel. In the campaign, weapons are also upgraded as you progress. The multiplayer section of the game, on the other hand, is basically ''VideoGame/QuakeIIIArena'' with some changes such as the introduction of crouch sliding and projectile teleporting/pushing. The weaponry roster keeps most of the Quake II weapon roster, dropping only the [[ShortRangeShotgun Super Shotgun]], [[GatlingGood Chaingun]] and {{BFG}}10K, adding the LightningGun and the [[NailEm Nailgun]] from ''VideoGame/QuakeI'' and a new weapon called the Dark Matter Gun replacing the BFG. In multiplayer games, the Blaster is switched with [[ChainsawGood the Gauntlet]] from ''VideoGame/QuakeIIIArena''. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Deathmatch, Team Deathmatch, Tournament, CaptureTheFlag and Arena CTF (CaptureTheFlag... [[RecycledInSpace with runes!]]). Later patches added the [=DeadZone=] gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la ''VideoGame/CounterStrike''.

to:

The game introduces reloading and {{NPC}}s [[NonPlayerCharacter NPCs]] to the Quakeverse, franchise, at least for single-player, giving the campaign a more generic [[ASpaceMarineIsYou space marine]] feel. In the campaign, weapons are also upgraded as you progress. The multiplayer section of the game, on the other hand, is basically ''VideoGame/QuakeIIIArena'' with some changes such as the introduction of crouch sliding and projectile teleporting/pushing. The weaponry roster keeps most of the Quake II weapon roster, dropping only the [[ShortRangeShotgun Super Shotgun]], [[GatlingGood Chaingun]] and {{BFG}}10K, adding the LightningGun and the [[NailEm Nailgun]] from ''VideoGame/QuakeI'' and a new weapon called the Dark Matter Gun replacing the BFG. In multiplayer games, the Blaster is switched with [[ChainsawGood the Gauntlet]] from ''VideoGame/QuakeIIIArena''. A later patch added the Napalm Gun for multiplayer. Speaking of multiplayer, the game came with five gamemodes: Deathmatch, Team Deathmatch, Tournament, CaptureTheFlag and Arena CTF (CaptureTheFlag... [[RecycledInSpace with runes!]]). Later patches added the [=DeadZone=] gametype and a "Buy mode" option for all gametypes where players must purchase weapons with credits a la ''VideoGame/CounterStrike''.



* ArtificialStupidity: Any computer-controlled {{NPC}} lacks awareness of grenades. They'll stand around cluelessly with live ones right next to them, which makes flushing out Strogg a breeze. By extension, actors will fail to notice projectiles fired at them and can even stand in place as [[PainfullySlowProjectile avoidable projectiles]] fly at their face.

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* ArtificialStupidity: Any computer-controlled {{NPC}} NonPlayerCharacter lacks awareness of grenades. They'll stand around cluelessly with live ones right next to them, which makes flushing out Strogg a breeze. By extension, actors will fail to notice projectiles fired at them and can even stand in place as [[PainfullySlowProjectile avoidable projectiles]] fly at their face.

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* {{Invisibility}}: The multiplayer-only Invisibility powerup.



* QuadDamage: Returns as a multiplayer-only item, increasing damage by 4x. Can also be combined with the Doubler rune in Arena CTF games in order to obtain a ludicrous 8x damage output!



* SuperSpeed: The multiplayer-only Haste powerup.

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* SuperSpeed: The multiplayer-only Haste powerup.TimedPowerup: Four of them, all of which last 30 seconds:
** [[SuperSpeed Haste]]: Increases the user's movement speed.
** {{Invisibility}}: Turns the user invisible.
** QuadDamage: Quadruplicates the user's weapon damage.
** [[GradualRegeneration Regeneration]]: Regenerates the user's health and armor until both hit the cap or the powerup expires.

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* EmbeddedPrecursor:
** The UsefulNotes/{{Xbox 360}} version of the game comes with ''VideoGame/QuakeII''.
** The ''[[CompilationRerelease Special DVD Edition]]'' not only comes with ''II'' but also includes ''II''[='=]s {{expansion pack}}s ''The Reckoning'' and ''Ground Zero''.



[[/folder]]

[[folder:Multiplayer mode tropes]]
Tropes related to the multiplayer part of the game.
* AttackSpeedBuff: The Scout rune in the Arena CTF mode doubles the firing speed of your weapons.
* BlueOrangeContrast: Instead of red vs. blue, team matches are green vs. orange (for Marine and Strogg, respectively).
* CaptureTheFlag: It comes this time in two variants: the regular CTF, and Arena CTF, which adds the Runes to the mix.
* ChainsawGood: The Gauntlet, a portable saw, available only in multiplayer mode.
* CherryTapping: The [[ChainsawGood Gauntlet]] fills this role instead due to replacing the Blaster. The announcer declares "Humiliation!" for a successful frag.
* CompetitiveBalance: The Arena CTF mode reintroduces the Runes, present in the ''Threewave CTF'' and ''Quake II CTF'' {{game mod}}s for ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'' and the ExpansionPack ''Quake III: Team Arena'' for ''VideoGame/QuakeIIIArena''.
** FragileSpeedster: The Scout rune negates your ability to pick up armor, but increases your movement speed and rate of fire. Movement speed can also be further increased with the Haste powerup.
** MightyGlacier[=/=]LightningBruiser: The Guard rune gives you 200 armor which regenerates if under that value. It also regenerates health by 15 hp/s until reaching the maximum of 100. Health increase can also be furthered with the Regeneration powerup, while picking up the Haste powerup will also increase movement speed.
** GlassCannon: The Doubler rune doubles the damage outputted by weapon fire. It can also be combined with the Quad Damage for a ludicrously high amount of damage output.
** SpoonyBard: The Ammo Regen rune regenerates ammo up to the default amount. In addition, it increases the weapon rate of fire.
[[/folder]]

[[folder:Other/Unsorted]]



** It is possible that the Grunt was based on the Enforcer enemy from ''II''.



* CoresAndTurretsBoss: [[spoiler:The Nexus]].
* CosmeticAward: Same deal as with ''VideoGame/QuakeIIIArena'', performing certain actions grant cosmetics:
** '''Capture:''' Capturing a flag in CTF or Arena CTF.
** '''Assist:''' Carrying the flag all the way to the base but not being the scorer, or returning the flag 10 seconds before a scoring.
** '''Defense:''' Killing an enemy flag carrier or an enemy close to your flag.
** '''Humiliation:''' Pummeling someone with the Gauntlet.
** '''Excellent:''' Getting two frags in two seconds.
** '''Impressive:''' Getting two consecutive Railgun shots.
** '''Combo Kill:''' Hitting an enemy with a rocket, then finishing it with a rail shot.
** '''Rampage:''' Three gib kills in five seconds.
** '''[[MedalOfDishonor Lemming]]:''' Awarded at the end of the match to the player with the highest amount of suicides.
** '''[[ColdSniper Rail Master]]:''' Awarded at the end of the match to players which achieved an 80% of kills with the Railgun.
** '''Rocket Sauce:''' Awarded at the end of the match to players which achieved an 80% of kills with the Rocket Launcher.
** '''Brawler:''' Awarded at the end of the match to the player with the highest amount of Humiliations, with a minimum of three to qualify.
** '''[[ColdSniper Sniper]]:''' Awarded at the end of the match to players with 10+ rail shots and 90%+ rail accuracy.
** '''[[MedalOfDishonor Critical Failure]]:''' Awarded at the end of the match to players who didn't frag anyone.
** '''Frags:''' Awarded at the end of the match to players who achieve 50+ kills in a single game.
** '''Perfect:''' Awarded at the end of the match to players who didn't got fragged or suicided '''and''' achieved the highest score of the match.
** '''Team Player:''' Awarded at the end of the match to the player with the highest damage but the fewest kills.

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%% (ZCE) * CoresAndTurretsBoss: [[spoiler:The Nexus]].
* CosmeticAward: Same deal as with ''VideoGame/QuakeIIIArena'', performing certain actions grant cosmetics:
** '''Capture:''' Capturing a flag in CTF or Arena CTF.
** '''Assist:''' Carrying the flag all the way to the base but not being the scorer, or returning the flag 10 seconds before a scoring.
** '''Defense:''' Killing an enemy flag carrier or an enemy close to your flag.
** '''Humiliation:''' Pummeling someone with the Gauntlet.
** '''Excellent:''' Getting two frags in two seconds.
** '''Impressive:''' Getting two consecutive Railgun shots.
** '''Combo Kill:''' Hitting an enemy with a rocket, then finishing it with a rail shot.
** '''Rampage:''' Three gib kills in five seconds.
** '''[[MedalOfDishonor Lemming]]:''' Awarded at the end of the match to the player with the highest amount of suicides.
** '''[[ColdSniper Rail Master]]:''' Awarded at the end of the match to players which achieved an 80% of kills with the Railgun.
** '''Rocket Sauce:''' Awarded at the end of the match to players which achieved an 80% of kills with the Rocket Launcher.
** '''Brawler:''' Awarded at the end of the match to the player with the highest amount of Humiliations, with a minimum of three to qualify.
** '''[[ColdSniper Sniper]]:''' Awarded at the end of the match to players with 10+ rail shots and 90%+ rail accuracy.
** '''[[MedalOfDishonor Critical Failure]]:''' Awarded at the end of the match to players who didn't frag anyone.
** '''Frags:''' Awarded at the end of the match to players who achieve 50+ kills in a single game.
** '''Perfect:''' Awarded at the end of the match to players who didn't got fragged or suicided '''and''' achieved the highest score of the match.
** '''Team Player:''' Awarded at the end of the match to the player with the highest damage but the fewest kills.
Nexus]].



* DecapitatedArmy: Destroying [[spoiler:the Nexus Core]] kills the remaining Strogg in the area and leaves the Strogg in disarray. However, while [[spoiler:Rhino Squad celebrates, Kane is informed [[CliffHanger "...you have new orders"]] and the credits roll]].



* DecapitatedArmy: Destroying [[spoiler:the Nexus Core]] kills the remaining Strogg in the area and leaves the Strogg in disarray. However, while [[spoiler:Rhino Squad celebrates, Kane is informed [[CliffHanger "...you have new orders"]] and the credits roll]].



* DownloadableContent: The patches include '''four''' mappacks[[note]]Creator/RavenSoftware, Creator/RitualEntertainment, a small map comprised of DeadZone maps, and a [[OfficialFanSubmittedContent Community Mappack]][[/note]], raising the amount of multiplayer levels to play from 14 to 45.



* EliteMooks: The Tactical Stroggs (actually humans who have gone through the Strogification process), who wil actually display genuine tactics such as using cover in order to kill you. Unlike the normal Strogg guards who like [[LeeroyJenkins to charge at you screaming.]]



* EmbeddedPrecursor:
** The UsefulNotes/{{Xbox 360}} version of the game comes with ''VideoGame/QuakeII''.
** The ''[[CompilationRerelease Special DVD Edition]]'' not only comes with ''II'' but also includes ''II''[='=]s {{expansion pack}}s ''The Reckoning'' and ''Ground Zero''.

to:

* EmbeddedPrecursor:
**
EliteMooks: The UsefulNotes/{{Xbox 360}} version of Tactical Stroggs (actually humans who have gone through the game comes with ''VideoGame/QuakeII''.
** The ''[[CompilationRerelease Special DVD Edition]]'' not only comes with ''II'' but also includes ''II''[='=]s {{expansion pack}}s ''The Reckoning'' and ''Ground Zero''.
Strogification process), who wil actually display genuine tactics such as using cover in order to kill you. Unlike the normal Strogg guards who like [[LeeroyJenkins to charge at you screaming.]]



* EverythingTryingToKillYou: Via version 1.3.0 [[VideoGame/QuakeI "Claustrophobopolis"]] is back as "Retrophobopolis", and has quite the amount of traps, lava pits and portals, plus the enemy players trying to outgun you.



** Johann Strauss comments in the intro that ''"A man like Kane could get us killed."'' [[spoiler: As it turns out, Kane is eventually Stroggified, initially worrying some people that he might be dangerous. Sadly, Anderson and Voss ultimately go MIA and die respectively after rescuing Kane.]]

to:

** Johann Strauss comments in the intro that ''"A man like Kane could get us killed."'' [[spoiler: As it turns out, Kane is eventually Stroggified, initially worrying some people that he might be dangerous. Sadly, Anderson Anderson, the last Kodiak Squad member and Voss ultimately go MIA and die respectively after rescuing Kane.]]



* GottaCatchEmAll: The objective of the Deadzone gametype is to gather artifacts and bring them to a specific area of the map in order to score points. Because of this, scorelimites tend to be quite high.
--> [From the release notes] ''"Players fight over a limited number of [=DeadZone=] artifacts, then race to maintain control of a central scoring zone designated by a scrolling white border. Teams can accumulate points when one or more player from their team is in the [=DeadZone=] carrying an artifact. If each team has one or more players in the DeadZone with an artifact at the same time, neither team will gain any points during this stalemate situation. When an artifact is depleted, it returns to its initial spawn location and is available for pick-up. If a player is killed while carrying an artifact, it drops in that location and is again available. The first team to reach the scoring limit wins."''



* InterfaceSpoiler: Be careful checking out the game's multiplayer models. One of them is [[spoiler:Stroggified Kane]].



* {{Invisibility}}: The multiplayer-only Invisibility powerup.



* KillItWithFire: The multiplayer-only Napalm launcher, introduced after several patches.



* MisbegottenMultiplayerMode: The multiplayer mode can be presumed as ''VideoGame/QuakeIIIArena'' running in id Tech 4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 9 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, Quake 4 plays like an even faster version of Quake 3, with a new sliding mechanic allowing players to keep their speed around corners.



* MoreDakka: Some vehicles.
* MythologyGag:
** The runes in the Arena CTF mode work the same and are named the same as in ''Quake III: Team Arena''.
** [[spoiler:[[BigBad The Makron]]]] looks somewhat like a spider-centaur, rather similar to the Widow Guardian's second form in the Quake II Ground Zero expansion pack.
* NailEm: The Nailgun. In the campaign mode, you can upgrade the weapon, so it can shot homing nails, by keeping the alternate fire button pressed.

to:

%% (ZCE) * MoreDakka: Some vehicles.
* MythologyGag:
** The runes in the Arena CTF mode work the same and are named the same as in ''Quake III: Team Arena''.
**
MythologyGag: [[spoiler:[[BigBad The Makron]]]] looks somewhat like a spider-centaur, rather similar to the Widow Guardian's second form in the Quake II Ground Zero expansion pack.
* NailEm: The Nailgun. In the campaign mode, you can upgrade the weapon, so it can shot shoot homing nails, by keeping the alternate fire button pressed.



* NostalgiaLevel:
** The game comes with "The Edge" from ''VideoGame/QuakeII'' (renamed as "Over The Edge"), and "The Longest Yard" ("The Longest Day") and "The Very End Of You" ("Xaero's Gravity") from ''VideoGame/QuakeIIIArena''.
** The Creator/{{Raven|Software}} Mappack introduced the level "The Camping Grounds" from ''III'' (renamed as "Campgrounds Redux") and a CTF version of "The Edge" ("Double Edged").
** The Creator/{{Ritual|Entertainment}} Mappack introduced the level "Claustrophobopolis", from ''VideoGame/{{Quake|I}}'', as "Retrophobopolis".



* QuadDamage: Returns as a multiplayer-only item, increasing damage by 4x. Can also be combined with the Doubler rune in Arena CTF games in order to obtain a ludicrous 8x damage output!
* RecycledInSpace: Arena CTF is CaptureTheFlag... with runes!



* RemixedLevel:
** The game shipped with remixed versions of ''VideoGame/QuakeII''[='=]s [=q2dm1=]: "The Edge" (as [=q4dm7=]: "Over the Edge") and ''VideoGame/QuakeIIIArena''[='=]s [=q3dm17=]: "The Longest Yard" (as [=q4dm8=]: "The Longest Day") and a CaptureTheFlag version of [=q3tourney6=]: "The Very End of You" (as [=q4ctf5=]: "[[{{Pun}} Xaero Gravity]]").
** The Raven Mappack came with a remix of ''VideoGame/QuakeIIIArena''[='=]s [=q3dm6=]: "The Camping Grounds" (as [=q4dm9=]: "Campgrounds Redux") and a CaptureTheFlag remix of the aforementioned [=q2dm1=]: "The Edge" (as [=q4ctf8=]: "Double Edged").
** The Ritual Mappack came with a remix of ''VideoGame/QuakeI''[='=]s [=dm2=]: "Claustrophobopolis" (as [=q4xdm14=]: "Retrophobopolis").



* SuperSpeed: The multiplayer-only Haste powerup.


Added DiffLines:


[[folder:Multiplayer mode tropes]]
Tropes related to the multiplayer part of the game.
* AttackSpeedBuff: The Scout rune in the Arena CTF mode doubles the firing speed of your weapons.
* BlueOrangeContrast: Instead of red vs. blue, team matches are green vs. orange (for Marine and Strogg, respectively).
* CaptureTheFlag: It comes this time in two variants: the regular CTF, and Arena CTF, which adds the Runes to the mix.
* ChainsawGood: The Gauntlet, a portable saw, available only in multiplayer mode.
* CherryTapping: The [[ChainsawGood Gauntlet]] fills this role instead due to replacing the Blaster. The announcer declares "Humiliation!" for a successful frag.
* CompetitiveBalance: The Arena CTF mode reintroduces the Runes, present in the ''Threewave CTF'' and ''Quake II CTF'' {{game mod}}s for ''VideoGame/{{Quake|I}}'' and ''VideoGame/QuakeII'' and the ExpansionPack ''Quake III: Team Arena'' for ''VideoGame/QuakeIIIArena''.
** FragileSpeedster: The Scout rune negates your ability to pick up armor, but increases your movement speed and rate of fire. Movement speed can also be further increased with the Haste powerup.
** MightyGlacier[=/=]LightningBruiser: The Guard rune gives you 200 armor which regenerates if under that value. It also regenerates health by 15 hp/s until reaching the maximum of 100. Health increase can also be furthered with the Regeneration powerup, while picking up the Haste powerup will also increase movement speed.
** GlassCannon: The Doubler rune doubles the damage outputted by weapon fire. It can also be combined with the Quad Damage for a ludicrously high amount of damage output.
** SpoonyBard: The Ammo Regen rune regenerates ammo up to the default amount. In addition, it increases the weapon rate of fire.
* CosmeticAward: Same deal as with ''VideoGame/QuakeIIIArena'', performing certain actions grant cosmetics:
** '''Capture:''' Capturing a flag in CTF or Arena CTF.
** '''Assist:''' Carrying the flag all the way to the base but not being the scorer, or returning the flag 10 seconds before a scoring.
** '''Defense:''' Killing an enemy flag carrier or an enemy close to your flag.
** '''Humiliation:''' Pummeling someone with the Gauntlet.
** '''Excellent:''' Getting two frags in two seconds.
** '''Impressive:''' Getting two consecutive Railgun shots.
** '''Combo Kill:''' Hitting an enemy with a rocket, then finishing it with a rail shot.
** '''Rampage:''' Three gib kills in five seconds.
** '''[[MedalOfDishonor Lemming]]:''' Awarded at the end of the match to the player with the highest amount of suicides.
** '''[[ColdSniper Rail Master]]:''' Awarded at the end of the match to players which achieved an 80% of kills with the Railgun.
** '''Rocket Sauce:''' Awarded at the end of the match to players which achieved an 80% of kills with the Rocket Launcher.
** '''Brawler:''' Awarded at the end of the match to the player with the highest amount of Humiliations, with a minimum of three to qualify.
** '''[[ColdSniper Sniper]]:''' Awarded at the end of the match to players with 10+ rail shots and 90%+ rail accuracy.
** '''[[MedalOfDishonor Critical Failure]]:''' Awarded at the end of the match to players who didn't frag anyone.
** '''Frags:''' Awarded at the end of the match to players who achieve 50+ kills in a single game.
** '''Perfect:''' Awarded at the end of the match to players who didn't got fragged or suicided '''and''' achieved the highest score of the match.
** '''Team Player:''' Awarded at the end of the match to the player with the highest damage but the fewest kills.
* DownloadableContent: The patches include '''four''' mappacks[[note]]Creator/RavenSoftware, Creator/RitualEntertainment, a small map comprised of DeadZone maps, and a [[OfficialFanSubmittedContent Community Mappack]][[/note]], raising the amount of multiplayer levels to play from 14 to 45.
* EverythingTryingToKillYou: Via version 1.3.0 [[VideoGame/QuakeI "Claustrophobopolis"]] is back as "Retrophobopolis", and has quite the amount of traps, lava pits and portals, plus the enemy players trying to outgun you.
* GottaCatchEmAll: The objective of the Deadzone gametype is to gather artifacts and bring them to a specific area of the map in order to score points. Because of this, scorelimites tend to be quite high.
--> [From the release notes] ''"Players fight over a limited number of [=DeadZone=] artifacts, then race to maintain control of a central scoring zone designated by a scrolling white border. Teams can accumulate points when one or more player from their team is in the [=DeadZone=] carrying an artifact. If each team has one or more players in the DeadZone with an artifact at the same time, neither team will gain any points during this stalemate situation. When an artifact is depleted, it returns to its initial spawn location and is available for pick-up. If a player is killed while carrying an artifact, it drops in that location and is again available. The first team to reach the scoring limit wins."''
* InterfaceSpoiler: Be careful while checking out the game's multiplayer models. One of them is [[spoiler:Stroggified Kane]].
* {{Invisibility}}: The multiplayer-only Invisibility powerup.
* KillItWithFire: The multiplayer-only Napalm launcher, introduced after several patches.
* MisbegottenMultiplayerMode: The multiplayer mode can be presumed as ''VideoGame/QuakeIIIArena'' running in id Tech 4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 9 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, ''IV'' plays like an even faster version of ''III'', with a new sliding mechanic allowing players to keep their speed around corners.
* MythologyGag: The runes in the Arena CTF mode work the same and are named the same as in ''Quake III: Team Arena''.
* NostalgiaLevel:
** The game comes with "The Edge" from ''VideoGame/QuakeII'' (renamed as "Over The Edge"), and "The Longest Yard" ("The Longest Day") and "The Very End Of You" ("Xaero's Gravity") from ''VideoGame/QuakeIIIArena''.
** The Creator/{{Raven|Software}} Mappack introduced the level "The Camping Grounds" from ''III'' (renamed as "Campgrounds Redux") and a CTF version of "The Edge" ("Double Edged").
** The Creator/{{Ritual|Entertainment}} Mappack introduced the level "Claustrophobopolis", from ''VideoGame/{{Quake|I}}'', as "Retrophobopolis".
* QuadDamage: Returns as a multiplayer-only item, increasing damage by 4x. Can also be combined with the Doubler rune in Arena CTF games in order to obtain a ludicrous 8x damage output!
* RecycledInSpace: Arena CTF is CaptureTheFlag... with runes!
* RemixedLevel:
** The game shipped with remixed versions of ''VideoGame/QuakeII''[='=]s [=q2dm1=]: "The Edge" (as [=q4dm7=]: "Over the Edge") and ''VideoGame/QuakeIIIArena''[='=]s [=q3dm17=]: "The Longest Yard" (as [=q4dm8=]: "The Longest Day") and a CaptureTheFlag version of [=q3tourney6=]: "The Very End of You" (as [=q4ctf5=]: "[[{{Pun}} Xaero Gravity]]").
** The Raven Mappack came with a remix of ''VideoGame/QuakeIIIArena''[='=]s [=q3dm6=]: "The Camping Grounds" (as [=q4dm9=]: "Campgrounds Redux") and a CaptureTheFlag remix of the aforementioned [=q2dm1=]: "The Edge" (as [=q4ctf8=]: "Double Edged").
** The Ritual Mappack came with a remix of ''VideoGame/QuakeI''[='=]s [=dm2=]: "Claustrophobopolis" (as [=q4xdm14=]: "Retrophobopolis").
* SuperSpeed: The multiplayer-only Haste powerup.
[[/folder]]

Added: 9846

Changed: 2140

Removed: 8940

Is there an issue? Send a MessageReason:
None


!! See also:

* [[ShoutOut/{{Quake}} the Shout Out page]]
----



* AdaptationalModesty: In ''Quake 2'', the Iron Maiden enemies were basically nearly-naked cyborgs with porn-star physiques and a rocket launcher for an arm (though their alien[=/=]melty faces and plenty of robotic implants [[FanDisservice do ruin any potential erotic effect]]). Their appearance in ''Quake 4'' is much more sensible, with more modest proportions and full armor coverage around their chests.
* AirVentPassageway: There's an escape using one in the "Strogg Medical Facility" level, just before the first encounter with a Teleport Dropper.
* AllThereInTheManual: The Xbox 360 version provides a large amount of background information regarding the various members of Rhino Squad in the loading screens. These messages are absent in the PC version.
* AlwaysChaoticEvil: The Strogg race pretty much only does a select few things with its time: kill any human they find, Stroggify them to add to their ranks, or turn them into Stroyent. The [[TokenGoodTeammate sole exception]] are the fixer bots which just [[ExactlyWhatItSaysOnTheTin fix stuff]] and won't attack unless provoked.
* AndIMustScream: A conversation overheard hints that the victims that are Stroggified are, for a time, aware of their actions but can not stop them. This is later shown to be true when [[spoiler:Voss]] [[TragicMonster becomes Stroggified]], who spends the boss battle pleading with Kane to run away - all the while being forced to attack him.
* AndTheAdventureContinues:
--> [[spoiler:''"Kane, you have new orders."'']]
* AndThenJohnWasAZombie:
** The Stroggification process turns former human soldiers into enemies, while humans who didn't make it through the process are dumped into waste areas. An example of this process is [[spoiler:Lt. Voss]].
** {{Subverted}} with [[spoiler:Kane, who is turned physically into a Strogg, but his Stroggification process is interrupted before the neurocyte that would erase his humanity is activated]].
* AnimalMotifs: The squad names: Badger, Bison, Cobra, Eagle, Kodiak, Scorpion, Viper, Warthog, Wolf, and, of course, the Rhino Squad.

to:

* AdaptationalModesty: In ''Quake 2'', [[foldercontrol]]

[[folder:In general]]
Tropes applying to both
the Iron Maiden enemies were basically nearly-naked cyborgs with porn-star physiques and a rocket launcher for an arm (though their alien[=/=]melty faces and plenty singleplayer ''and'' multiplayer portion of robotic implants [[FanDisservice do ruin any potential erotic effect]]). Their appearance in ''Quake 4'' is much more sensible, with more modest proportions and full armor coverage around their chests.
* AirVentPassageway: There's an escape using one in
the "Strogg Medical Facility" level, just before the first encounter with a Teleport Dropper.
* AllThereInTheManual: The Xbox 360 version provides a large amount of background information regarding the various members of Rhino Squad in the loading screens. These messages are absent in the PC version.
* AlwaysChaoticEvil: The Strogg race pretty much only does a select few things with its time: kill any human they find, Stroggify them to add to their ranks, or turn them into Stroyent. The [[TokenGoodTeammate sole exception]] are the fixer bots which just [[ExactlyWhatItSaysOnTheTin fix stuff]] and won't attack unless provoked.
* AndIMustScream: A conversation overheard hints that the victims that are Stroggified are, for a time, aware of their actions but can not stop them. This is later shown to be true when [[spoiler:Voss]] [[TragicMonster becomes Stroggified]], who spends the boss battle pleading with Kane to run away - all the while being forced to attack him.
* AndTheAdventureContinues:
--> [[spoiler:''"Kane, you have new orders."'']]
* AndThenJohnWasAZombie:
** The Stroggification process turns former human soldiers into enemies, while humans who didn't make it through the process are dumped into waste areas. An example of this process is [[spoiler:Lt. Voss]].
** {{Subverted}} with [[spoiler:Kane, who is turned physically into a Strogg, but his Stroggification process is interrupted before the neurocyte that would erase his humanity is activated]].
* AnimalMotifs: The squad names: Badger, Bison, Cobra, Eagle, Kodiak, Scorpion, Viper, Warthog, Wolf, and, of course, the Rhino Squad.
game.



* ArtificialStupidity: Any computer-controlled {{NPC}} lacks awareness of grenades. They'll stand around cluelessly with live ones right next to them, which makes flushing out Strogg a breeze. By extension, actors will fail to notice projectiles fired at them and can even stand in place as [[PainfullySlowProjectile avoidable projectiles]] fly at their face.
* AttackSpeedBuff: The Scout rune in the Arena CTF mode doubles the firing speed of your weapons.
* AwesomeButImpractical: In single player, the Lightning Gun has niche uses and [[BottomlessMagazines does not require reloading]] but its lack of power-per-shot means that you typically need to get out of cover and face enemy fire to bring it to bear. This can be borderline suicidal against Tactical Strogg teams where the Railgun and explosives are preferable for their powerful rounds that allow you to take cover after firing. The Nailgun's assault-oriented niche also overlaps with the Lightning Gun thanks to its [[HomingProjectile homing]] ability. It doesn't help that you actually acquire the homing upgrade ''before'' the Lightning Gun, while Lightning Gun rounds are surprisingly rare for how situational it is. That being said, the [=LG=] does disrupt the shield on Gladiators.
* BackFromTheBrink: Following [[VideoGame/EnemyTerritoryQuakeWars the Strogg failed invasion of Earth]] and [[VideoGame/QuakeII the destruction of the Makron and the interplanetary defense system]], Earth's defense force arrives for a final blow out in the Strogg home planet.
* BadassDriver: Whoever is driving the truck in the "Canyon" level is really crazy.



* {{BFG}}: The Dark Matter Gun, a portable black hole generator which sucks everything in its path [[spoiler:including you when Strogg!Voss, the Network Guardian or [[FinalBoss the Makron]] use it on you]].
* BigDamnHeroes: When [[spoiler:the Rhino Squad]] saves [[spoiler:Kane]] from the final part of the Stroggification process. Too bad the same can't be said for the many other poor souls before you that already completed the process, which you can see in the [[PeopleJars body jars]] moving around the facility.
* BioPunk: The Strogg use biological/robotic hybrid machines for ''everything''. See this game's FateWorseThanDeath below for an extreme example of this trope in action.
* BittersweetEnding: [[spoiler:The Nexus is destroyed, [[DecapitatedArmy striking a crippling blow the Strogg will never recover from,]] and the end of the war is just a matter of time, but a lot of good people died to make it happen. Kane receives new orders before he can celebrate with the rest of Rhino Squad, [[AndTheAdventureContinues plunging right back into the thick of it.]] And because of his Stroggification, [[YouCantGoHomeAgain he may never be able to return to Earth.]]]]
* BlueOrangeContrast: A variant. The Marines are, rather than blue, olive green, while the Strogg are orange. This is reflected in their respective [=UIs=] as well as in their uniforms. It also makes [[spoiler:Matthew Kane]] stand out even more, post-Stroggification, when standing amongst the rest of Rhino Squad. Also, blaster bolts and railgun slugs fired by Marines are blue, while those fired by Strogg (even Hyperblasters used by the Tactical Strogg) are orange. Interestingly enough, this is also carried to the multiplayer mode, where, instead of red vs. blue, team matches are green vs. orange (for Marine and Strogg, respectively).
* BodyHorror: Stroggification subjects are put into heavy sedation and, as a result, are [[AndIMustScream 75% paralyzed]]. Through an assembly-line-like process, they ''rip open the stomach, saw off the legs, fuse new legs and armor to the skin, put a big helmet on them, insert a control chip into the victim's brain, and then activate said chip so he/she can serve the Strogg.'' [[spoiler:Kane discovers this first-hand.]]
* BoomHeadshot: Aiming for the head results in double damage. It isn't a OneHitKill (unless you're using a sufficiently powerful weapon like the railgun) but it does use up less ammunition than aiming for the body.
* BoringButPractical:
** The Machinegun in single-player, especially because it's one of two weapons with a flashlight, the other being the Blaster. It also has a scope to increase the base damage of each shot and help line up headshots, sacrificing rate of fire and automatic functionality. Upgraded, the magazine capacity increases to 80 rounds, making it truly a light-machine-gun.
** The [[ShotgunsAreJustBetter shotgun]] hits hard with all the buckshot (140 base damage), hurting almost like a rocket (150) or grenade impact (125). Nice to have if the enemy closes the distance while the machine gun is out or for general melee battles. Plus, the upgrade gives it a 10-shell magazine for swift reloading in all cases. The Shotgun is very useful against larger enemies such as Light Tanks, as the pellets tend to all hit their mark even at medium ranges and you're safe from self-inflicted splash damage.
* BorrowingFromTheSisterSeries: The Dark Matter Gun is a spiritual-successor of sorts to the [=BFG10K=] from ''II'', which itself drew from the original {{BFG}} in Id Software sister property, ''VideoGame/{{Doom}}''. The Super Nailgun and Lightning Gun also make their first non-expansion appearance in the Strogg storyline, originally introduced in ''VideoGame/QuakeI''. [[note]]''[[VideoGame/QuakeII Quake II: Ground Zero]]'' had the [=ETF=] Rifle and Plasma Beam, two weapons similar to Nail Gun and Lightning Gun. However, this game's storyline isn't canon due to Strogos being totally destroyed in this story.[[/note]]
* BossInMookClothing: Gladiators and Heavy Hovertanks in the foot-based levels. In vehicle-based levels, where wiping out Strogg is pretty easy, they become regular mooks.
* BossRush: In the Nexus Core level, Kane comes from [[SuspiciousVideoGameGenerosity a goodie-filled hallway]], and is locked in a small-medium sized room. Cue 3 consecutive groups of Light Tanks, Heavy Hovertanks, and Stream Protectors.
* BossTease:
** During most of the last third of the game ("Operation: Last Hope") [[PlayerCharacter Kane]] keeps crossing paths with a giant gorilla. This gorilla is fought at the end of the level "Data Networking Security" as the last MidBoss before the mook-infested "Nexus Core" and the BossBattle against the Makron in "The Nexus". Speaking of which...
** The Makron itself appears at half-game, in the level "Nexus Hub", right after Kane activates the control panel and makes quick work of two Stream Protectors. [[HopelessBossFight This fight cannot be won]] [[spoiler:and leads straight into the infamous Stroggification scene, [[FailureIsTheOnlyOption provided Kane does enough damage to it]]]]. The Makron is spotted again in the "Nexus Core" level, and finally fought (and finished) for real in the last level, "The Nexus".

to:

* {{BFG}}: The Dark Matter Gun, a portable black hole generator which sucks everything in its path [[spoiler:including you when Strogg!Voss, the Network Guardian or [[FinalBoss the Makron]] use it on you]].
* BigDamnHeroes: When [[spoiler:the Rhino Squad]] saves [[spoiler:Kane]] from the final part of the Stroggification process. Too bad the same can't be said for the many other poor souls before you that already completed the process, which you can see in the [[PeopleJars body jars]] moving around the facility.
* BioPunk: The Strogg use biological/robotic hybrid machines for ''everything''. See this game's FateWorseThanDeath below for an extreme example of this trope in action.
* BittersweetEnding: [[spoiler:The Nexus is destroyed, [[DecapitatedArmy striking a crippling blow the Strogg will never recover from,]] and the end of the war is just a matter of time, but a lot of good people died to make it happen. Kane receives new orders before he can celebrate with the rest of Rhino Squad, [[AndTheAdventureContinues plunging right back into the thick of it.]] And because of his Stroggification, [[YouCantGoHomeAgain he may never be able to return to Earth.]]]]
* BlueOrangeContrast: A variant. The Marines are, rather than blue, olive green, while the Strogg are orange. This is reflected in their respective [=UIs=] as well as in their uniforms. It also makes [[spoiler:Matthew Kane]] stand out even more, post-Stroggification, when standing amongst the rest of Rhino Squad. Also, blaster bolts and railgun slugs fired by Marines are blue, while those fired by Strogg (even Hyperblasters used by the Tactical Strogg) are orange. Interestingly enough, this is also carried to the multiplayer mode, where, instead of red vs. blue, team matches are green vs. orange (for Marine and Strogg, respectively).
* BodyHorror: Stroggification subjects are put into heavy sedation and, as a result, are [[AndIMustScream 75% paralyzed]]. Through an assembly-line-like process, they ''rip open the stomach, saw off the legs, fuse new legs and armor to the skin, put a big helmet on them, insert a control chip into the victim's brain, and then activate said chip so he/she can serve the Strogg.'' [[spoiler:Kane discovers this first-hand.]]
* BoomHeadshot: Aiming for the head results in double damage. It isn't a OneHitKill (unless you're using a sufficiently powerful weapon like the railgun) but it does use up less ammunition than aiming for the body.
* BoringButPractical:
** The Machinegun in single-player, especially because it's one of two weapons with a flashlight, the other being the Blaster. It also has a scope to increase the base damage of each shot and help line up headshots, sacrificing rate of fire and automatic functionality. Upgraded, the magazine capacity increases to 80 rounds, making it truly a light-machine-gun.
** The [[ShotgunsAreJustBetter shotgun]] hits hard with all the buckshot (140 base damage), hurting almost like a rocket (150) or grenade impact (125). Nice to have if the enemy closes the distance while the machine gun is out or for general melee battles. Plus, the upgrade gives it a 10-shell magazine for swift reloading in all cases. The Shotgun is very useful against larger enemies such as Light Tanks, as the pellets tend to all hit their mark even at medium ranges and you're safe from self-inflicted splash damage.
path.
* BorrowingFromTheSisterSeries: The Dark Matter Gun is a spiritual-successor of sorts to the [=BFG10K=] from ''II'', which itself drew from the original {{BFG}} in Id Software sister property, ''VideoGame/{{Doom}}''. The Super Nailgun and Lightning Gun also make their makes its first non-expansion appearance in the Strogg storyline, originally introduced in ''VideoGame/QuakeI''. [[note]]''[[VideoGame/QuakeII Quake II: Ground Zero]]'' had the [=ETF=] Rifle and Plasma Beam, two weapons Rifle, a weapon similar to the Nail Gun and Lightning Gun. However, this game's storyline isn't canon due to Strogos Stroggos being totally destroyed in this that story.[[/note]]
* BossInMookClothing: Gladiators and Heavy Hovertanks in the foot-based levels. In vehicle-based levels, where wiping out Strogg is pretty easy, they become regular mooks.
* BossRush: In the Nexus Core level, Kane comes from [[SuspiciousVideoGameGenerosity a goodie-filled hallway]], and is locked in a small-medium sized room. Cue 3 consecutive groups of Light Tanks, Heavy Hovertanks, and Stream Protectors.
* BossTease:
** During most of the last third of the game ("Operation: Last Hope") [[PlayerCharacter Kane]] keeps crossing paths with a giant gorilla. This gorilla is fought at the end of the level "Data Networking Security" as the last MidBoss before the mook-infested "Nexus Core" and the BossBattle against the Makron in "The Nexus". Speaking of which...
** The Makron itself appears at half-game, in the level "Nexus Hub", right after Kane activates the control panel and makes quick work of two Stream Protectors. [[HopelessBossFight This fight cannot be won]] [[spoiler:and leads straight into the infamous Stroggification scene, [[FailureIsTheOnlyOption provided Kane does enough damage to it]]]]. The Makron is spotted again in the "Nexus Core" level, and finally fought (and finished) for real in the last level, "The Nexus".
[[/note]]



* {{Bowdlerization}}: The German version removes the blood and gore and censor some scenes (such as [[spoiler:Anderson's death]]). However, the dub wasn't changed to accommodate the censorship and so quite a few lines turn into [[DubInducedPlotHole non-sequiturs]].



* BreatherEpisode: "Operation: Advantage" and "Operation: Last Hope"-- two levels aboard the Space Marine Corps' mobile HQ, the ''USS Hannibal'', that are separated by two whole acts-- are where you'll be seeing the least amount of danger in the entire game; you can't use your weapons and there are no Strogg to fight, seeing as you're aboard a heavily-guarded ship[[labelnote:*]][[spoiler:while the Strogg ''do'' board the ''Hannibal'' at the tail end of "Last Hope", there are still no enemies in the level, because you don't run into any while you leave]][[/labelnote]]. You ''can'', however, roam around a good chunk of the ''Hannibal'' and overhear conversations between your fellow Marines. Your main objective in both levels is to go to the Briefing Room to be briefed on a plan to stop the Strogg; only then can you leave the ship and get back to business, getting a nice Extended Clip Mod for one of your weapons on the way out of each level[[labelnote:*]]the Machine Gun and Shotgun, respectively[[/labelnote]].



* CaptureTheFlag: Yep. It comes this time in two variants: the regular CTF, and Arena CTF, which adds the good ol' Runes to the mix.

to:

* CaptureTheFlag: Yep. It comes ShoutOut: [[ShoutOut/{{Quake}} Shares a page with the rest of the series]].
[[/folder]]

[[folder:Main game]]
Episode-related tropes are found in [[Recap/QuakeIV the Recap page]]. Character-related tropes are found in [[Characters/QuakeIV the Character sheets]].
* AdaptationalModesty: In ''II'', the Iron Maiden enemies were basically nearly-naked cyborgs with porn-star physiques and a rocket launcher for an arm (though their alien[=/=]melty faces and plenty of robotic implants [[FanDisservice do ruin any potential erotic effect]]). Their appearance in ''Quake 4'' is much more sensible, with more modest proportions and full armor coverage around their chests.
* AirVentPassageway: There's an escape using one in the "Strogg Medical Facility" level, just before the first encounter with a Teleport Dropper.
* AllThereInTheManual: The Xbox 360 version provides a large amount of background information regarding the various members of Rhino Squad in the loading screens. These messages are absent in the PC version.
* AlwaysChaoticEvil: The Strogg race pretty much only does a select few things with its time: kill any human they find, Stroggify them to add to their ranks, or turn them into Stroyent. The [[TokenGoodTeammate sole exception]] are the fixer bots which just [[ExactlyWhatItSaysOnTheTin fix stuff]] and won't attack unless provoked.
* AndIMustScream: A conversation overheard hints that the victims that are Stroggified are, for a time, aware of their actions but can not stop them. This is later shown to be true when [[spoiler:Voss]] [[TragicMonster becomes Stroggified]], who spends the boss battle pleading with Kane to run away - all the while being forced to attack him.
* AndTheAdventureContinues:
--> [[spoiler:''"Kane, you have new orders."'']]
* AndThenJohnWasAZombie:
** The Stroggification process turns former human soldiers into enemies, while humans who didn't make it through the process are dumped into waste areas. An example of
this time process is [[spoiler:Lt. Voss]].
** {{Subverted}} with [[spoiler:Kane, who is turned physically into a Strogg, but his Stroggification process is interrupted before the neurocyte that would erase his humanity is activated]].
* AnimalMotifs: The squad names: Badger, Bison, Cobra, Eagle, Kodiak, Scorpion, Viper, Warthog, Wolf, and, of course, the Rhino Squad.
* ArtificialStupidity: Any computer-controlled {{NPC}} lacks awareness of grenades. They'll stand around cluelessly with live ones right next to them, which makes flushing out Strogg a breeze. By extension, actors will fail to notice projectiles fired at them and can even stand
in place as [[PainfullySlowProjectile avoidable projectiles]] fly at their face.
* AwesomeButImpractical: The Lightning Gun has niche uses and [[BottomlessMagazines does not require reloading]] but its lack of power-per-shot means that you typically need to get out of cover and face enemy fire to bring it to bear. This can be borderline suicidal against Tactical Strogg teams where the Railgun and explosives are preferable for their powerful rounds that allow you to take cover after firing. The Nailgun's assault-oriented niche also overlaps with the Lightning Gun thanks to its [[HomingProjectile homing]] ability. It doesn't help that you actually acquire the homing upgrade ''before'' the Lightning Gun, while Lightning Gun rounds are surprisingly rare for how situational it is. That being said, the [=LG=] does disrupt the shield on Gladiators.
* BackFromTheBrink: Following [[VideoGame/EnemyTerritoryQuakeWars the Strogg failed invasion of Earth]] and [[VideoGame/QuakeII the destruction of the Makron and the interplanetary defense system]], Earth's defense force arrives for a final blow out in the Strogg home planet.
* BadassDriver: Whoever is driving the truck in the "Canyon" level is really crazy.
* BigDamnHeroes: When [[spoiler:the Rhino Squad]] saves [[spoiler:Kane]] from the final part of the Stroggification process. Too bad the same can't be said for the many other poor souls before you that already completed the process, which you can see in the [[PeopleJars body jars]] moving around the facility.
* BioPunk: The Strogg use biological/robotic hybrid machines for ''everything''. See this game's FateWorseThanDeath below for an extreme example of this trope in action.
* BittersweetEnding: [[spoiler:The Nexus is destroyed, [[DecapitatedArmy striking a crippling blow the Strogg will never recover from,]] and the end of the war is just a matter of time, but a lot of good people died to make it happen. Kane receives new orders before he can celebrate with the rest of Rhino Squad, [[AndTheAdventureContinues plunging right back into the thick of it.]] And because of his Stroggification, [[YouCantGoHomeAgain he may never be able to return to Earth.]]]]
* BlueOrangeContrast:
** The Marines are, rather than blue, olive green, while the Strogg are orange. This is reflected in their respective [=UIs=] as well as in their uniforms. It also makes [[spoiler:Matthew Kane]] stand out even more, post-Stroggification, when standing amongst the rest of Rhino Squad.
** Blaster bolts and railgun slugs fired by Marines are blue, while those fired by Strogg (even Hyperblasters used by the Tactical Strogg) are orange.
* BodyHorror: Stroggification subjects are put into heavy sedation and, as a result, are [[AndIMustScream 75% paralyzed]]. Through an assembly-line-like process, they ''rip open the stomach, saw off the legs, fuse new legs and armor to the skin, put a big helmet on them, insert a control chip into the victim's brain, and then activate said chip so he/she can serve the Strogg.'' [[spoiler:Kane discovers this first-hand.]]
* BoomHeadshot: Aiming for the head results in double damage. It isn't a OneHitKill (unless you're using a sufficiently powerful weapon like the railgun) but it does use up less ammunition than aiming for the body.
* BoringButPractical:
** The Machinegun in single-player, especially because it's one of
two variants: weapons with a flashlight, the other being the Blaster. It also has a scope to increase the base damage of each shot and help line up headshots, sacrificing rate of fire and automatic functionality. Upgraded, the magazine capacity increases to 80 rounds, making it truly a light-machine-gun.
** The [[ShotgunsAreJustBetter shotgun]] hits hard with all the buckshot (140 base damage), hurting almost like a rocket (150) or grenade impact (125). Nice to have if the enemy closes the distance while the machine gun is out or for general melee battles. Plus, the upgrade gives it a 10-shell magazine for swift reloading in all cases. The Shotgun is very useful against larger enemies such as Light Tanks, as the pellets tend to all hit their mark even at medium ranges and you're safe from self-inflicted splash damage.
* BossInMookClothing: Gladiators and Heavy Hovertanks in the foot-based levels. In vehicle-based levels, where wiping out Strogg is pretty easy, they become
regular CTF, mooks.
* BossRush: In the Nexus Core level, Kane comes from [[SuspiciousVideoGameGenerosity a goodie-filled hallway]],
and Arena CTF, which adds is locked in a small-medium sized room. Cue 3 consecutive groups of Light Tanks, Heavy Hovertanks, and Stream Protectors.
* BossTease:
** During most of
the last third of the game ("Operation: Last Hope") [[PlayerCharacter Kane]] keeps crossing paths with a giant gorilla. This gorilla is fought at the end of the level "Data Networking Security" as the last MidBoss before the mook-infested "Nexus Core" and the BossBattle against the Makron in "The Nexus". Speaking of which...
** The Makron itself appears at half-game, in the level "Nexus Hub", right after Kane activates the control panel and makes quick work of two Stream Protectors. [[HopelessBossFight This fight cannot be won]] [[spoiler:and leads straight into the infamous Stroggification scene, [[FailureIsTheOnlyOption provided Kane does enough damage to it]]]]. The Makron is spotted again in the "Nexus Core" level, and finally fought (and finished) for real in the last level, "The Nexus".
* {{Bowdlerization}}: The German version removes the blood and gore and censor some scenes (such as [[spoiler:Anderson's death]]). However, the dub wasn't changed to accommodate the censorship and so quite a few lines turn into [[DubInducedPlotHole non-sequiturs]].
* BreatherEpisode: "Operation: Advantage" and "Operation: Last Hope"-- two levels aboard the Space Marine Corps' mobile HQ, the ''USS Hannibal'', that are separated by two whole acts-- are where you'll be seeing the least amount of danger in the entire game; you can't use your weapons and there are no Strogg to fight, seeing as you're aboard a heavily-guarded ship[[labelnote:*]][[spoiler:while the Strogg ''do'' board the ''Hannibal'' at the tail end of "Last Hope", there are still no enemies in the level, because you don't run into any while you leave]][[/labelnote]]. You ''can'', however, roam around a
good ol' Runes chunk of the ''Hannibal'' and overhear conversations between your fellow Marines. Your main objective in both levels is to go to the mix.Briefing Room to be briefed on a plan to stop the Strogg; only then can you leave the ship and get back to business, getting a nice Extended Clip Mod for one of your weapons on the way out of each level[[labelnote:*]]the Machine Gun and Shotgun, respectively[[/labelnote]].



* CherryTapping: The Blaster is surprisingly easy to do this with thanks to a ChargedAttack with nice stopping power. Plus, it requires no ammo too.
[[/folder]]

[[folder:Multiplayer mode tropes]]
Tropes related to the multiplayer part of the game.
* AttackSpeedBuff: The Scout rune in the Arena CTF mode doubles the firing speed of your weapons.
* BlueOrangeContrast: Instead of red vs. blue, team matches are green vs. orange (for Marine and Strogg, respectively).
* CaptureTheFlag: It comes this time in two variants: the regular CTF, and Arena CTF, which adds the Runes to the mix.



* CherryTapping:
** In single-player, the Blaster is surprisingly easy to do this with thanks to a ChargedAttack with nice stopping power. Plus, it requires no ammo too.
** In deathmatch, the [[ChainsawGood Gauntlet]] fills this role instead due to replacing the Blaster. The announcer declares "Humiliation!" for a successful frag.

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* CherryTapping:
** In single-player, the Blaster is surprisingly easy to do this with thanks to a ChargedAttack with nice stopping power. Plus, it requires no ammo too.
** In deathmatch, the
CherryTapping: The [[ChainsawGood Gauntlet]] fills this role instead due to replacing the Blaster. The announcer declares "Humiliation!" for a successful frag.


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[[/folder]]

[[folder:Other/Unsorted]]


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[[/folder]]
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* AttackSpeedBuff: The Scout rune in the Arena CTF mode doubles the firing speed of your weapons.
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* OnlyKillableAtHome: After a game being on the receiving end of a Strogg invasion, and another where the Strogg were considerably weakened, this game is about humanity finishing up the Strogg cleanup, entering Stroggos, getting to its depths, and putting the Strogg menace to a permanent end. [[spoiler:[[AndTheAdventureContinues Then, Kane receives new orders...]]]]
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* HelplessWindowDeath:
** At one point, when disabling the lasers in "Perimeter Defense Station" so the convoy can continue into the Aqueducts, Kane witnesses a Marine congratulating him on a job well done from the other side of a glass window, when a Grunt approaches the Marine from behind and kills him, Kane being unable to do anything because there was no way to get to the Marine's location.
** Right after [[spoiler:Rhino Squad saves Kane from fully becoming a Strogg]], Kane is left with medic Jeremiah Anderson, the two of them being unable to leave Stroggos due to their escape ship being blown up. They're forced to go through the medical facilities. At one point, Anderson's curiosity leads him to be trapped behind a reinforced glass trap, and in the middle of the silent screams, he's killed by a Strogg Medic.

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** And then there are the levels which take place between [[spoiler:Kane's stroggification]] and "Recomposition Center", which are the closest the game has to a ''VideoGame/{{Doom 3}}''-like SurvivalHorror experience.

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** And then there are the levels which take place between [[spoiler:Kane's stroggification]] and "Recomposition Center", which are the closest the game has to a ''VideoGame/{{Doom 3}}''-like SurvivalHorror experience. "Waste Processing Facility" even features [[NightOfTheLivingDead zombies]], making it feel closer to ''Doom 3''.


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* HoverTank: The SMC's GEV hovertank is their main armored vehicle.
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* UnusuallyUninterestingSight: After [[spoiler:Kane becomes Stroggified]], many of the surviving marines he encounters will instantly recognize him thanks to his medchip, and are not in the least bit surprised at his appearance, not even the two Cobra Squad marines he comes up behind in the waste facility. Averted with the marines on the Hannibal during the second visit, who are surprised and shocked to see [[spoiler:a Strogg onboard the ship, leading to some of them making death threats towards Kane, others thinking he's a Strogg ambassador, and a few making Technobabble about how he works. The ship's PA system even fails to recognize Kane, making reports about a Strogg warrior on the ship and requesting security]].
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** The Missile fired by the Heavy Hovertanks and Harvesters lock on the victim. Fortunately, those can be destroyed.
* HorsemenOfTheApocalypse: The four convoys sent to blow up the Nexus are named after the four horsemen of the apocalypse - War, Famine, Pestilince, and Death.
* HumanResources: The Strogg run on this. If their victims are lucky, they'll turn them into Strogg soldiers. If they're unlucky, they'll turn them into batteries for their facilities or even liquefy them to make Stroyent.
* HyperDestructiveBouncingBall: The Hyperblaster, after being upgraded, launches cell balls which bounces on surfaces. Also, some bosses such as [[spoiler:the Makron]] have such ricocheting attacks.

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** The Missile missiles fired by the Heavy Hovertanks Hovertanks, Harvesters, Stream Protectors, and Harvesters [[spoiler:Stroggified Voss]], lock on the victim. Fortunately, in the case of the former two, those can be destroyed.
* HorsemenOfTheApocalypse: The four convoys sent to blow up the Nexus are named after the four horsemen of the apocalypse - War, Famine, Pestilince, Pestilence, and Death.
* HumanResources: The Strogg run on this. If their victims are lucky, they'll turn them into Strogg soldiers. If they're unlucky, they'll turn them into batteries for their facilities or even liquefy them to make Stroyent.
Stroyent before dumping them into the waste facility.
* HyperDestructiveBouncingBall: The Hyperblaster, after being upgraded, launches cell plasma balls which bounces that bounce on surfaces. Also, some bosses such as [[spoiler:the Makron]] have such ricocheting attacks.



* LuckilyMyShieldWillProtectMe: Strogg Gladiators have one which they only drop in order to attack. Hope your good with timing.

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* LuckilyMyShieldWillProtectMe: Strogg Gladiators have one which they only drop in order to attack. Hope your you're good with timing.



* MisbegottenMultiplayerMode: The multiplayer mode can be presumed as ''VideoGame/QuakeIIIArena'' running in id Tech 4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 9 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, Quake 4 plays like a even more faster version of Quake 3, with a new sliding mechanic allowing players to keep their speed around corners.

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* MisbegottenMultiplayerMode: The multiplayer mode can be presumed as ''VideoGame/QuakeIIIArena'' running in id Tech 4, minus the "fun factor". And there's no Coop mode due to the highly-scripted system. The game shipped with 9 Deathmatch maps and 5 for the CTF mode, but later patches increased this amount and added the Deadzone gametype and an option to buy weapons. This was somewhat averted by the time the game was patched. Overall, Quake 4 plays like a an even more faster version of Quake 3, with a new sliding mechanic allowing players to keep their speed around corners.



** The Gladiator is first featured in Perimeter Defense Station, but with a twist: From an UnbrokenFirstPersonPerspective, a marine on a separated lower-level stands in awe over how huge a Gladiator is and tries to fight them, only to be killed by the Gladiator's railgun. You eventually get to fight this Gladiator yourself.

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** The Gladiator is first featured in Perimeter Defense Station, but with a twist: From from an UnbrokenFirstPersonPerspective, a marine on a separated lower-level stands in awe over how huge a Gladiator is and tries to fight them, only to be killed by the Gladiator's railgun. You eventually get to fight this Gladiator yourself.
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* BreakoutCharacter: Interestingly enough, the ''weapon models'' had high enough popularity to be added as cosmetic options in ''VideoGame/QuakeChampions''. Only the [[{{BFG}} Dark Matter Gun]] and the Napalm Launcher are absent, as for the rest:
** The Gauntlet is available as the "Redeemer".
** The Blaster is available for the starting Machinegun as "Film/CitizenKane".
** The Shotgun is available for the Super Shotgun as the "Painkiller".
** The Machine Gun skin is available for the Heavy Machine Gun as the "Annihilator".
** The Grenade Launcher is available for the Tri-Bolt as the "Galang".
** The Nailgun and Hyperblaster models are available for the Super Nailgun as the "Constructor" and the "Ravager" respectively.
** The Lightning Gun is available as the "Conductor".
** The Railgun is available as the "Violator".
** The Rocket Launcher is available as the "Monsoon".
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* {{Technobabble}}: In the first interlude, there are two marines talking about technology in incomprehensible terms.

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