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"We have cleared the interplanetary gateway between Earth and Stroggos. In exactly three hours operation Alien Overlord will commence. As I speak to you, your pods are being fueled and all systems brought online. Activate your field computers. The following Intel brief will provide you with your military objectives, terrain information, arsenal and equipment details, and enemy analysis.

Never before has there been a greater challenge to life, liberty, and civilization. This is a crusade in which we will accept nothing less than victory. No matter how long it may take us to overcome the Strogg’s barbaric assault, the people of Earth in their righteous might will win through to absolute victory. Today we will make very certain that this form of barbaric treachery shall never endanger us again. With confidence in you, and with the unbending determination of our people, we will gain the inevitable triumph — so help us God.

So go forth and kick ass, soldiers!"
Rousing Speech from TCM Marine Commandant James in the manual.

Quake II, the follow-up to Quake, was released in 1997.

The game was a sequel In Name Only, originally developed as an all-new original IP before having the Quake name attached to it, for better or worse. It was Id's first FPS with a real story, about Earth launching "Operation Alien Overlord," a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts.

The player must go across several cities and areas of the Strogg planet in order to cause the most harm as possible. It gave the player clear tactical goals, making their way systematically through the city and shutting down the enemy's military infrastructure and its leader.

The levels in the game and the expansions are divided into several chapters, called Units. Each Unit has up to seven levels, interconnected among them, so players could go from one level to the other and viceversa, until they hit that unit's exit.


The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside Unreal, spurred the widespread adoption of early hardware 3D accelerators. However, in retrospect, Quake II is considered as one of id Software's more average singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made Doom and Quake household names, in stark contrast to Romero's own Daikatana, a game that failed for the exact opposite reason. Nowadays, Quake II is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.

Two mission packs, which followed the same storylines as the original game, were released as well: Quake II: Ground Zero by Rogue Entertainment and Quake II: The Reckoning by Xatrix Entertainment.


In June 2019, NVIDIA and Lightspeed Studios released Quake II RTX, a free demo that showcases the ray-tracing technology included in the GeForce RTX graphics cards, alongside realistic lighting and improved textures. Said demo can also enable ray-tracing in the full game.

Followed by Quake III: Arena. Its story was continued by the sequel Quake IV and the prequel Enemy Territory: Quake Wars.

See also


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    In general 
Character tropes can be found here.

  • Ability Required to Proceed: The key items scattered across the game. Some examples include, but are not limited, to:
    • Colored/shaped keys (Blue, Green, Red, Pyramid) and the Security Pass only serve to unlock certain doors and devices. The Commander's Head may or may not require the death of a Tank Commander in order to be obtained.
    • Power Cubes are used to empower mechanisms and whole areas in Stroggos. Usually there's an area where there's power and the devices in there need to be disabled, while others are required to be powered in order to proceed further.
    • Airstrike Markers are used to mark when the air forces of the TCM should drop their bombs.
    • Data CD and Data Spinners are used to manipulate information between devices, whether to obtain important data or to corrupt Strogg systems in such a way they become unusable.
    • Ground Zero also has the Antimatter Core and the A-M Bomb, which are self-explanatory.
  • Advanced Tech 2000: Used In-Universe with the BFG10k (10000).
  • Alien Sky: The sky of Stroggos is reddish-orange and sometimes had orbiting asteroids visible.
  • Amen Break: The track "Descent Into Cerberon" uses a slower version, making it a rare and interesting use of the sample in industrial metal.
  • Anti-Debuff: Some of the powerups. Their downside is that they last only 30 seconds.
    • The Environment Suit protects against slime damage.
    • The Rebreather prevents drowning.
    • The Invulnerability protects against all kinds of damage except death pits and the void.
  • And I Must Scream:
    • This is implied to be the fate of those who go all the way through the Stroggification process by a coroner examining one of the Strogg corpses. Although eventually all higher brain functions atrophy leaving an empty shell with no individual will left, up to that point the victim is aware of his actions but unable to control them.
    • It's also the fate of their human prisoners of war, as the Strogg have messed with them in such a fashion that they will be forever in utter agony, leaving you to kill them in order to release them from their torment.
  • Armor-Piercing Attack: Energy weapons such as the the blaster, hyperblaster, and BFG completely ignore light armor, and have better-than-normal penetration against medium and heavy armor.
  • Armored Coffins: The assault pods. Take a few hundred of them, put a marine in each, seal the can, and let them swarm the enemy's base or planet, hoping that at least a few will survive the anti-aircraft fire. The whole thing is aptly named "Operation Overlord" at the end of the Strogg War.
  • Artifact Title: "Quake" was the codename of the Big Bad of the original Quake, so named for the earthquakes generated by the monsters' use of slipgates to teleport to Earth. Since Quake II has no plot connections to the original, the title is meaningless.
  • Artistic License – Physics: The Railgun is said to shoot depleted uranium slugs, and is said to launch them magnetically. Real depleted uranium isn't magnetic.
  • A-Team Firing: Enemies aside, the Machinegun has recoil-induced muzzle climb (one of the first in a shooter to have such), forcing you to fire in bursts and "walk the burst" (aim lower than where you want your shots to hit). Or use good ol' mouselook to offset the annoyance.
  • Attract Mode: The games display demos of someone playing the game, apparently on keyboard only.
  • Autosave: The game auto-saves into the first save slot whenever the player enters a new area, without notifying the player, but also allows the player to save in a different save slot manually whenever the player wishes. There's also a dedicated quicksave slot accessible with some keys by default.
  • BFG: The eponymous BFG10K, which launches a big, green, slow-moving bunch of cells which damage everything near them.
  • Back Stab: A variant: the Railgun (and only the Railgun) inflicts double damage if you shoot an enemy who hasn't been agroed yet.
  • Beam Spam:
    • The Hyperblaster is a gatling energy weapon. If two people were to duel with them, the entire screen of any player present would be blanketed with blaster bolts and their light effects.
    • The BFG (BFG10k) fires a green ball that fires lasers on all targets in the vicinity of its trajectory. When it hits a solid object, it explodes in a similar way to the original Doom BFG: the game checks if a line-of-sight can be drawn from the target to the ball's location of detonation and from the detonation site to the player who fired the weapon in the first place. If both lines of sight are met, the target is going to take a heap of damage, and this is applied to all possible targets. Reportedly, in deathmatch it is a good tactic to fire the BFG into the ceiling in a room with a bunch of other players.
  • Blatant Item Placement: Downplayed. As the game takes place in the middle of a human invasion to an alien planet, items are usually located near dead bodies or saved in caches or storage rooms. Some item locations are a wonder, though.
  • Bottomless Magazines: The Blaster, a rarely useful energy pistol with infinite ammunition.
  • Broken Bridge: Due to the nature of the game, progression is locked in different ways that the player must circumvent: broken bridges, invisible walls, key-locked doors, permanently-locked doors that must be circumvented or destroyed by completing objectives, deadly laser walls, forcefields, forcefield-protected doors, you name it...
  • Cool, but Inefficient:
    • The Chaingun is a Downplayed case. While it is certainly powerful and can be useful for mowing through an onslaught of smaller enemies (which is a rare occurrence in this game) or for fighting particularly tough enemies, the fact that after a long burst it takes time to stop when the trigger is released, needs to be spooled up to fire and when fully revved up chews through ammo at an absolutely insane rate and has trouble hitting the broad side of a barn, makes it a very very inefficient weapon. You'll either find yourself using the Machinegun more than the Chaingun, as both share ammo, or tapping the fire button with the Chaingun to put out individual 9-round bursts. Still, bullets are fairly common and it has situational uses like against bosses where the bullets won't go to waste. It's tricky to use in Deathmatch due to the obvious racket you make firing it, but if you keep it steady on a player, they're usually toast.
    • Also Downplayed with the BFG10K. It is absolutely devastating, however, it takes a noticable amount of time to charge before firing, not something you want to be doing while under fire. Its use is not recommended especially if you want to save the cells for the Power Shield. Not exactly Awesome, but Impractical as it's typically overkill against groups of regular enemies yet it's very quick way to make stuff dead if you're in a hurry and with Quad Damage, it will annihilate everything in its path and severely wound bosses. It is especially situational in Deathmatch as everyone will see that you're carrying it and you're a tempting target for a long-range Railguner (thanks to the ability for players to legally alter their field of vision to get a zoom effect).
  • Crate Expectations: Everywhere. Some of these boxes need to be shot, (the black ones) while others are just there for secrets' sake.
  • Dead Man's Trigger Finger: Some of the enemies fire off a few shots after being "killed" and falling down, unless you manage to blow them to bits first.
  • Death from Above: Several instances, aside from the usual "fire from a higher height/level". In some cases, you need to be careful not to call the attention of your enemies. In others, you need to make sure your enemy is placed in the right area. Silencer use is recommended.
  • Death Trap: Found in many levels, even in Multiplayer, which, as mentioned above, uses modified variations of ALL the single player levels. Some Deathmatch-specific levels also have these.
  • Department of Redundancy Department: The human military force that you're part of is called the "Terran Coalition of Man"; "Terran" meaning inhabitant of Earth, and "Man" referring to humans as a whole. Basically, it's a human coalition made up of humans.
  • Early-Bird Cameo: The Strogg logo can be seen on various crates found in Quake I; the reason for this has never been made clear.
  • Early Installment Weirdness: This was the last game where multiple weapons share an ammo type (such as the Hyperblaster, BFG, and Power Shield using energy cells). Quake III: Arena set a standard of each weapon generally using its own pool of ammo. This helps balance elements like the scarcity of BFG ammo.
  • Emergency Weapon: The blaster pistol, which has infinite ammo, but is only really of any use against early human-based Stroggs.
  • Exploding Barrels: Octagon-shaped ones which can be moved, and which of course damage everyone around in case of explosion. It helps that those can be used to reach the top of the usually impossible to be jumped boxes scattered throughout the game, so players might want to hold a bit their fire. Absent in multiplayer, though.
  • Every Bullet Is a Tracer: Zig-zagged. True bullet-based weapons like the shotguns and machineguns have no tracer effects at all, but the railgun leaves a distinctive blue spiral trail when fired, likely to give the target some idea where the shot came from and dissuade camping in multiplayer. This also applies to the Gladiator's railgun, possibly for the same reasons.
  • Fate Worse than Death: Pick any stroggification process you want. Being horribly mutilated and reprogrammed to fight your former allies makes being processed into Human Resources seem almost kind by comparison.
  • Force-Field Door: Several instances, usually accompanied with a specific mission to take out a power generator or collecting an access card before continuing. It comes in the regular forcefield and deadly laser variants.
  • Gatling Good:
    • The Chaingun. It takes several seconds to spin up and several more to spin down after use, but when it's spun up it'll fire insanely quickly and mow down anything in its way, even the toughest mini-bosses. As long as you have the ammo to sustain this firepower, naturally.
    • The Hyperblaster's muzzle rotates when fired. It needs no spin-up time, but takes almost a full second to spin down before it can be used again.
  • Green Rocks: According to the Manual, the Strogg use "bluish crystals called Steedium" as the source for most of the energy that powers Stroggos. The energy gained from processing these crystals gives them the power to run their entire civilization as well as their planetary defense weapons systems. These crystals in-game can be found in several levels, mostly those mine-based such as the entire Mine unit of II and Ground Zero.
  • Grenade Launcher: The game lends players hand grenades in the first levels. Hand grenades have a long firing delay and need to be held to be thrown (with the added risk of blowing yourself up) in order to increase the distance. Halfway through the Jail unit, players find the Grenade Launcher proper, which fires grenades in a proper arc and have a highly reduced rate of fire, way much more useful than hand grenades.
  • Harder Than Hard: Requires the console command "skill 3" to access Nightmare difficulty (some ports have it enabled right in the menu, though, as "Nightmare"). It doesn't change the amount of enemies, but there're many changes towards their behaviour.
  • Hollywood Silencer: There is a silencer powerup that when used removes any sound from any weapon. So you can run around shooting a silenced rocket launcher with silenced explosions. You don't have an indication on the HUD on when you're using this powerup, though.
  • Hyperspace Arsenal: The Player Character can carry a blaster, two shotguns, three automatic weapons (a Machinegun, a Chaingun and an Hyperblaster), a Grenade Launcher, a Rocket Launcher, a Railgun and a BFG. All at the same time. And that's not counting their inventory, which can comprise utilities such as a silencer, powerups that amplify damage or negate environmental damage and/or all non-pit/void-based damage. Furthermore, The Reckoning also adds Traps, a ricochet projectile throwing weapon (the Ion Ripper) and a multi rocket launcher (the Phalanx Particle Cannon), while Ground Zero adds a bunch of electrical mine traps (named Tesla), a Plasma Beam, an armor-piercing automatic rifle (ETF Rifle), a Proximity Mine Launcher, and a Chainsaw. Phew.
  • In Name Only: Zigzagged. The story has no relation to the first game whatsoever. However the gameplay and weapons all remain the same with some new ones added in. A lot of the Strogg are also based on the enemies of the first game.
  • It's Raining Men: The initial wave of the human invasion to Stroggos was to basically fire an entire army down onto the surface in individual drop pods. It failed, with one exception.
  • Jump Physics: By way of glitches. Not only bunnyhopping and weaponjumping are back, but the game also added ramp-jumping, and box-jumping, which increases jumping height at certain points of the jump, reaching higher heights.
  • Laser Hallway: Some areas are protected by deadly lasers which insta-kill anyone who crosses them. Usually they can be taken down by switching off a generator.
  • Lava Pit: Several instances. Stroggos is, after all, a Death World.
  • Malevolent Architecture: Everything in Stroggos is trying to kill the player, and it doesn't need to be a Strogg in order to do so. From deadly lasers to deadly floors to Smashing Hallway Traps of Doom to lava and acid pits... Yep, Stroggos is definitely a Death World.
  • Misbegotten Multiplayer Mode: Zig-Zagged with the ability to play Deathmatch on SP maps, both on the main game as well as the expansions. On one hand, these maps in DM mode include rebalanced lighting (they look brighter, considering visual clarity is a must when playing online), rebalanced item/weapon placement, an even spread of spawnpoints, MP-exclusive teleporters and ladders to solve connectivity issues, and even new areas not present in SP, usually added to connect areas which weren't connected in the SP in the first place. On the other hand, some maps present issues in multiplayer mode, such as deadends, locked rooms that require buttons for no reason, secrets still displaying their "you have found a secret" message and the like.
    Tim Willits: Making a map great for both DM and SP is a very difficult task. Usually if it's great for DM it'll be too circular for SP, and if it's a fun SP map it's usually too straight for DM.
  • More Dakka: The Chaingun. To a lesser extent, there's also the machinegun, which shares ammo with the chaingun, but suffers from serious recoil due to its light weight.
  • Moving the Goalposts: As a sort of bug. The levels usually start with a set amount of enemies, as seen in the console. Then, sometimes by doing certain stuff, ranging from normal (entering and exiting levels) to crazy ones, summon extra, unexpected enemies in the levels.
  • No Fair Cheating: The "God" cheat code doesn't protect the player from the void or from teleporting monsters. In the latter case, it's the player who gets telefragged.
  • No OSHA Compliance: Any Strogg facility you could think.
  • One-Hit Polykill: The Railgun fired through multiple enemies. The BFG10K would wipe out entire rooms with a single shot.
  • Point of No Return: A variation. You'll be playing many levels more than once in different areas, and you can see signals marking one-way (unit wise) elevators/roads/shuttles.
    (from the HTML manual) "The Strogg marked off areas to indicate a one way passage. Once you leave a unit complex you cannot return."
  • Ranged Emergency Weapon: The basic pistol is low on stopping power, but comes with Bottomless Magazines.
  • Redshirt Army: The TCM (outside of you) exists solely as cannon fodder and potential test subjects for the Stroggos.
  • Real Is Brown: While the game may be a sequel to Quake I in name only, there's one other characteristic the two games have in common: Their respective color palettes consist mainly of shades of brown.
  • Rewarding Vandalism: Destroying boxes and other structure usually nets you with a goodie, most usually ammo/health packs, armor pieces or even a weapon/powerup. This is required for most secrets in the game: it's not unusual to spot a crack in the wall and shoot it to get a goodie or a shortcut.
  • Shoot the Medic First: In levels with Medics you have to do this if you don't want to fight the defeated Stroggs again (or, in Ground Zero's case, facing THOUSANDS of enemies at the time, in the Medic Commander's case). Medics can't revive gibbed corpses though, so you can just make sure to shoot the bodies after you kill your enemies.
  • Simple, yet Awesome: The Railgun isn't as flashy as the BFG, but it is one of the most powerful weapons in your arsenal for single targets. It has pinpoint accuracy, even on the move. In Deathmatch, it's a fundamental weapon to master for building up your score, and Railgun skill is like a rite of passage.
  • Sound-Coded for Your Convenience: COM-PUTER UP-DATED!
  • A Space Marine Is You: The game and its Expansion Packs are FPS games where the different protagonists are Space Marines working for the TCM. In addition, they never speak, the ship they were traveling in get shot and they land in zones guarded by Strogg enemies, they get their orders from their radio sets, the enemy qualifies for the Horde of Alien Locusts, there are steam leaks in several levels which usually lead to shortcuts, secrets, or are just necessary for level progression, almost every NPC squad they find is either D.O.A. or killed at that moment, they go to the enemy's core areas in order to blow them up, the bosses themselves are the Load-Bearing Boss variety, after said boss battles there are timed escapes, they wear Powered Armor just for cosmetics, as there are proper armor items on the way, they cannot go anywhere and the primary weapon is an infinite-ammo beam shooting gun.
  • Suspiciously Cracked Wall: Some levels feature cracked walls that reveal either secrets or shortcuts.
  • Suspiciously Similar Substitute: In terms of weapons, the Hyperblaster and its projectiles function similarly to the Super Nailgun from the first game to a degree. Both also have four barrels. Quake Champions even acknowledges this similarity by giving the Super Nailgun an Hyperblaster skin ("Executioner").
  • Stuff Blowing Up: Being the idea to cause massive damage to the Stroggos, many levels plays this straight. The games have at least one level with a countdown which will make everything to explode after reaching zero even the player if they doesn't exit ASAP. And, of course, the final cinematics always reveal an important Strogg base being destroyed by a huge explosion.
  • Use Item: In the PC version, there's an inventory system, and the powerups could be saved for later use. The amount of powerups a player can carry depend on the difficulty level: on Hard and Hard+/Nightmare only one of each type, on Medium two, and on Easy infinite.
  • Vague Hit Points: There're alternate skins for the game's enemies and bosses that are activated once their health has been reduced by half. The skins, obviously, shows them being quite damaged, and since enemy/boss damage is never displayed in numbers at any time in the HUD, this is the only feedback players get to know whether an enemy/boss is near death or not.
  • Video Game Cruelty Potential: Some levels feature crawling, madness-ridden human prisoners. Some of these prisoners hold important items for the player's progression, and even ammo boxes. The only way to get these items, then, is to kill them. Given what the Strogg have put their human prisoners through, killing them can hardly be called cruel.

    Quake II (core game) 
Level-individual tropes can be found at the Recap page.Character tropes can be found here.

  • All There in the Manual: Details about the game's backstory, the Stroggos' background and a lot of info can be found on the HTML manuals which come with the game.
  • Bookends: The Player Character starts and ends the game getting out of a pod.
  • Conveyor Belt of Doom: There's a conveyor belt present in "Q2DM8: Warehouse", which leads to the BFG. However, should the player get trapped between one of the boxes and a wall, they're killed.
  • Death Trap: In addition to the traps mentioned in the Recap pages:
    • "Q2DM3: The Frag Pipe"'s main gimmick is a chamber in the center of the map officiating as the only passage between two rooms. This chamber has three buttons nearby that close it and fill it with lava for some seconds, forcing the players to die. There're also lava pits in every room sans one which has a slime pool with two moving platforms over it.
    • "Q2DM6: Lava Tomb" has beauties such as splitting floors over lava rivers and a rotating mechanism that leads players to another lava pool. As its name implies, lava is a common element in the level, being present in almost every area.
    • "Q2DM7: The Slimy Place" is full of slime pits and has a button-triggered trap involving the Rocket Launcher.
    • "fact3: Sudden Death" features a trap in the Quad chamber; one of the rooms has a button which seals the area and fills it with lava.
    • In Deathmatch mode, "waste3: Pumping Station 2" turns the last slime pit into an empty pit with a Deadly Rotary Fan in the bottom and the Quad room into a passage back to the end of the level. As a compensation for this, there's now a bridge crossing over this pit.
    • Also in Deathmatch mode, "city3: Upper Palace" has a small platform near the escape pod which appears and disappears at regular intervals. It contains the Power Shield and hovers over the lava pool.
  • Downloadable Content:
    • Patch 3.20 includes eight dedicated Deathmatch mapsnote  and the Quake II Threewave CTF II mod (with its own folder below).
    • Downloadable content in the old Id Software FTP (thus official) includes the Deathmatch map match1 ("Reckless Abandon") and the 64-player Deathmatch maps note .
  • Shareware: The demo came with a shuffled version of the first unit which included 7 weapons + Hand Grenades (most of which are obtained in the Comm Center level), but no Secret Level and a Tank as a Final Boss of sorts at the end of the Installation level (Tanks are found first in the Unit 2 level Warehouse in the full game).
  • Tech Demo Game:
    • Alongside Unreal, this game was one of the first to spur widespread adoption of 3D graphics accelerators, thanks to its colored lighting effects.
    • In a weird example of a game retroactively becoming a tech demo, in 2019 NVIDIA teamed up with a group of modders to demonstrate their new real-time raytracing technology by releasing a source port of the game that uses it. This is taxing on even the absolute highest end consumer graphics cards.
  • A Winner Is You: The demo version of the PC game has three levels (or four, depending on how you count them). When you complete the final level, the screen abruptly displays "THE END".

    Quake II Mission Pack: The Reckoning 
Level-individual tropes can be found at the Recap page.Character tropes can be found here.

  • Bookends: The Moon Base Unit starts and ends in the level "Cargo Bay".
  • Cool, but Inefficient: The Phalanx Particle Cannon fires two dazzling fireballs at a time and has a powerful punch, but the projecticles are painfully slow and the cycling rate is sluggish too. It doesn't help that the Railgun rivals the damage of this weapon and also works at sniping distances, while the Super Shotgun has close-quarters-combat covered. The Rocket Launcher also competes with it in the explosive weapons category boasting faster missiles and higher rate of fire.
  • Cut-and-Paste Environments:
    • "xdm1: Munitions Dump" has a portion from "The Hangars", more specifically the dual-levelled room with the oddly-shaped button-triggered platform, only this time it isn't button-triggered and hides a secret passage behind it.
    • "xdm2: Deadly Reckoning" has fragments of both "Outer Compound" and "The Warehouse". More specifically, the former has an area which reproduces almost step-by-step the laser walls area with the cargo and the balcony, while from the latter it contains the water pool with the ramp going upwards as well as other similar rooms.
  • Death Trap: In addition to the ones mentioned in the Recaps:
    • "xdm4: The Sludge Pit" has slime pools and an initially empty pool that contains a Rocket Launcher, which is filled once a button nearby is pressed.
    • The train tracks in both "Refinery" and "xhangar1: Lower Hangars" are always on, and falling to them results in death, both in the campaign as well as Deathmatch mode.
    • The coils in "xmoon2: Command Center" must be disabled in the campaign, however in Deathmatch mode they're always turned on, with no way to disable them.
  • I am a Humanitarian: For once, inverted. The Trap item allows you to consume an enemy by turning it into a health diamond. Be careful of getting near it, though...
  • Remixed Level: "xdm6: XEdge" is the pack's version of "Q2DM1: The Edge".
  • Some Dexterity Required:
    • In order to pick up the secret Power Shield and reach the upper level button/Megahealth in "xdm4: The Sludge Pit", players must execute either a Rocket Jump or a Crate Jump.

    Quake II Mission Pack: Ground Zero 
Level-individual tropes can be found at the Recap page.Character tropes can be found here.

  • Artificial Brilliance: Enemies can now jump over obstacles.
  • Beam Spam: The Plasma Beam fires a continuous stream of plasma which passes through walls.
  • Chainsaw Good: The Chainfist is a single-hand-mounted Chainsaw.
  • Cool, but Inefficient:
    • Only in the single player campaign, the Plasma Beam is outclassed by multiple weapons, because is very inefficient with power cells. The Hyperblaster is far superior in ammo efficiency, each blaster bolt causing 20 damage per energy unit vs 15 damage per 2-energy units. Also, energy cells are highly precious as they also power the BFG and the Power Shield. Sure it's hitscan, but the Railgun has this market well cornered already.
    • The Chainfist may be your Chainsaw Good melee weapon, but the mission pack throws you into much more threatening encounters than the vanilla campaign and the omnipresent wall turrets can not usually be struck by your chainsaw (not that you'd really want to fight those in melee). If you're already in a short-range fight, the Super Shotgun is the superior weapon to the Chainfist and shells are very abundant.
  • Decapitated Army: Once the Black Widow is done for, all remaining Stalkers will die as well.
  • Doomsday Device: The A-M (Anti-Matter) bomb, the device which must be used on the Gravity Well in order to destroy it alongside the rest of the planet.
    • Time Bomb: The item becomes this in multiplayer.
  • Expy:
    • The ETF Rifle is a double-barreled Nailgun similar to the model from Quake I. It even uses the same sound effect when it shoots.
    • The Plasma Beam uses a simliar "barrel shroud" to the M60 shroud on the Plasma Gun from Doom and use energy cells like the later. It's fuction however is equivalent to the hitscan Thunderbolt from Quake I.
  • Grenade Launcher: Aside of hand grenades and the Grenade Launcher, this expansion introduces the Prox Launcher, which places proxy mines which blow up on contact with other players or even yourself.
  • Lightning Gun: To some extent, the TESLA mine, a deployable which shoots a lightning stream to anybody who gets close enough including the player in multiplayer.
  • Multiplayer-Only Item: The Doppelgangernote , the Vengeance and Hunter Spheresnote  and the proper A-M Bombnote . Some source ports also enable the use of the unused Disintegrator Gun.
  • Mutually Exclusive Powerups: You cannot carry more than one sphere at the same time in multiplayer. You have to wait until the sphere explodes.
  • Nail 'Em: The Flechette Gun, the game's take on the Nailgun.
  • No Fair Cheating: The God cheat code may save you from enemy damage, but if you get locked in radiation areasnote  or get caught in the middle of a level-wide explosionnote , you're doomed, even with it.
  • Remixed Level: rdm14: "Rogue's Edge" is this pack's remixed version of q2dm1: "The Edge".
  • Sequel Difficulty Spike: The game outright shows you that you're in for a world of hurt when you can get half the arsenal and a pair of powerups in the first level alone.note  Then you get handed the BFG10K as a secret in the second level of the second unitnote . And not without reason, as you'll find plenty of Stalkers, Turrets and Medic Commanders, which will make your life a pure hell.
  • Wave-Motion Gun: The Plasma Beam has this effect, serving as high-power automatic weapon similar to the Thunder Bolt from Quake I.

    Quake II Threewave CTF 
  • All There in the Manual: Yep, this multiplayer-only mod has a backstory. It's about a typical training session with simulated damage and a rookie taking revenge on his Drill Sergeant Nasty.
  • Capture the Flag: The whole basis of the mod. There are two flags, you need to retrieve the enemy's while keeping your own. Captures net 15 points; protecting your carrier and killing the enemy carrier net 3 points; killing attackers nearby your flag or your flag carrier net 2 points; and regular frags, flag returns and carrier assists net one point.
  • Color-Coded for Your Convenience: In addition to the obvious, whoever carries the Quad Damage will glow with their team's color.
  • Death Trap: In the official maps they're scarce, however they're still present:
    • "Q2CTF3: The Smelter" features a lava pit in the center of the map.
    • "Q2CTF8: The Hangar Scenario" features two trap turbines in the underwater section, one per team, which suck you out (thankfully, they're protected, so they only suck you out rather than doing that and killing you). If you aren't playing with the Grapple, kiss your health goodbye.
  • Downloadable Content:
    • The mod comes with the Point Release 3.20 for the main game and every digital distribution set. It contains five maps: Q2CTF1 ("McKinley's Revival"), Q2CTF2 ("Stronghold Opposition"), Q2CTF3 ("The Smelter"), Q2CTF4 ("Outlands"), and Q2CTF5 ("Capture Showdown"). Q2CTF1 is a recreation of the original Threewave CTF mod for Quake I's "McKinley Base", while Q2CTF4 and Q2CTF5 take two levels from the main game's SP ("Outlands" and "Final Showdown") and repurposes them as CTF levels.
    • There's also an additional patch for ver. 1.50. Unlike the main mod (ver. 1.02) this patch must be installed manually over any previous installation. In addition to fixes and new commands, it adds three more maps: Q2CTF6 ("Borders Canyon") Q2CTF7 ("Boxed-In") and Q2CTF8 ("The Hangar Scenario")
    • And in addition to all of the above, the Id FTP servers have a second version of Outlands ("Outlands II") as Q2CTF4a.
  • Dream Sequence: At the beginning of the backstory, the Player Character (named Soldier 3585) begins to have memories of combat training. Then Sergeant Boomer calls his attention.
  • Drill Sergeant Nasty: Sergeant Boomer, the instructor in the backstory of the mod.
  • Gradual Regeneration: The AutoDoc Tech heals the carrier up to a maximum of 150 HP.
  • Grappling-Hook Pistol: The Grapple, which shoots a hook that attaches to any surface and immediately retracts, pulling its user with it. The backstory names it "T-56 Grappling Assembly".
  • Mutually Exclusive Powerups: The Tech Powerups that spawn at the starting points. In order to pick up another, you need to toss the current Tech you're carrying with you.
  • Quad Damage: In addition to the namesake item, there's the "Power Amplifier" Tech, which increases the player's attack power.
  • Remixed Level:
    • Both "Q2CTF4: Outlands" and "Q2CTF4a: Outlands II" are adapted versions of the main game's "Outlands" level.
    • "Q2CTF5: Capture Showdown" is a mirrored version of the main game's "Final Showdown" level.
  • Super Speed: The Time Accelerator Tech, which grants its carrier additional speed.

    Console versions 
Level-individual tropes can be found at the Recap page.Character tropes can be found here.

  • Adaptation Distillation: Most of the Base Unitnote , most of the Jail Unitnote , most of the Power Unitnote , parts of the Big Gun and Hangar Unitsnote , and the Boss Levels remain in the PSX version. To make up for this, some new levels ("Strogg Outpost", "Waste Disposal Area") were developed, and the surviving levels saw quite the update with area improvements and additions, weapon/item/enemy placement, and new secrets. It still stayed truer to the PC original than the N64's Pragmatic Adaptation.
  • Adaptation Name Change: The Quad Damage is renamed "Power Amplifier" in the Nintendo 64 version.
  • Adapted Out:
    • The Barracuda Shark and Brains enemies, alongside the Reckoning and Ground Zero mooks and the Rebreather item, are left out of the PSX and N64 versions.
    • The Mutant, Parasite, Tank Commander and Technician enemies and the Silencer item are left out of the PSX version.
    • The Medic and Technician mooks are left out from the N64 version, as well as the Makron and the Bandolier item. Players cannot use hand grenades as well.
  • Bad Vibrations: The PSX port cleverly used rumble when particularly large enemies were walking. Better yet, it was in stereo.
  • Boss Rush: The last level of the N64 version, "Command Core", pits you against two Tank Commanders and two Hornets.
  • Cut-and-Paste Environments: Although the Nintendo 64 version is touted as having completely new maps, there are still some recognizable areas:
    • Like in the PSX version, the first level is still "Strogg Outpost", while it ending with an elevator going down is reminiscent of the PC/PSX version's "Outer Base". The fourth level "Command Center" is set in a reduced version of the PC and PSX versions' "Comm Center" level. The "Processing Center" area, meanwhile, has some rooms taken from the levels "The Warehouse" (the crate mover room) and "Drilling Area" (the ending with the drill opening a huge floor below).
    • There are some strokes to the PC Expansion Pack The Reckoning as well: "Strogg Freighter" is a crippled out version of the namesake original, "Zaxite Mines" has some recognizable areas from "The Reactor", "Organic Storage" is a reduced version of "Lower Hangars", and "Bio-Waste Treatment" has parts from "Sewers" and "Waste Sieve".
  • Elevator Action Sequence: The "Descent to Core" level in the N64 version takes place while you descend to the core of Stroggos.
  • Invisibility: The eponymous item appears in the N64 version as an exclusive powerup.
  • Loads and Loads of Loading: Due to the fact that levels had to be shortened or split in order to fit within the PSX limitations, players will see copious amounts of "Loading" while travelling through the levels. This is averted in the N64 versions by every map being short a la Doom.
  • Take That!: The N64 version has one while explaining the Flagwars mode:
    The Instruction Manual: What are you waiting for, Dinosaurs in fog?
  • A Winner Is You: In the N64 version, after beating the final level, your character goes up in a elevator... and you get a small paragraph of text thanking you for playing the game, along with the words GAME OVER.
"We hope you enjoyed the game. As a token of our appreciation for playing, we offer you this password.note  Have fun and enjoy!"