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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.
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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.

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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.

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


See also


OBJECTIVE-UPDATED!

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    In general 
  • 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.
  • Anatomy Arsenal: Many of the Strogg have had their limbs replaced with assorted weaponry. Arm Cannons seem to be the most common, especially among former human Stroggs.
  • Armor Meter/Points: Expressed in an icon + number fashion.
  • Artificial Limbs: The Strogg fit this trope to varying extremes. Some of them possess weaponry in place of limbs, others just have mechanical body parts to replace the organic ones. The most extreme case would probably be the Makron - the only organic part of him left is his brain.
  • Artificial Stupidity: Counting only vanilla Quake up to Id's 3.21. There are source ports which fix these behaviours such as kmquake, with the obvious consequence of making the game harder than it already is.
    • AI enemies run towards walls while finding a way to find you. This especially happens if you're used to cover behind a wall or object while they're shooting you, and it's especially grating with the Berserkers.
    • Enemies running towards laser grids ignoring they exist at all.
    • Enemies not being able to aim, the most jarring example being the Gunner and its grenades.
  • 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.
  • Awesome, but Impractical:
    • The chaingun. While it 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, makes it a very very impractical 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.
    • The BFG10K is absolutely devastating. However, it takes a stupid 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.
  • BFG: The eponymous BFG10K, which launches a big, green, slow-moving bunch of cells which damage everything near them.
  • Blatant Item Placement: Mostly averted; 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.
  • 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...
  • Conveyor Belt o' Doom: The game and its Expansion Packs make it possible to play Deathmatch in any of their levels, including SP ones (the ones which came with them have adaptations, spawnpoints, item placement, and extra rooms for the Deathmatch mode) so you can expect lots of these.
  • 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.
  • Deadly Lunge: Mutants leap towards their enemies (be it the player or another mook which took a shot to it) should they be in a long distance.
  • 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.
  • Developers' Foresight: The SP maps in the PC version can be played on Deathmatch multiplayer mode, akin to Quake I, Doom 1 and Doom 2. The maps in multiplayer mode include rebalanced lighting, 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. This is also true of both The Reckoning and Ground Zero, even with those packs having multiplayer-oriented maps.
    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.
  • Emergency Weapon: The blaster pistol, which has infinite ammo, but is only really of any use against early human-based Stroggs.
  • Enemy Civil War: Airborne mooks shoot by other airborne mooks will attack each other. Ditto for ground-based mooks. The only exceptions are that ground-based mooks will detect that you made them to fight if they're attacked by air-based mooks and viceversa, and that mooks can't kill bosses.
  • 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.
  • Fake Ultimate Mook: The Tank series of Strogg look like they could be a threat to the player due to being a Walking Armory, but they're so slow and their attacks are so painfully telegraphed that it's easy to take them out unscathed. Their successor, the Light Tank in Quake IV was given the ability to jog toward the player in an attempt to mitigate this issue.
  • Fate Worse than Death: Pick any of the liquefying or stroggification processes you want. There you go.
  • Force-Field Door: Several instances. Usually accompanied with a specific mission to take out some power generator before continuing. It comes in the forcefield (example: the City unit) and deadly laser (example: the Jail unit) variants.
  • Gatling Good: The chaingun. It takes several seconds to spin up and several more to spin down after use.
  • Giant Mook: Tanks and Gladiators, the sturdiest and slowest enemies outside bosses, matching with their height.
  • The Goomba:
    • The light guards. They are armed only with blasters and have all of 20 hp, meaning even 2 shots from the blaster is enough to kill them.
    • The brains are likely an unintentional example. They can take a fair amount of punishment, but due to being extremely slow and having no ranged attacks they are pretty much sitting ducks. They have a power screen which increases their life expectancy somewhat, however it only protects them from frontal attack, mean you can just circle-straife around behind them.
  • 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.
  • Hellhole Prison: All of the strogg prison levels are like this. There is also a "research lab" in one unit where prisoners are subject to horrifying experiments.
  • 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.
  • Implacable Man: In the Hard+/Nightmare difficulty, monsters don't flinch when hit.
  • 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.
  • 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 (for example, "Lost Station", taking the tram once more after completing the objectives) summon extra, unexpected enemies in the levels.
  • 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.
  • Orgasmic Combat: The Iron Maiden does a lot of moaning and deep breathing.
  • 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.
  • 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 actually 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.
  • Scary Dogmatic Aliens: The Strogg are the "Nazi" variety, as they are extremely warlike and regard all non Strogg lifeforms as worthless inferiors fit only to be killed for Strogg parts or used in experiments.
  • 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 enemies.
  • The Smurfette Principle: The Iron Maiden is the only female enemy in the entire game. This remains true for both expansion packs as well.
  • Sound-Coded for Your Convenience: COM-PUTER UP-DATED!
  • Suspiciously Cracked Wall: Some levels feature cracked walls that reveal either secrets or shortcuts.
  • 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.
  • Underground Monkey:
    • The Weapon Guards: the Light Guard (Blaster), the Shotgun Guard and the Machinegun Guard. All of them share the same models, with the only relevant changes being the weapon they carry and their amount of health.
    • Tanks and Tank Commanders. The latter have extra health and deal extra damage than their regular counterparts.
  • Use Item: In the PC version, there's an inventory system, and the powerups could be saved for later use. Prior to an early patch, you could even have repeated powerups.
  • 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.
  • You Don't Look Like You: The entire Strogg race is composed of humans subjected to Unwilling Roboticization.
  • Zombie Apocalypse: The primary antagonists of the series are even cyborg zombies.

    Quake II (core game) 
  • A Lady on Each Arm: The unattackable Tank in the secret chamber of the final level has two Iron Maidens with him.
  • 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.
  • Armored Coffins: The assault pods. How they are used? 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: id Software had other titles in mind for the game. They later decided to stick to Quake II when the game’s fast-paced, tactile feel felt closer to a Quake game than a new franchise, and it worked.
  • Authority Equals Asskicking: The Makron (Supreme Strogg Leader).
  • Back from the Brink: Humanity has just managed to repel an Alien Invasion, and now it takes it to the aliens' home.
  • Batman Can Breathe in Space: The Secret Level "Comm Satellite" requires the player to deactivate some stuff... inside of a Cool Starship with open windows and entrances/exits.note  The detail? None of the original models/skins which shipped with the game included any space suit.
  • Book-Ends: The Factory unit starts and ends in the same level, "Receiving Center".
  • Capture the Flag: As its own mod, called Threewave CTF.
  • Conveyor Belt o' Doom: There are a couple in the "Processing Plant" level. Any prisoners riding them tend to end up in pieces.
  • Death from Above:
    • "Ammo Depot": After riding a platform, you get to press a button in order to crash two Berserkers with two boxes.
    • "Supply Station": Right after you enter the main building, there's a button you can press so a box can fall into a Gunner.
    • "Lower Mines": After riding the cart, you can opt for two ways: one ends up with the floor exploding and you taking a swim in order to meet a Tank. The other takes you to the upper level of said area where you can press a button in order to let a big piece of rock fall into the Tank and saving ammo.
    • "Big Gun": After locking down the laser guard, you'll notice some debris falling onto enemy soldiers. Since you will be in a hurry to reach the escape ship, you won't notice it.
    • "Comm Satellite": It's possible to take down the Hornet without firing a weapon. Just make sure he ends on the receiving end of the falling satellite.
    • "Outlands": The main objective of the level is to destroy the Strogg fueling tank. This is achieved by placing a key item called Airstrike Marker into a receptacle. The bombers will destroy both the objective and any other living creature in the area, including Stroggos and players.
  • Death Trap: "Ammo Depot" features a lowerable bridge over a lava pool. Tricking enemies by going to that bridge and then lowering the bridge is a good way to save ammo.
  • Decapitated Army: According to the manual, by killing the Makron, the Strogg Warlords start to battle each other for the supremacy, leaving the Stroggos not only without a leader, but in a very bad situation.
  • Degraded Boss: The Super Tank and Hornet bosses, which appear in the "Grid Control" and "Big Gun" levels, later make occasional appearances as regular enemies later in the game, and in the expansions.
  • Developers' Foresight:
    • Tried to trickjump your way to the exit in the "Installation" level without doing the main mission first? You cannot, as there's somewhat of an invisible wall blocking the area, unless you come from the "Comm Center" level and push the lever in order to lower the bridge. In other words, you can only pass if you do what you're supposed to do.
    • How you get to the first secret in the "Launch Command" level? By rocket jumping. The devs lampshaded this in the game.
    "Secret area. You crazy rocket jumpers!"
  • Downloadable Content:
    • Patch 3.20 includes eight dedicated Deathmatch mapsnote  and the Quake II CTF mod with 5 levelsnote . The 1.50 update for the CTF mod adds three extra mapsnote .
    • Downloadable content in the old Id Software FTP -thus official- includes the Deathmatch map match1 ("Reckless Abandon"), the 64-player Deathmatch maps note , and the CTF map q2ctf4a ("Outlands II").
  • Dummied Out:
    • The Power Screen is a Power Shield that only reduces damage from shots that hit you in front (the Brains enemies and the Daedalus enemies from Ground Zero have these). It isn't found anywhere in the game, but it can be summoned by using the console, it's fully functional, and some third-party levels feature it.
    • Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles found their way into the game, by way of the Ground Zero expansion, where these goggles were retextured and called "IR Goggles".
  • Easter Egg:
    • The Cameo: The DopeFish appears on the level "Cooling Facility", by following certain steps.
    • A.H.D.S.S.I.B.H. bjjcSpoiler explanation 
    • There's John Carmack's head in a room with a jar. The head itself is called "Ancient's Head". A further secret also has a Doom poster and a Ferrari.
    • Finally, there's the aforementioned room itself, which features all of Id's staff who worked on the game, plus a further room showing two "slaves" and a Tank with two Iron Maidens.
  • Eternal Engine: The Factory Unit takes place in a stroyentnote  production facility. Said stroyent is generated from human meat which is processed. The source of this meat? Captured prisoners.
  • Explosive Decompression:
    • Found in the levels "Big Gun" and "Outer Hangar". Go ahead, try to see what's at the end of those pitch black tunnels where you go/come from....
    • The level "Comm Satellite" takes place in a spaceship. At the beginning and end there are two areas marked with red warning stripes. Stepping onto them launches the player to outer space without protection with the expected results. The areas can be safely walked if the player had the foresight of closing the bay doors first.
  • Foreshadowing: You'll normally find enemies using weapons which you later get. For example:
    • Your first encounter with an Enforcer ("Outer Base", from the Base Unit) before getting access to the Chaingun in the fourth level, "Ammo Depot", from the Warehouse Unit.
    • Your first encounter with Flyers ("Comm Center", from the Base Unit), Technicians ("Ammo Depot", from the Warehouse Unit) and Medics ("Detention Center", from the Jail Unit) before getting access to the Hyperblaster in "Guard House", from the Jail unit.
    • Your first encounter with a Gunner ("Comm Center", from the Base Unit) before getting access to the Grenade Launcher in "Detention Center", from the Jail Unit.
    • Your first encounter with a Tank ("Warehouse", from the Warehouse Unit) before getting access to the Rocket Launcher in "Mine Entrance", from the Mine Unit. It also has an Hyperblaster, which you get later.
    • Your first encounter with a Gladiator ("Main Gate", from the Jail Unit) before getting access to the Railgun in "Receiving Center", from the Factory Unit.
  • Heroic Mime: The game was sort of the first to avert this; it was the first Id game to give its player character both a (last) name and a voice, even if it was almost never heard during actual gameplay (only in cutscenes).
  • Hive Mind: The Strogg seem to use this to some degree, although the backstory is a bit inconsistent as to how much. There're mentions of rival warlords and in-fighting, which seems to suggest that at least the higher-ranking Stroggs have some degree of individuality/autonomy.
  • Human Resources: The Strogg use humans as their food supply, as material for creating more Strogg, and as a means to run their machines. You first come up against this nasty aspect of the Strogg in a mission where you have to shut down an alien processing plant.
  • Kaizo Trap: After defeating the Makron in the last level, you get access to an Easter Egg secret room. A few of the portraits can kill you if you stand near them long enough, like Todd Hollenshead's or Tim Willits's.
  • Load-Bearing Boss: After the Makron is defeated in the final level "Final Showdown", the area where it's staged blows up as soon as Bitterman makes his getaway in the escape pod.
  • Oh, Crap!: The normally collected communications guy over the radio briefly loses his cool in the "Processing Plant" level.
    "We have a confirmed visual on troops being... being disassembled."
  • One-Time Dungeon:You can enter only once to "Sudden Death", the second Secret Level. After that, there's no way you can go back there.
  • One-Winged Angel: Inverted with The Makron. His first form is a massive (approx. 30 feet tall) robot with two chainguns and a BFG. After you destroy him, this is revealed to be a Humongous Mecha and his real form is only about 8 feet tall (though no less deadly).
  • Permanently Missable Content: The initial fan control room in "Inner Hangar" can be visited and revisited until the computer which controls the fan is turned off. This is, of course, necessary to proceed to the lower floor of the area.
  • Raised Hand of Survival: At the end, the protagonist's escape pod crashes on some planet. The hatch is knocked away, and a hand rises out. It ends with it clenching into a fist.
  • Room Full of Crazy: Mentally-broken marines constantly crying out for help or whispering "kill me now" can be found crawling all over the place. In some cases, the words "kill me" are written on the walls in blood. Those mostly appear in the Jail unit (especially the "Detention Center", "Torture Chambers" and "Guard House" levels), Factory unit (the "Processing Plant" level) and Hangar unit ("Research Lab" level).
  • Secret Level:
    • "Lost Station", which allows you to get an early Super Shotgun.
    • "Sudden Death", 30 seconds of "grab everything you can".
    • "Comm Satellite", a low-grav level.
  • Sequel Difficulty Drop: The game is much easier than its predecessor. Considering what the first game was like, that is not such a bad thing.
  • Sequential Boss: The Makron has two forms: a power suit called Jorg, and the Makron itself with several weapons he wasn't using when using the suit.
  • 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).
  • Suspiciously Specific Denial: In the intro.
    "Contact with the colony on Mars will be re-established, and has nothing to do with the impending arrival of the mysterious aliens."
  • 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.
  • Timed Mission: The "Big Gun" mission after locking down the laser guard. You have to get to a transport in less than 10 seconds as you see the place collapsing.
  • Tuckerization: According to John Romero, the name of the protagonist, Bitterman, comes from the real nickname of id Software employee Kevin Cloud.
  • Video Game Caring Potential: Not executing the prisoners in the "Research Lab" level is required for the Easter Egg. Not that any guide will tell you that.
  • 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".
  • With This Herring: As with most first person shooters of this era, you start with nothing but a basic pistol despite being a Space Marine deployed as part of an invasion force. The manual handwaves it by stating that all the other gear you went in with was lost in the drop.

    Quake II Mission Pack: The Reckoning 
  • Book-Ends: Both the first and last units end in this way, making it an example of an example.
    • The Wilderness Unit starts and ends in the level "The Swamps".
    • The Moon Base Unit starts and ends in the level "Cargo Bay".
  • Deadly Lunge: The Gekk leap towards their enemies (be it the player or another mook which took a shot to it) should they be in a long distance.
  • Death from Above: The main objective of the level "Industrial Refinery" is to destroy a series of fueling tanks placed in a specific area. This is achieved by placing a key item called Airstrike Marker into a receptacle. The bombers will destroy both the objective and any other living creature in the area, including Stroggos and players.
  • Explosive Decompression: Found at the very end of the game, as a form of Kaizo Trap, before escaping in the ship.
  • Eye Beams: The Beta Class Brains shoots lasers from its eyes.
  • Foreshadowing: You'll normally find enemies using weapons which you later get. For example:
    • Your first encounter with a Ripper Guard ("Core Reactor", third level of the Compound Unit) before getting access to the Ion Ripper in "Intelligence Center", the last level of that unit.
    • Your first encounter with a Hyperblast Guard ("Outer Compound", first level of the Compound Unit) before getting access to the Hyperblaster in "Outer Base", the second level of the Refinery unit.
  • Game-Breaking Bug: Some source ports break the level "The Warehouse". In that level you need to jump over a fan shaft in order to be able to uncover a secret area. What happens instead is that you get sucked down and killed, never being able to get the secret without cheating.
  • Human Resources: Present in the level "The Hangars", where your main mission is to shut down a stroyent production facility. How is said stroyent produced? With human prisoners.
  • 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...
  • Kaizo Trap: You went out of your way to destroy the second Makron, the Strogg counterfleet and the Moon Base. And you finally spotted the ship to get out of Stroggos. Are you safe? Not at all. For one, after you return from "The Reactor", there will be a lot of falling debris which might get you killed not to mention the Beta Gladiator that you'll find at some point. And for another, you can roam through the ship area, but there's a line you shouldn't pass, unless you want to get sucked out into outer space.
  • Permanently Missable Content: Aside from the obvious, there are some areas which hold some items you can't get on backtracking:
    • "Outer Compound": At one point, crossing the red warning bars will lock the room and display a hidden section with some Gunners and Enforcers attacking you. This secret section also hold some health packages which you may lose once you disable the siren.
    • "Inner Compound": There's a secret area holding a Quad Damage in the laser device room which can only be reached before destroying the wall with the laser, as it also destroys the crates used to reach the area.
    • "The Warehouse": Like the core game's "Inner Hangar", there's a room (this time, a secret) which can only be reached before destroying the power source used to get the fan spinning. The area contains several items, among them an Adrenaline. Of course, destroying said power source is vital in order to obtain the Security Pass.
  • Sequence Breaking: It's possible to bypass entire areas of the Wilderness Unitnote  by grenadejumping over the fences.
  • Sequential Boss: The Makron reappears at the penultimate level in its two forms, to boot.
  • Take That!: Xatrix doesn't like rocket jumpersnote , and makes it clear, first by giving rocket jumps a higher knockback and damage, then by introducing an Easter Egg in a level with the following text:
    "No reward for you, rocket jumper."
  • Timed Mission: The Strogg Freighter. Once you've killed all the guards near the end, a self-destruct sequence starts and you have to transport the Power Cubes to a stabilizing chamber before time runs out.
  • Underground Monkey:
    • The Hyperblaster Guard, the Laser Guard and the Ripper Guard, extra (and more frequent) variations of the Weapon Guards.
    • The "Beta Class" variations of regular foes: the Beta Iron Maiden (fires homing missiles), the Beta Brains (has hookshot tentacles which attract their foes to them and has laser eyes) and the Beta Gladiator (fires Mag Slugs instead of regular slugs, has Power Screen and extra health).
  • Unexpectedly Realistic Gameplay: The Laser guards laser is hitscan rather than Frickin' Laser Beams, which is a lot more realistic a real laser would travel at the speed of light and appear to hit someone instantly unless they were thousands of miles away or more.
  • We Can Rebuild Him: The Beta Class Super Tank boss got quite the upgrade: it has a Power Shield and its weapons hit harder than the original game. There's also 3 of them unlike the original game's 2.

    Quake II Mission Pack: Ground Zero 
  • Beam Spam: The Plasma Beam fires a continuous stream of plasma which passes through walls.
  • Book-Ends:
    • The Mine Unit starts and ends in the level "Lower Mines".
    • The Hangar Unit starts and ends in the level "Research Hangar".
    • The Ammo Unit starts and ends in the level "Munitions Plant".
  • Canon Discontinuity: The final cutscene implies that all (or at least part) of Stroggos is totally devastated by the A-M Bomb, and there are no human survivors left on the planet to evacuate. Needless to say, this isn't the case.
  • Chainsaw Good: The Chainfist.
  • Contractual Boss Immunity: The Final Boss Black Widow Guardian in Hard and Hard+/Nightmare difficulties will mimick any powerup the player uses against her. Thus, if you use Double Damage, she will also use it and double the damage of her attacks (same with Quad Damage, beware of those 4x attacks). And if you use Invulnerability, she also becomes invulnerable.
  • Damage-Sponge Boss: Combining both forms, sitting at 4.000 health points just in the Easy mode, and at a whopping 13.500 in Hard+/Nightmare, the Black Widow Guardian is the strongest foe in all of Quake II combined.
  • 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.
  • Dressing as the Enemy: Around the final levels, there's a secret which will give you a Strogg uniform, allowing you to pass through enemy lines as if you were at home. Just take care of not shooting.
  • Dummied Out:
    • There's a cut weapon called Disruptor. The game's maps still feature entity spawn points for both the weapon and its ammo packs, but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for Quake III: Arena's Plasma Gun, which explains why the Q3PG skin for the Super Nailgun in Quake Champions is called the Disruptor.
    • There's also an item called Compass that was never implemented.
  • Enemy Summoner: The Medic Commander, who can recall several mooks into the battlefield.
  • Epic Fail: In the final level, "Widow's Lair", an unlucky marine got trapped inside of his drop pod after a drop failure and is asking for help.
  • Explosive Decompression: Found in the levels "Research Hangar", "Munitions Plant" and "Widow's Lair". Go ahead, try to see what's at the end of those pitch black tunnels where you go to/came from....
  • Game-Breaking Bug: Some source ports break the level "Waste Disposal". In that game you need to jump over a fan shaft in order to be pushed up to the next level. What happens instead is that you get sucked down and killed, never being able to leave the map without cheating.
  • Giant Spider: The Black Widow Guardian is a Strogg-spider hybrid, and the biggest foe of the game in her second form.
  • 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.
  • Guide Dang It!: The pack has some well-hidden secrets which requires you to blow up stuff... when in a specific place ("Lower Mines", the IR Goggles), or hold out your weapon fire until the secret is discovered (Ammo Pack in "Maintenance Hangar"). The worst offender, however, is the secret Invulnerability in the "Maintenance Hangar" level: in order to obtain it you must come from the Waste Disposal level taking the Cargo Lift (thus completing all of the missions), then try not to get fried by the incinerator's conveyor belt, then take the elevator and step above one of the caps, then look for a shootable button. The item will fall down in a container which hasn't been released, so go and take the Environment Suit located in that area and then try to swim into the opened cointainers and get the item, taking care of not to get dissolved (by enclosing yourself into a closed container) or incinerated (if you manage to get to the incinerating part with the Enviro), whichever comes first.
  • Kaizo Trap: After defeating the Black Widow you have one last mission: plant the A-M Bomb so you can detonate the Gravity Well and most of Stroggos. Just beware of falling to the Well's electronics and the engine.
  • 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.
  • Mook Maker:
    • The Carrier can summon Flyers at will.
    • The Black Widow Guardian can summon Stalkers at will.
  • 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 Dummied Out 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.
  • One-Time Dungeon: You can only go through the secret level "Mine Engineering" once. After escaping, the level becomes inaccessible.
  • Permanently Missable Content:
    • Once all objectives of the "Tectonic Stabilizer" level are completes, you can't go back.
    • A minor example in the "Waterfront Storage" level, in the warehouse area there's a tram with a box on it which you need to ride in order to obtain a secret Megahealth which you may miss otherwise.
    • There's a section in the "Waste Processing" level where you must turn on a reactor, and once it's activated you have a frame time of 15 seconds to escape from the area before dying slowly from radiation, and not even the God cheat code can save you from death. This area also holds a secret Megahealth, so you better pick it up and every item the area holds before the time expires.
    • Do a bad step while obtaining the secret Invulnerability in "Maintenance Hangars", and you'll miss it.
  • Secret Level: "Mine Engineering", a "race against the rising lava" where you'll be able to find an early Chainfist.
  • 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.
  • Sequel Non-Entity: The Barracuda Shark mook is absent from the entirety of GZ.
  • Sequential Boss: Like the Makron, the Black Widow Guardian has two forms: a humanoid one, and the Giant Spider. Both have different arsenalsnote  but otherwise share the Stalker summon and powerup mimicry in Hard and Hard+/Nightmare.
  • Suspicious Video Game Generosity: Before your fight with the Black Widow Guardian, you'll see a Body Armor, a Megahealth, and plenty of powerups near the hole you need to go down through in order to fight her. The fighting dome itself also has plenty of ammo, health and armor packs waiting to be picked up.
  • Timed Mission:
    • The "Tectonic Stabilizer", after shutting down the coolants. Keep your eyes open and you'll see an entrance to the secret level "Mine Engineering", another timer-based mission but without any timer outside of the raising lava.
    • Subverted with the final level, "Widow's Lair", as, after you placed the bomb, you're immediately taken to a cutscene.
  • Underground Monkey:
    • Daedalus, an Icarus with Power Screen and extra health.
    • The Medic Commander, a Medic which can heal and recall foes.
  • We Can Rebuild Him: The Carrier boss is an improved Hornet in every sense of the word: in addition to the Machinegun and 4-Rocket launch attacks, it got a Railgun, a Grenade Launcher, and the ability to summon Flyers.

    Console versions 
  • 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.
  • 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.
  • 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?
  • Turns Red: The enhanced Tank Commanders you face at the end of the "Command Core" level in the N64 version turn red after they took some beating. This means that they're close to defeat and will attack even more aggressively than before.
  • 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!"

THE END
YOU HAVE DEFEATED THE STROGG THREAT!

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