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1[[WMG:[[center:''VideoGame/{{Quake}}'' [[Characters/{{Quake}} Character sheets]]\
2[-'''Quake (1996)''' | ''Characters/QuakeII'' ([[Characters/QuakeTheStrogg The Strogg]]) | ''Characters/QuakeIIIArena'' | ''Characters/QuakeIV'' | ''Characters/QuakeChampions''-]]]]]
3
4Here's the character list for all the monsters, bosses, and the PlayerCharacter from ''VideoGame/QuakeI''.
5----
6[[foldercontrol]]
7
8[[folder:Ranger]]
9[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/qc_ranger.png]]
10[[caption-width-right:265:As seen in ''VideoGame/QuakeChampions''.\
11[[labelnote:Click to see him in ''Quake III Arena'']]https://static.tvtropes.org/pmwiki/pub/images/ranger_3.png[[/labelnote]]\
12[[labelnote:Click to see him in ''Quake'']]https://static.tvtropes.org/pmwiki/pub/images/quake1ranger.png[[/labelnote]]]]
13-> ''"Originally a slipgate explorer, the man called Ranger has faced and escaped certain death a thousand times on a thousand worlds. His experiences have left him more alien than human now."''
14-->-- '''VideoGame/QuakeIIIArena''' manual description
15
16->'''Voiced by''': [[Music/NineInchNails Trent Reznor]] (''VideoGame/QuakeI'' grunts) Creator/JimWard (''VideoGame/QuakeChampions'')
17
18The main character of ''VideoGame/QuakeI'', and sole survivor of Operation: Counterstrike, Ranger is a veteran of the Slipgate wars. He cut through countless horrors to find four eldritch Runes, then laid waste to the abomination known as Shub-Niggurath. Trapped in these realms ever since, he has survived using the power of the Dire Orb seized from within the hot gore of the All-Mother. He later bested powerful beings such as Armagon and the Dragon, always coming out on top. His experiences, however, left him more alien than human. Time and delirium have eroded his resolve and even his name, but a worn family photograph tucked away in his armor serves as a scrap of hope and sanity.
19
20In ''VideoGame/QuakeIIIArena'', the player fights against him in the Arena Gate.
21
22In ''VideoGame/QuakeChampions'', Ranger's active ability is "Dire Orb". He throws the orb in a straight line and can teleport to it by reactivating the ability, potentially telefragging enemies near it. If he chooses not to teleport, it instead detonates to deal heavy damage. His passive ability is "Son of a Gun", which reduces the damage he takes from his own explosives by 20%.
23----
24!! Tropes related to him across all his appearances.
25* TheAce: Considered to be the "best man" by the commander in the manual.
26* ActionDad: Confirmed to have a wife and two kids in ''Champions''.
27* ActionHero: As to be expected from an FPS protagonist who goes around shooting Lovecraftian horrors to smithereens.
28* BadassNormal: Just a tough-as-nails marine without any supernatural abilities (except for the power-ups he collects along the way).
29* BattleTrophy: Several of Ranger's Vanity accessories in ''Champions'' are [[RobbingTheDead reclamations]] from certain Quake enemies. Naturally, [[GameplayAndStorySegregation they're all just for show]].
30** "Shambler's Head" is a Shambler head worn as a hood, with Ranger peeking between the teeth.[[note]]An actual, working, Shambler arm is available as one of the skins for the Lightning Gun.[[/note]]
31** "Spoils of War" hooks a Death Knight's sword and helmet to his belt.
32** "Fiendish Hood" is [[ExactlyWhatItSaysOnTheTin a Fiend's head worn as a hood]].
33** "Enforcer Helmet" is the helmet worn by the eponymous laser rifle-wielding Quake mooks.
34* TheChosenOne: The end of episode texts before facing the final boss concludes that he will face The Hell-Mother as an avatar of all earth life.
35* DeathGlare: Ranger bears a near-constant snarling grimace throughout the entire game, as indicated on the HUD.
36* {{Determinator}}: Never gives up.
37* DidYouJustPunchOutCthulhu: Took on an Elder God, and made it explode from the inside. [[VideoGame/QuakeIIIArena And several]] [[VideoGame/QuakeChampions games later]], he faces even more deities and beings that put Shub-Niggurath to shame.
38* EmpoweredBadassNormal: Implied to have become this after obtaining all four runes to face the final boss.
39* {{Expy}}: He is essentially the ''Quake'' version of [[VideoGame/{{Doom}} Doomguy]].
40* FacelessEye: Turns into a floating pair of these while under the effects of the Ring of Shadows.
41* GrumpyOldMan: At least, this is how his fellow combatants view him in ''VideoGame/QuakeIIIArena''. One of his possible nicknames is "Old-Timer".
42* HeroOfAnotherStory: In both ''VideoGame/QuakeIIIArena'' and ''VideoGame/QuakeChampions''.
43* HeroicMime: The only things that come from Ranger's mouth in both this game and ''III Arena'' are, well, grunts. Only ''Champions'' gives him a clear voice.
44* HeroicSacrifice: He abandoned the life he knew once he entered the Slipgate to confront Quake, but if he hadn't there wouldn't be anything left.
45* JackOfAllStats: In ''Champions'', Ranger is the closest the game has to an all-around character.
46* IJustWantToBeFree: Even in ''Champions'', he's still struggling to escape the dimensions and get back to his family.
47* JumpedAtTheCall: His [[FlatCharacter only real character trait]] in the first game is his consistent way of leaping into action right at the first sign of trouble, no matter how fatigued he may be and with nary a care for his wellbeing, as he knows it would be a FateWorseThanDeath to live in a world ruled by Quake.
48* KillTheGod: Telefrags Shub-Niggurath at the end of the main game.
49* MadeOfIron: He gets shot, slashed, burned by acid, scorched by lava, fried by lightning and other arcane assaults, breaks his bones falling from high distances, almost drowns while swimming through sewage and even gets his mind defiled by eldritch terrors as part of his quest to find the 4 runes, yet none of that makes a dent in his determination.
50* MindRape: According to the endings of most episodes, the Runes have this effect on his mind. By the time of ''Champions'', it's clear his sanity has seen better days.
51* MiseryBuildsCharacter: The man's had a lot of trauma throughout his career, but these experiences hardened him and granted a serious edge for slaughtering interdimensional demons.
52* NoNameGiven: Until ''VideoGame/QuakeIIIArena'' gave him the name "Ranger" (which ''VideoGame/QuakeChampions'' retained), he wasn't given any name.
53* OlderThanTheyLook: Ranger's backstory in ''Champions'' indicates he was a veteran of the Vietnam War and was married at some point before 1978, yet he doesn't seem to have aged a day in the almost three decades he's been fighting in the other dimension. This is either an effect of time being broken in the other dimension, or maybe he's just got whatever "don't visibly show signs of aging until you hit 70" genes that B.J. Blazkowitz has.
54* OneManArmy: In keeping with the traditions of the time, it doesn't matter how many monsters get thrown at Ranger. He'll still frag every one of them.
55* OnlyKnownByTheirNickname: He's only known as "Ranger", with other characters from all the games he appears in naming him "Quakeguy" or "Old timer". His real name is never displayed.
56* PerpetualFrowner: His facial expression is constantly a pissed-off snarl, but turns into a SlasherSmile when he is under the influence of [[InvincibilityPowerUp Satan's power]].
57* RocketJump: His passive ability in ''Champions'' is all about this, letting him do so without as much damage to himself as anyone else would incur from attempting it.
58* SergeantRock: [[SubvertedTrope Subverted.]] An experienced grunt that the commander put in charge of the operation, but he's the only survivor of the entire incident before the game even starts.
59* SemperFi: He is the Quake Marine, and is acknowledged as such in ''III Arena'' and ''Champions''.
60* ShellShockedVeteran: Survivor (and main hero) of the Slipgate Wars. All he has left to keep him going, according to ''Champions'', is a faded family photo tucked into his armor. Also scarred from his tour in Vietnam when he was a young man, as seen in the comic.
61* SilentProtagonist: As with most of Id Software's characters, he doesn’t have any need to talk and only makes grunts and shouts. An AvertedTrope in ''Champions''.
62* SoleSurvivor: Of Operation Counterstrike. All his men were either killed or possessed by the otherworldly forces.
63* SpaceMarine: He explicitly refers to himself as a Marine in his ''Quake III'' and ''Quake Champions'' combat dialogue.
64* StaringDownCthulhu: Does this if the player decides to stay still to admire the hideousness of the final boss.
65* StylisticSuck: The [[VideoGame/QuakeI 1996]] model of Ranger was ''ported'' to ''VideoGame/QuakeChampions'' as a selectable skin.
66* SuicideMission: There's no way of knowing where he'll appear or if he'll ever make it back, but he darts into the slipgates to stop Quake regardless. He still has this mindset in ''III Arena'' and ''Champions''.
67* TakeThat: After being fragged in ''Champions'', this is one of his messages:
68--> ''"[[VideoGame/{{Overwatch}} Sometimes the world doesn't need another hero]], it needs a monster!"''
69* TravelToProjectile: In ''Champions'', Ranger can teleport to any part of the arena by using his Dire Orb, which shoots an orb in a straight line that can be cancelled at any point, the result being Ranger getting teleported to his intended destination.
70* TheUndead: An unusual variation. Ranger's "Geiger Counter" accessory in his "Raider" costume in ''Champions'' says that he was alive at one point but got killed. Possibly by the same gang of bandits he murdered to avenge the scavengers.
71* WarHero: Vietnam veteran and hero of the Slipgate Wars.
72[[/folder]]
73
74! Monsters
75!! Introduced in ''Quake''
76[[folder:Grunt]]
77[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_grunt.jpg]]
78%% [[caption-width-right:350:some caption text]]
79Shotgun-wielding marines who have become thralls to Quake's influence.
80----
81* AmbiguouslyHuman: The manual describes them as being "customized serial killers" with cybernetic implants that give them ecstasy every time they kill, but it's not clear whether they are reanimated dead or {{Technically Living Zombie}}s.
82* AngryAnimalisticGrowl: They let out feral-sounding growls when idle, showing that these guys are definitely ''not'' normal people.
83* {{Expy}}: They fill the same role as the Zombieman from ''Doom'': rank-and-file human soldiers controlled by the forces of evil that drop 5 rounds for your most basic weapon when killed.
84* FishOutOfWater: Being futuristic, gun-toting soldiers, they normally only appear in the science fiction-themed "Base" levels, but they are also present in the Medieval-themed [[Recap/QuakeEpisode1DimensionOfTheDoomed "[=E1M2=]: Castle of the Damned"]], where they look quite out of place.
85* GlassCannon: The weakest unit in the game, however, it's almost always found in packs or alongside other stronger {{mook}}s, and the damage from their shotguns piles up.
86* {{Hitscan}}: The only enemy in the game whose attack is not a projectile that can be dodged. Thankfully, their shotgun is slightly weaker than the player's own.
87* ImperialStormtrooperMarksmanshipAcademy: To compensate for the fact that the third weakest enemy in the game is the only one with a long-range {{hitscan}} attack, Grunts have poor accuracy in their shots.
88* InformedAttribute: Supposedly, the probes in their brains make them feel extremely happy whenever they kill someone, but they are {{Perpetual Frowner}}s.
89* VideoGameCaringPotential: For a certain value of "caring": not gibbing them makes them drop ammo for the Shotgun and the Super Shotgun.
90* WithFriendsLikeThese: The only monster that will retaliate against attacks from one of their species, likely a consequence of their UnstoppableRage.
91[[/folder]]
92
93[[folder:Rottweiler]]
94[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_rottweiler.jpg]]
95%% [[caption-width-right:350:some caption text]]
96Possessed dogs that attack targets at close range.
97----
98* AngryGuardDog: Found in the techbase levels, they'll attack Ranger on sight with a lunging bite as their sole attack.
99* {{Expy}}: Of the attack dogs from ''VideoGame/Wolfenstein3D''.
100* FragileSpeedster: One of the weakest units in the game. However, they're almost always found in packs or alongside other, stronger {{mook}}s and are quite fast.
101* IHaveManyNames: In the game files, they're just called "dog".
102* LethalJokeCharacter: Although their bites and scratches are normally quite wimpy, their leap attack can be a OneHitKO if it happens to land above the player's head.
103* UniqueEnemy: In ''Recap/Quake64'', they appear only in the opening level, "[=E1M1:=] The Slipgate Complex". They were cut from the only other techbase level included in this port.
104[[/folder]]
105
106[[folder:Enforcer]]
107[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_enforcer.jpg]]
108 [[caption-width-right:350:"Halt!" "Stop!" "Freeze!" "You there!"]]
109Sturdier marines outfitted in full Biosuits and armed with Laser Rifles.
110----
111* AmbiguouslyHuman: The manual describes them as "Grunt, Mark Two", but doesn't mention whether they have the same pleasure-inducing cybernetics, and unlike Grunts, they're able to speak.
112* AscendedExtra: After appearing in only three levels of the original ''Quake'' and being barely any more prominent in the subsequent expansions, ''Dimension of the Machine'' upgrades them into the most common enemy, with dozens appearing in every level.
113* EliteMook: Beefier Grunts wearing a full Biosuit and armed with Laser Rifles.
114* EnergyWeapon: Their Laser Rifles fire bolts that are very hard to dodge and do a lot of damage.
115* FacelessGoons: Their Biosuit helmets feature tinted visors.
116* GlowingEyesOfDoom: Their glowing, red eyes can be faintly seen beneath their visors.
117* UniqueEnemy: In ''Quake 64'', due to substantial cuts being made to the techbase levels (with two of the four levels being removed altogether), they only appear in one level (namely [[Recap/QuakeEpisode3TheNetherworld "[=E3M1:=] Termination Central"]]).
118* UnusableEnemyEquipment: Their Laser Rifle cannot be used by the player. Although the ''Scourge of Armagon'' mission pack features a usable Laser Cannon, it fires red beams that are much stronger than the rifles' orange beams.
119* VaderBreath: After they've spotted the player, their muffled heavy breathing can be heard echoing through the halls as they hunt you down.
120[[/folder]]
121
122[[folder:Ogre / Multi-Grenade Ogre]]
123[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_ogres.jpg]]
124[[caption-width-right:350:Left: Ogre; Right: Multi-Grenade Ogre]]
125Large, humanoid monstrosities armed with a grenade launcher for ranged combat and with a chainsaw for melee combat. The multi-grenade variant is introduced in ''Dissolution of Eternity''.
126----
127* BottomlessMagazines: They have an unlimited number of grenades to chuck at you. Fortunately, they're easy to dodge.
128* BroughtToYouByTheLetterS: Multi-grenade ogres have the Quake series' stylized Q printed on the centre of their tunics.
129* ChainsawGood: They carry one on their right arm.
130* GrenadeLauncher: The regular variety fires standard grenades, while the Multi-Grenade variety uses the eponymous Multi-Grenades that split into five more, covering a bigger area. Despite firing grenades that look just like the player's, they are much weaker, to the point that, of all enemies with explosive attacks, Ogres are the only ones that can't gib zombies.
131* InformedAbility: They're described as being [[ImAHumanitarian "cannibal monsters"]]. No related actions are found in the game, though.
132* InformedAttribute: They are supposedly cannibals, but much like every enemy except for the Grunt, they will never engage in monster in-fighting with their kin.
133* MightyGlacier:
134** Regular Ogres have 200 HP and are equipped with both a GrenadeLauncher and a [[ChainsawGood chainsaw]], but they aren't all that fast.
135** Multi-Grenade Ogres are statistically identical to standard Ogres, but fire Multi-grenades that split into 5 mini grenades if the initial multi-grenade isn't prematurely detonated by hitting an entity.
136* OurOgresAreHungrier: One of the most common enemies in non-modern levels (only missing the later stages of Episode 4), and inexplicably carry chainsaws and grenade launchers.
137* UndergroundMonkey: The Multi-Grenade Ogres wear yellow-green tunics with a silver Quake insignia, instead of the standard brown tunic and insignia. Other additions include a pad on their right shoulders, a blue tattoo ringing their upper left arms, green wristbands, a belt, [[RedEyesTakeWarning crimson glowing eyes]], a SlasherSmile and additional blood splatters all over themselves.
138* UnusableEnemyEquipment: The player never gets to wield their chainsaw.
139* VideoGameCaringPotential: For a certain value of "caring": not gibbing them makes them drop small packs of explosive ammo, which, given the scarcity of ammo for the Grenade Launcher and the Rocket Launcher (and in ''Dissolution of Eternity'', their multiprojectile counterparts), is a Shubsend.
140[[/folder]]
141
142[[folder:Scrag]]
143[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_scrag.jpg]]
144%% [[caption-width-right:350:some caption text]]
145Floating, whispering monsters that attack by spitting globs of poison at their target.
146----
147* LittleNo: They make noises reminiscent of an [[MajorInjuryUnderreaction airy, monotone]] "no" whenever they're hit.
148* FragileSpeedster: Doesn't have a lot of health, and its spit attack is not particularly damaging, but it has the best mobility of all enemies in the base game, and flinching does not stop it from attacking.
149* IHaveManyNames: The entity's official in-game name is "monster_wizard".
150** NonIndicativeName: Its name was presumably changed due to it being a maggot/snake thing that has no wizard-like traits whatsoever, other than magically floating. The ''[=QTest=]'' demo showed that the Scrag initially fired explosive orbs instead of slime, but that's as close to a wizard as it gets.
151[[/folder]]
152
153[[folder:Knight]]
154[[quoteright:289:https://static.tvtropes.org/pmwiki/pub/images/quakeknight.png]]
155%% [[caption-width-right:289:some caption text]]
156Medieval swordsmen. They run at their target, attacking with their swords at close range.
157----
158* AmbiguouslyHuman: They ''look'' human and bleed red, but are incapable of speech and seem to be native to the other dimensions, meaning they are likely HumanAliens.
159* ArtificialStupidity: Though they're far from the only enemy to [[AttackAttackAttack relentlessly pursue the player]] no matter what might stand in their path, they stand out due to having no ranged attacks and no ability to jump, leading to them frequently flailing about uselessly from across a chasm or through a window with seemingly no awareness that they clearly cannot hit you.
160* GlassCannon: Doesn't have a lot of health, but their swords are downright lethal once you get into their swinging range.
161* PutOnABus: For whatever reason, following [[Recap/QuakeEpisode2TheRealmOfBlackMagic "[=E2M2=]: The Ogre Citadel"]], they vanish completely from the game for a long while, throughout the rest of Episode 2 and the entirety of Episode 3. They don't appear again until [[Recap/QuakeEpisode4TheElderWorld "[=E4M2=]: The Tower of Despair"]], which is also the first level where they appear together with Death Knights, who debuted in "[=E2M3=]: The Crypt of Decay" and essentially replaced them.
162* UnusableEnemyEquipment: The player never gets to wield their sword.
163[[/folder]]
164
165[[folder:Fiend]]
166[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_fiend.jpg]]
167%% [[caption-width-right:350:some caption text]]
168Pink-coloured, horned beasts whose arms terminate in a single large claw. They lunge at their prey from mid-range or slash with their claws at close range.
169----
170* ArtificialStupidity:
171** They will automatically use their jump attack unless you are at extremely close range, even if the ceiling is too low for it to work. This can lead to amusing scenarios where a fiend keeps jumping in place trying in vain to get at you right up until you kill it.
172** They will also automatically use their jump attack if they're on a ledge. Forcing them into that situation can easily make them jump in the wrong direction and fall into a chasm, effectively removing their threat.
173** If their leap attack is evaded, they're locked into a specific frame of their animation, where they're quite vulnerable.
174* BullfightBoss: One of the best ways to deal with Fiends is to bait their lunge and sidestep, then punish them as they try to recover.
175* DegradedBoss: In the main game, they're introduced with boss-like drama the first time one shows up[[note]]As little as a few seconds later on 'Hard' or 'Nightmare' skill, though, two more will make themselves known and teleport in at the moment the first one kicks the bucket.[[/note]] but becomes a regular enemy rather quickly - by Episode 4, they're extremely common.
176* EstablishingCharacterMoment: As noted above, their first appearance in the game is behind a locked door in "[=E1M2=]: Castle of the Damned", which is likely to give new players a quick and unpleasant introduction to the deadliness of their leap attack.
177* {{Expy}}: Of the Pinky enemy from ''VideoGame/{{Doom}}'', with a leaping attack added for good measure.
178* GoombaStomp: If their leap attack lands on top of the target, it deals devastating damage. The player and most enemies are prone to get instantly gibbed by it, even if they are at full health.
179* IHaveManyNames: Their programmed entity, model, sound effects, and coding all refer to them by the name "demon".
180* InASingleBound: The first thing you're likely to notice about the Fiend is how quickly they can cover large distances by leaping.
181* LightningBruiser: Look like {{Fragile Speedster}}s at first, but they have 300 hit points on top of their extreme mobility and deadly melee attack. Their leap attack is fairly predictable, but it causes a lot of damage depending on where they hit you.
182* SmashMook: And their mobility makes them quite the apparent example, at that.
183[[/folder]]
184
185[[folder:Shambler]]
186[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_shambler.jpg]]
187[[caption-width-right:350:The Shambler as it appears in ''Quake''.\
188[[labelnote:Click here to see it as it appears on ''Quake II: Call of the Machine''.]]https://static.tvtropes.org/pmwiki/pub/images/q2_shambler.png[[/labelnote]]]]
189
190Big, white monstrosities that shoot lightning bolts at their target at long and mid-range, attacking with their claws at close range.
191
192They reappear in the ''Call of the Machine'' campaign in the 2023 remaster of ''VideoGame/QuakeII''. For tropes related to their appeareance in that game's campaign, go [[Characters/QuakeII here]].
193----
194* BossInMookClothing: Appears at junctures in the game where a boss would be expected (the end of an episode) and is quite deadly.
195* TheCameo:
196** ''VideoGame/QuakeChampions'' feature its head as a Vanity accessory for Ranger, and one of its arms is an alternate skin for the LightningGun.
197** Several of them make an appearance in the ''Call of the Machine'' campaign in the 2023 remaster of ''VideoGame/QuakeII'', with a few of them even being ''bosses''.
198* DegradedBoss: It fares a little better than the Vore, only becoming common late in Episode 4 and the mission packs. On Hard and Nightmare difficulties you even encounter ''three'' of them as early as the third level of the first episode, the first two one after another.
199* TheDreaded: [[AllThereInTheManual The manual]] states that even the other monsters fear it. [[GameplayAndStorySegregation It isn't prevalent in the game]], since other monsters will fight the Shambler if hit by its lightning attack.
200* EyelessFace: [[WordOfGod According to John Romero]], it lacks eyes because its native realms are dim, humid, and horrific, and not having eyes there is an ''advantage''.
201* GiantMook: Has almost twice the height of the PlayerCharacter.
202* {{Hitscan}}: Its lightning attack always hits its target.
203* LightningBruiser: Has the highest amount of hit points of all enemies (at 600), takes only half damage from explosives (which are the most powerful weapons the player has access to), and is a lot faster than its huge size might make you assume. Its surprising speed can make it difficult to dodge out of their line of sight to avoid their hitscan ranged attack.
204* MeaningfulName: It isn't called "Shambler" for nothing, since he will [[LudicrousGibs leave you in shambles]] if you get too close to him. The monster resembles the Dimensional Shambler from the Cthulhu Mythos both in name and appearance.
205* NoSell: Possess a 50% damage resistance to all explosives.
206* RuleOfPerception: If it cannot see you when it's about to cast its thunderbolt attack, it will not damage you.
207* ShockAndAwe: Its main attack method is to cook up a stream of lightning and shoot it at you.
208[[/folder]]
209
210[[folder:Zombie]]
211[[quoteright:171:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_zombie.jpg]]
212%% [[caption-width-right:171:some caption text]]
213Undead creatures that fling chunks of their own body towards their target. If killed with insufficient damage, they resurrect. The only way to put them down is to gib them.
214----
215* AndIMustScream: Never truly dies, only blown to pieces to not pose a threat.
216* ChunkySalsaRule: It isn't normally killed by bullets or nails (since it's already dead) and must be blown up with either explosives or QuadDamage-powered Shotgun hits.
217--> ''[[YeOldeButcheredeEnglishe Thou canst not kill what doth not live.]]\
218[[SophisticatedAsHell But you can blast it into chunky kibble.]]''
219* CriticalExistenceFailure: It has to be gibbed to be killed, has 60 health points and needs to reach -5 health to be gibbed.
220* HelpfulMook: By itself, it's an annoyance of variating level; however, it'll stop being a threat if gibbed, something only a few high-level mooks can do, and zombies are pathetically easy to draw into infighting with their slow movement speed and quirky attack pattern. Anything lesser than a Fiend or Ogre will lose in a battle of attrition, and Fiends and Ogres will be permanently distracted by hacking at the immobilized prone zombie at their feet.
221* MightyGlacier: Without explosive weapons or Quad Damage they're this: they are very slow, but when killed without being gibbed, will eventually get back up.
222* NightOfTheLivingMooks: It can only be killed by gibbing.
223* OurZombiesAreDifferent: No longer being the possessed soldier of ''Doom'', instead now being your more typical slow, shambling undead - the upshot for it is that nothing puts them down permanently short of [[LudicrousGibs full-body destruction]].
224* ResurrectiveImmortality: If you "kill" a zombie with non-explosive, non-QuadDamage empowered weapons, it will fall and lie there for about five seconds before coming back to life. The only way to permanently kill it is to [[LudicrousGibs blow them to bits]].
225* YouCantKillWhatsAlreadyDead: It's described as such in the manual. They get back up and continue lurching towards you if they're not gibbed.
226* ZombieApocalypse: Many levels are full of zombies, which are [[LudicrousGibs lots of fun]] to kill. Make sure you have rockets, however, because they won't die any other way unless you have Quad Damage and can splatter them with lesser weapons.
227[[/folder]]
228
229[[folder:Death Knight]]
230[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quakedeathknight.png]]
231%% [[caption-width-right:350:some caption text]]
232Tall, heavily-armoured swordsmen with horned helmets. Like standard Knights, they sprint at their target to slash them with their swords at close range. Unlike their lesser counterparts, they also have a ranged attack where they shoot a stream of five fireballs in an arc. Also referred to as the Hell Knight.
233
234For the Death Knight playable character from ''VideoGame/QuakeChampions'', check the [[Characters/QuakeChampions QC character sheet]].
235----
236* AmbiguouslyHuman: Just like the regular Knights, they look human enough but, being apparent natives to the alternate dimension, are more likely HumanAliens.
237* BreakoutMookCharacter: A Death Knight made the cut for ''VideoGame/QuakeChampions'' as a playable character.
238* EliteMook: Much harder to kill and deal more damage than the regular Knight, as well as having a fan of fireballs for a ranged attack.
239* GiantMook: Tower over the PlayerCharacter at almost 1.5x the height.
240* IHaveManyNames: Also known as the "Hell Knight" within the game files.
241* MightyGlacier: They aren't very fast but have 50 more health points than the Ogre, and their sword can launch several energy bolts with each swing.
242* SpreadShot: They fire several fireballs at once, although they're relatively slow [[HighSpeedMissileDodge and can be avoided]]. ''Champions'' reduced this ability to three and christened it "Wall of Fire".
243* UnusableEnemyEquipment: The player never gets to wield their sword nor cast its SpreadShot.
244[[/folder]]
245
246[[folder:Rotfish]]
247[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_rotfish.jpg]]
248%% [[caption-width-right:350:some caption text]]
249Piranha-like fish that move slowly and attack by biting their targets.
250----
251* ChuckCunninghamSyndrome: They're absent from ''Dissolution of Eternity'', being replaced with the Electric Eel.
252* GameBreakingBug: In earlier versions of ''Quake'', it was impossible to achieve OneHundredPercentCompletion on levels with Rotfish because each one of them was mistakenly counted as two different monsters.
253* IHaveManyNames: Much like the Rottweilers, their name within the game files is just "fish".
254* PiranhaProblem: A bit more monstrous and deadly than real piranhas, but certainly inspired by this trope, and they were even directly referred to as "Piranhas" in a beta version of the game.
255* UniqueEnemy: In ''Dimension of the Machine'', Rotfish only appear in [=MGE3M1=]: Down the Waste.
256[[/folder]]
257
258[[folder:Vore]]
259[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_vore.jpg]]
260%% [[caption-width-right:350:some caption text]]
261Eyeless, spider-legged Lovecraftian horrors. They shoot homing projectiles towards their targets.
262----
263* AmbiguousGender: In comparison to the fairly masculine appearances of most of the other monsters, the Vore has a distinctly thin frame and higher-pitched voice, vaguely resembling a woman. [[https://twitter.com/mankrip/status/1034504575271755776 At least according to John Romero]], the Vore is indeed female, although whether he means Vores are a OneGenderRace or merely that only female Vores are encountered in Quake is unknown.[[note]]Although considering the lack of specifics in either the question or answer the latter is unlikely[[/note]]
264* ArtificialStupidity: Depending on the angle or whatever is in front of them, Vores can damage themselves by firing their homing projectiles near the obstruction and have them explode in their faces.
265* BossInMookClothing: Appears at junctures in the game where a boss would be expected (the end of an episode) and is quite deadly.
266* CallBack: Vores appear as bosses in the second episode, and then as regular {{mooks}} in 3 and 4. This is similar to the Barons of Hell, the bosses of the first episode of ''VideoGame/{{Doom}}''.
267* CreepyHighPitchedVoice: They emit high-pitched snarls, screeches and sighs.
268* DegradedBoss: Vores first appear as [[spoiler:a DualBoss at the end]] of the second episode, only reappear in [[spoiler:the secret and final levels]] of Episode 3 and only become a common enemy in Episode 4.
269* EyelessFace: [[WordOfGod According to John Romero]], it lacks eyes because the realms that it's native to are dim, humid, and horrific, and not having eyes there is a ''advantage''.
270* GiantSpider: It's a cross between this and some sort of demon.
271* HaveAGayOldTime: "Vore" in modern times refers to a fetish involving being aroused by the thought of being eaten (by [[ImAHumanitarian other people]], animals, monsters, etc). Both the fetish and the monster get their name from the same source: the Latin ''Vorus'' (devouring), from which we get words like "carnivore".
272* HoistByHisOwnPetard: While it's rather difficult and not generally a good idea, it's possible to get a Vore's homing projectile to crash into it, as the Vore itself is rather slow-moving.
273* HomingProjectile: It shoots [[MadeOfExplodium exploding spikey Firepods]] that track you with surprising effectiveness, but they can be avoided by [[MisguidedMissile getting them to smash into obstacles and walls very early]]. Particularly hilarious if you can position the Vore so it keeps throwing the spikey balls into a nearby wall or column. It won't realise the splash damage is hurting it and end up [[HoistByHisOwnPetard slowly killing itself]].
274* IHaveManyNames: Its model, programming, and sound files all refer to it as "shalrath".
275* MightyGlacier: Has twice as much health as Ogres and moves even slower. It's exploding pod attack, on the other hand...
276[[/folder]]
277
278[[folder:Spawn / Hell Spawn]]
279[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_enemy_spawns.jpg]]
280[[caption-width-right:350:Left: Spawn; Right: Hell Spawn]]
281Purple, blob-like monsters. When active, they bounce randomly everywhere as they're chasing their target, exploding upon death. Hell Spawns, introduced in ''Dissolution of Eternity'', can also duplicate themselves.
282----
283* ActionBomb: Downplayed, they attack the player with ramming attacks, but won't explode unless being killed.
284* BlobMonster: Both are shapeless blobs.
285* DefeatEqualsExplosion: Upon being destroyed, they explode.
286* IHaveManyNames: Within the game's code, their name is not "spawn", but "tarbaby".
287* SelfDuplication: Hell Spawns are also able to [[MesACrowd duplicate themselves]]. The duplicates themselves cannot create further duplicates, however.
288* ThanatosGambit: Upon destruction, they release an explosive blast that damages anything nearby.
289* UndergroundMonkey: Hell Spawns are Spawns with a sickly tar-green colour and are dotted with bulging orange-yellow eyes. Hell Spawn duplicates lack the eyes, making them a truer palette swap to the standard Spawn.
290[[/folder]]
291
292[[folder:Chthon]]
293[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_boss_chthon.jpg]]
294%% [[caption-width-right:350:some caption text]]
295A monster that guards the Rune of Earth Magic. Throws exploding fireballs at the player in random patterns.
296----
297* AmbiguousGender: ZigZagged. Unlike [[spoiler:Shub-Niggurath]], Chthon is referred to as "it" in Episode 1's ending text instead of with gendered pronouns, although ''Dimension of the Machine'' does have onscreen text that calls it a "him".
298* BackFromTheDead: Ends up resurrected in the Dimension of the Machine expansion and serves as the final boss.
299* BossArenaIdiocy: Chthon is completely immune to all damage apart from two adjustable columns that can shoot lightning between them. {{Subverted}} in Dimension of the Machine, where Ranger has to use the Thunderbolt weapon to damage him instead.
300* EldritchAbomination: A massive, serpent shaped demon with claws, horns and a vertical maw for a face.
301* HighVoltageDeath: The only way to kill Chthon is by repeatedly zapping him with the two coils by his sides, and in ''Dimension Of The Machine'', the Thunderbolt is the only portable weapon that can touch him, so this trope is par for the course.
302* IHaveManyNames: Its name within the game's code is simply "boss".
303* MeaningfulName: Chthon is Greek for "earth" (as in, underground). Where does he live? BeneathTheEarth.
304* PuzzleBoss: The main game's final fight against him involves no shooting, as it cannot be damaged by regular means. Luckily, the level provides a way to put it down, and the player must execute it ''several times''.
305* SatanicArchetype: Referred to as the "Demon of Fire & Darkness", and "Master of the Underworld" in ''Dimension of the Machine's'' end text.
306* TacticalSuicideBoss: For an EldritchAbomination that's weak to lightning, setting up camp in the exact same spot where two electricity coils are wasn't the brightest move he could have made.
307* WeaksauceWeakness: Lightning. In the first battle, you have to trigger it by using two coils conveniently placed at his sides, and stepping on some switches on the floor in a certain order in a short period. In ''Dimension of the Machine'', the [[LightningGun Thunderbolt]] is the only weapon capable of damaging him.
308[[/folder]]
309
310[[folder:'''Spoiler boss''']]
311!! Shub-Niggurath
312[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_boss_shubniggurath.jpg]]
313%% [[caption-width-right:350:some caption text]]
314A monstrous, stationary entity that is believed to cause madness all across the universe and whose sole existence is believed to be the cause of all bad things. It's the final boss of the main game.
315----
316* AdaptationalWimp: In the original ''Franchise/CthulhuMythos'', she's one of the "big three" gods (along with Azathoth and Yog-Sothoth), and is invincible. Here, she gets eviscerated by an OldSoldier(albeit by telefragging her rather than using his impressive arsenal, due to them being ineffective).
317* AncientEvil: A being older than time with bad intent.
318* BlobMonster: A freakishly huge tub of lard and tentacles.
319* BossArenaIdiocy: Absolutely nothing can injure her - except for being telefragged by the mysterious spiked sphere that flies around her arena, which never appears anywhere else in the game.
320* BossTease: She's first mentioned at the end of ''Episode 2: The Realm of Black Magic''.
321* BrownNoteBeing: Standing too close to her will cause you light damage. It seems her very presence is unbearable for Ranger's body to handle.
322* CosmicHorrorStory: It's never explained ''why'' Shub-Niggurath wants to kill all of mankind, she just ''does''.
323* DefeatEqualsExplosion: Pops like a zit upon death as Ranger emerges from her insides, causing her remains to rain down her otherworldly cathedral.
324* EldritchAbomination: A giant monster with tentacles on top.
325* FlunkyBoss: As a consequence of not being able to move or attack at all, the Vores and Shamblers found across her level put the players to the test.
326* GreaterScopeVillain: ''[[{{VideoGame/Quake II}} Call of the Machine]]'' implies she serves as this in the Strogg War due to ambiguous connections between them and her. Whether she created them or was simply offering them assistance is up for debate.
327* IHaveManyNames: Under the hood, her game files refer to her by the name "old one". Additionally, she's referred to as the Hell-Mother and the Witch-Goddess in the end-of-episode texts.
328* ItCanThink: Masterminded the interdimensional invasion of the earth.
329* LackOfEmpathy: This hideous being isn't even slightly bothered by all the men, women and children that will perish to her wicked ways.
330* MeaningfulName: Shub-Niggurath is described by Creator/HPLovecraft as "the black goat of the woods with a thousand young". Granted, she is a giant tentacled monster, not a goat, but she does [[KeystoneArmy control all the enemies in the game and it's implied she created them too]]. She looks more like one of the "Dark Young" that was invented by ''TabletopGame/CallOfCthulhu'' creator Creator/SandyPetersen as "children" of Shub.
331* OnlyAFleshWound: She will bleed when shot, but your attacks won't injure her at all.
332* PuzzleBoss: The only way to defeat her is by teleporting at the same time that the spiked sphere enters her body, though it'll take a bit for the player to figure that out.
333* SamusIsAGirl: "Quake" is referred to as a "he" in the instruction manual, since the human military doesn't know their enemy's identity. [[EldritchAbomination Not that anyone would be able to tell her sex just by looking at her, anyway]].
334* SilentAntagonist: Doesn't utter a sound, likely because she doesn't even have a mouth.
335* StationaryBoss: Doesn't move from her location at all, relying on the Vores and Shamblers located across the playable area as well as the level's traps.
336[[/folder]]
337
338!! Introduced in ''Scourge of Armagon''
339[[folder:Centroid]]
340[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_armagon_centroid.jpg]]
341%% [[caption-width-right:350:some caption text]]
342Cybernetic scorpions with nailguns built into their claws and a stinger for melee combat.
343----
344* BewareMyStingerTail: They use their stinger on their enemies for heavy damage. In the player's case, if they get too close.
345* BigCreepyCrawlies: They're large cybernetic ScaryScorpions.
346* {{Cyborg}}: Described as such in the old official websites for ''Scourge of Armagon'', and heavily supported by their sounds and appearance.
347* {{Expy}}: Centroids fill a similar role and vibe to ''Doom''[='=]s Arachnotrons: walking, bug-like turrets that will rapidly pelt you with projectiles if they wind up.
348* IHaveManyNames: Their entity name within the game files is "scourge", which would also make them one-half of the title characters of ''Scourge of Armagon''.
349* MoreDakka: Armed with twin nailguns on each of their claws, which can deal heavy damage if you don't jump around like a madman and put enough effort into dodging them.
350* VideoGameCaringPotential: For a certain value of "caring": not gibbing them makes them drop Nailgun ammo.
351[[/folder]]
352
353[[folder:Gremlin]]
354[[quoteright:327:https://static.tvtropes.org/pmwiki/pub/images/quake_armagon_gremlin.jpg]]
355%% [[caption-width-right:327:some caption text]]
356Slow-moving creatures that steal their target's weapons and duplicate themselves by eating corpses. Introduced in ''Scourge of Armagon''.
357----
358* GigglingVillain: They laugh mischievously whenever they spot the player.
359* HoistByHisOwnPetard: They can steal the player's weapons (sans Axe, Shotgun and Mjölnir) and use these against them.
360* ImAHumanitarian: They happily munch on any stray corpse it can get their spikey mitts on, [[MonstrousCannibalism including those of other Gremlins]].
361* MesACrowd: They duplicate from eating the deceased monsters' bodies.
362* OnlyTheChosenMayWield: The Gremlins can't steal the Mjölnir.
363[[/folder]]
364
365[[folder:Spike Mine]]
366[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_armagon_spikemine.jpg]]
367%% [[caption-width-right:350:some caption text]]
368A slow-moving floating mine that causes a huge explosion upon making contact with the player, enemies, the environment and upon death.
369----
370* AchillesHeel:
371** They instantly detonate when struck with a nail, no matter which nailgun is used. It's a quite a helpful weakness, as they're deceptively sturdy against other weapons.
372** Like the Vores' homing explosive pods, Spike Mines can be duped into hitting walls as they're closing in.
373* ActionBomb: Slowly goes towards their target, causing a huge explosion on contact.
374* CantMoveWhileBeingWatched: [[DownplayedTrope While they still move as long as they detect a player]], they slow down considerably when the player watches them. However, the moment the player turns their back, Mines ''rocket'' toward them at full speed, almost guaranteeing contact if the player is unaware.
375* ItCanThink: At first glance, you might assume them to be a simple bomb (albeit a creepily flesh-covered one), but since they make strange chattering noises when spotting the player and pay attention to whether they're being watched, it seems that they are, in fact, alive. [[ArtificialStupidity Which is not to say that they're particularly intelligent, mind you.]]
376[[/folder]]
377
378[[folder:'''Spoiler boss''']]
379!! Armagon
380[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_armagon_armagon.jpg]]
381%% [[caption-width-right:350:some caption text]]
382A half-monstrous, half-robotic entity that acts as Quake's general, and the final boss of ''Scourge of Armagon''. Believed to be the mastermind of the events of the pack.
383----
384* AntagonistTitle: The ExpansionPack is named after him.
385* BossTease: Armagon is mentioned as early as the end of ''[[Recap/QuakeScourgeOfArmagonEpisode1FortressOfTheDead Episode 1: Fortress of the Dead]]''.
386* ChickenWalker: His legs are shaped like chicken legs.
387* DefeatEqualsExplosion: Armagon let's out a final roar as his body combusts in a bloody & fiery death.
388* DragonAscendant: Takes over the forces of Shub-Niggurath after her defeat.
389* {{Expy}}: Its overall concept of being a demon with cybernetic parts, especially a mounted rocket launcher, and having originally been TheDragon, makes Armagon quite close to being the ''Quake'' equivalent of [[Characters/{{Doom}} the Cyberdemon]].
390* LoadBearingBoss: His lair crumbles after he's defeated, the destruction revealing a passage back to Earth.
391* MechanicalMonster: Biomechanical, a demonic entity of untold evil armed with rockets and lasers.
392* MindRape: Does this to Ranger midway through the game.
393[[/folder]]
394
395!! Introduced in ''Dissolution of Eternity''
396[[folder:Phantom Swordsman]]
397[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/phantom_swordsman.png]]
398%% [[caption-width-right:220:some caption text]]
399Invisible, yet tangible ghouls wielding bloodstained swords.
400----
401* UndergroundMonkey: Despite being floating swords with no visible wielder, they are no more statistically unique than standard Knights.
402* UnusableEnemyEquipment: The player never gets to wield the sword.
403* VisibleInvisibility: Besides their visible weapons, Phantom Swordsmen cast a bright, ambient glow from their position.
404[[/folder]]
405
406[[folder:Electric Eel]]
407[[quoteright:206:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_electriceel.jpg]]
408%% [[caption-width-right:206:some caption text]]
409Short [[ShapedLikeItself electric eels]]. They're faster and tougher Rotfish, moving towards their target before electrocuting them.
410----
411* PsychoElectricEel: The sole aquatic-native enemy of ''Dissolution of Eternity'', with almost thrice the health of the Rotfish and a considerably more damaging attack.
412[[/folder]]
413
414[[folder:Wrath]]
415[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_wraith.jpg]]
416%% [[caption-width-right:350:some caption text]]
417Ghostly, airborne creatures in tattered cloaks. They throw homing projectiles towards their targets and take a while to be put down. Almost acts like Vores that trade damage for mobility and a Spawn-like death explosion.
418----
419* EstablishingCharacterMoment: They make their first appearance rising out of a grave in ''[[Recap/QuakeDissolutionOfEternityEpisode1HellsFortress [=R1M6=]: Temple of Pain]]'' amidst a cemetery full of zombies.
420* ExpyCoexistence: Vores and Wraths can be found in the same levels on certain occasions.
421* HomingProjectile: They throw red-coloured Vore Firepods that deal considerably less damage.
422* PowerFloats: Like their Overlord, they're floating entities.
423* TakingYouWithMe: Like Spawns, Wraths will explode on death for a considerable amount of damage, albeit their explosion is a bit delayed, this is their main threat due to the low damage of their spike attack and tendency to try to get close to you.
424* UndergroundMonkey: Downplayed; its similarities with the Vore are that they're both quite hard to bring down and throw a homing projectile. However, that's where the similarities end.
425[[/folder]]
426
427[[folder:The Overlord]]
428[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_overlord.jpg]]
429%% [[caption-width-right:350:some caption text]]
430The lord of the Wraths and Quake's new general following Armagon's defeat. Acts as the final boss of ''Episode 1: Hell's Fortress'' and the level boss fought at the end of the fifth level of ''Episode 2: The Corridors of Time''.
431----
432* DefeatEqualsExplosion: A blood and bones explosion as usual, but still.
433* DegradedBoss: [[Recap/QuakeDissolutionOfEternityEpisode2TheCorridorsOfTime The second episode's]] time travel shenanigans lead to the Ranger crossing paths with the Overlord again at the end of "[=R2M5=]: The Wizard's Keep".
434* HomingProjectile: It throws red-coloured versions of the Vore's Firepods that deal considerably less damage.
435* MultiArmedAndDangerous: It has four arms, and it's the end boss of ''Episode 1''.
436* SkippableBoss: The second fight with the Overlord in "[=R2M5=]: The Wizard's Keep" can be skipped.
437* TeleportSpam: Loves to teleport all around the place.
438[[/folder]]
439
440[[folder:Statues]]
441[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dissolutionstatues.png]]
442[[caption-width-right:350:Left -- Knight Statue. Right -- Death Knight Statue]]
443Inanimate stone sculptures, which first act as scenery objects... until they awaken and attack the player. Come in Knight and Death Knight variations.
444----
445* GameplayAndStorySegregation: Like every other enemy, they bleed when shot, choke when they die and explode into gory red chunks when gibbed, despite their not being alive.
446* LivingStatue: They're initially placed on the map as static props, though will awaken when the player activates certain triggers (entering rooms, opening doors, collecting items/powerups, etc.). They even ''gib''.
447* OurMinotaursAreDifferent: Death Knight Statues resemble armoured minotaurs, befitting the AncientGrome setting of the level they're exclusively encountered in.
448* UndergroundMonkey: They're little more than Knights and Death Knights with unique models and edited sounds.
449* UniqueEnemy: They're only encountered in "[=R2M1=]: Tempus Fugit".
450* UnusableEnemyEquipment: The player never gets to wield their swords.
451[[/folder]]
452
453[[folder:Guardians]]
454[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_guardians.jpg]]
455[[caption-width-right:350:Left to right: Greek Guardian (Quake's Guardian), Egyptian Guardian, Aztec Guardian (Quake's High Priest)]]
456A bunch of Quake's generals, stationed across time and fought at the end of several levels in ''Episode 2: The Corridors of Time''.
457----
458* BoomStick: Each one of them is armed with a stave that shoots a spread of energy bolts.
459* DamageSpongeBoss: All the main guardians have an easily avoidable attack, but a massive 2000 HP pool. Even the Multi-Rocket Launcher will take several direct hits to bring them down.
460* EnemySummoner: Quake's Guardian can summon more Guardians.
461* HumanoidAbomination: While appearing human enough at first, the noises that comes out of its mouth are nothing short of abominable.
462* NephariousPharaoh: The Egyptian Guardian's getup makes him resemble one.
463* UniqueEnemy: Downplayed, each of the Guardians have unique names in every level they appear: the one at the end of "[=R2M1:=] Tempus Fugit" is called "Quake's Gaurdian" (sic), the one at the end of "[=R2M4:=] Curse of Osiris" is called "Egyptian Guardian", and the one at the end of "[=R2M6:=] Blood Sacrifice" is called "Quake's High Priest". Other than that, they're the same enemy, reskinned.
464* UnusableEnemyEquipment: The player never gets to wield their staff.
465[[/folder]]
466
467[[folder:Hephaestus]]
468[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_hephaestus.jpg]]
469%% [[caption-width-right:350:some caption text]]
470Four bosses of the fire section of "[=R2M3=]: Elemental Fury II". Much like Chthon, they attack by throwing fireballs at their targets.
471----
472* {{Expy}}: They're lesser versions of [[spoiler:Chthon]].
473* LikeCannotCutLike: They cannot be damaged by lava or fire-based attacks such as the Lava Nails or Super Lava Nails.
474* UniqueEnemy: They appear only in "[=R2M3=]: Elemental Fury II", and only one section of it, at that.
475[[/folder]]
476
477[[folder:Mummy]]
478[[quoteright:194:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_mummy.jpg]]
479%% [[caption-width-right:194:some caption text]]
480Unique zombie variants fought exclusively in "[=R2M4:=] Curse of Osiris" in ''Dissolution of Eternity''.
481----
482* DamageSpongeBoss: Almost twice the total health of a Shambler. Luckily, you can TeleFrag one of them if you stand on the exact spot she spawns, and save a ton of ammo.
483* EliteMook: A beefier version of the Zombie.
484* MightyGlacier: A Zombie retextured to look thematically appropriate with the Egyptian level... and a massive health pool of 1000 HP - more than 16.5 times that of the Zombie's paltry 60 HP.
485* UndergroundMonkey: A Zombie draped in tattered white bandages and with an absent lower jaw.
486* UniqueEnemy: Fought only in one level in the entire pack.
487[[/folder]]
488
489[[folder:'''Spoiler boss''']]
490!! The Dragon
491[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/quake_dissolution_dragon.jpg]]
492%% [[caption-width-right:350:some caption text]]
493The end boss of ''Episode 2: The Corridors of Time''.
494----
495* DamageSpongeBoss: With 6,000 health points on Hard/Nightmare difficulty, it's the sturdiest monster in the game, outside of the invincible Shub-Niggurath.
496* DefeatEqualsExplosion: Upon defeat, it will crash to the ground and bursts into bloody giblets.
497* TheDragon: On top of it [[ExactlyWhatItSaysOnTheTin being a dragon]], it's also the guardian of the Temporal Energy Converter, the evil device that the forces of Quake need to invade other dimensions in the first place.
498* MadeOfIron: Whether you use bullets, lightning, rockets, or anything else at all, it will take dozens of hits without even flinching.
499* OurDragonsAreDifferent: A winged dragon that serves the eldritch god Shub-Niggurath.
500[[/folder]]

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