health: very little
This bad-boy just ain't so bad, he's got a puny laser, and not
a lot of life. He's noisey, and not to bright. But oh, the possibilities!
If you place light guards above the player, in packs, they can
amount to something, at first the player might shrug it off
as tho it were just a mosquito bite, but as each blaster bolt
fries his skin, it starts to wear on him. This can also be used
to distract him from hidden or approaching enemies, that are
Add a barrel, or explosive crate near the light guards for an
easy, and dazzling kill, or to save playing time. Or you could
just leave them there, for the player to have to pick off.
health: very little
Bigger gun, bigger life, same size brain. Having the same
smarts as the light guard the shotgun guard can be applied
in the same manner as his weaker cousin. However, his weapon
is twice as big as he is, so he can tear you up! Without the
protection of armor shotgun guards will kill you in a matter
of moments, if they are given the advantage of height, or
cover, or simply in large numbers. As stated, he's not to
bright, so give him room to maneuver, and a friend or two.
health: very little
Even bigger gun, even smaller intellect. But what a nasty,
this guy is the "king of sting." Nothing hurts more than having
a machinegun guard behind you whittling away at your armor,
and all that time you thought it was the gunner dishing out
twice the damage! These guys are a pain in the butt, so use
them sparingly or in groups for a challenge, they go splat
with explosives, so to add to the tension equip player with
a shotgun, or machinegun and watch the cursing start! ^_^
health: Enough to be taken out with a sshotgun
Bald head, beady eyes, a chaingun that's gotta be cocked before
firing. This guy is even trained in martial arts! What more
could you ask for in an enemy? These guys are my personal favorite
enemy; they go down from one double-barreled shotgun blast,
at close range of course, and have several deaths, the flip
being the most exciting! They boys are useful in waves, and
effective as prison guards, they have about the iq of the gun
they are carrying, and know how to duck rockets at a distance.
A final note is that up close they always use they karate chop,
so keep them at a distance, and let the berserkers do the chopping
This is the ultimate Strogg. He has a gun that takes a while
to open a rapid-fire grenade launcher, and an attitude! If
other enemies get in his path of destruction he is indifferent
to it, and will keep firing until either you or him is dead.
When placed above the player on cat-walks he is effective
at causing a rain of grenades, when in a room full of explosive
crates, explosive barrels, or just little room to move, this
is probably his most lethal use. His gun is a little slow,
but if put out of sight, not totally, just until the player
looks around a bit, he can be rather devastating without the
use of armor.
Knives. Hammers. This is the Strogg equivalent of the handy-man!
Useless at a distance, unless you want the player to be distracted,
he's better to come from behind, the side, or suddenly in
the player's face, forcing them to react! Good for use on
cat-walks, since he can fling you off, to a bloody death,
or a sizzle in the lava, or a swim back to the nearest ladder/elevator.
The Berserker is a bit of a dolt tho, and doesn't realize
to stop swinging if you've backed off, so you might want to
put one in an enclosed room, so the player has little room
to dodge around. This however defeats the purpose of his hyper-fast
legs! So use him is both situations. The second being in a
large room, so he has room to gain on you, but keep the player's
arsenal to a low, other-wise, he's not good for much except
a place to put all that lead the player carries around in.
Sugar and spice, and everything not nice. This is one bad
girl, but you probably don't wanna be spanking her titanium
ass! She's a little dull at a distance, since she hasn't quite
figured out what the rockets in her launcher are for... ^_^
So use her with a distraction, so she can launch a few of
those bad boys up the player's ass, where they belong. After
all, isn't it about killing him/her? Her claws are razor sharp,
but again, she prefers to slap you with them if you get close
enough for a kiss, so keep her above you to have some nice
rocket bombardment. For inexperianced players, her voice can
be misleading, so hide her well, and spring her when they
least expect her... hehehe...
health: lots, about 3 sshotgun blasts
This is the ugly one. With a face not even a mother could love,
and a pair of legs which make him look like a certain hooved
menace with a rocket launcher we all loved to hate, the Gladiator
is one of the nasty ones. Usually I play the game thru, and
only death, or a rail-shot to the head can make me quick-load.
He's a little slow, but fast enough to scare you. Keep him at
a distance, so he makes good use of his shoulder mounted railgun.
Up close his melee attack does the most damage, save for the
Berserker, but his railgun does far more. Good for guarding
keys, and exits, also useful when below you, or above, and picks
you off as you ride the elevator. On the other end of a bridge
is a nice touch since he's not gonna be asking three questions
before he launches the player's sorry ass off the bridge.
Here poochy-poochy-poochy! PLAY DEAD! This is probably the most
foul enemy in the game, he literally sucks the life out of you,
and he sniffs other Strogg's butts! (j/k) But seriously, with
a personality of a dog, what could you expect, he's even got
fleas. Useful around corners, such as crates, or pipes. He works
well from the hidden cubby-hole in the wall to your left/right.
Takes a bit of a pounding, and moves pretty fast. His clicking
sounds can be mistaken for mechanical ambience. Again, useless
at a distance, works well in narrow halls, with little room
to dodge, but gives the player a straigh line-of-sight. Works
well with the distraction technique, but gives his presence
away with that un-Godly bark.
Stroggs have this amazing talent of coming back from the dead!
Their secret had been revealed, the Medic. Not too useful as
a stand-alone warrior, but beautiful as a mortician. Hehehe...
He doesn't get around in a herse tho, instead, two metal, goat-like
legs, which flop nicely when he's killed. The Medic pumps life
literally into dead Stroggs, and is pretty efficient at it.
If sent into the fray the Medic can be somewhat useful, but
is better sent in after a huge battle, to pick up the pieces,
so to speak... ^_^
health: 300 +Power-Screen
Probably the stupidest, yet coolest enemy in Quake II. The brain
is slow as hell, has a stupid method of attack, but if used
correctly can be a rather effective enemy. First, try not to
think of the Brain as an attacker, he works better as a computer
technician or scientist trying to get you out of his lab, or
distract you from the other Strogg soldiers sneaking up on you.
They have a Power-Screen to keep them alive. Brains have a lot
of life, and take a pounding, so in swarms they can produce
some very gratifying situations, in one map I was stuck on a
table, surrounded by 4 or 5 Brains, very creepy, because they
just slowly edge towards you, snapping out the tentacles when
they get close enough. Brains are useful in the dark, since
their attack has a decent range.
health: very little, about 2 shotgun shots
Ever see the movie Jaws? No relation here! These sardines
don't pose TOO much threat, unless in huge swarms. Their best
attribute is their speed and the fact that they are hard to
hit. Best used to suprise a player, unleash them behind him,
and watch the water fill with blood!
These are probably THE most annoying enemy in Quake 2! They
take forever to kill, they fly, their weapons are devastating,
and they're rather stealthly. So let's have some fun with them!
Like the Brains, Technicians are NOT soldiers! They belong in
computer places, pipes or just about anywhere that maintenence
might be required. They attack best when from above, in front
of the player makes them an easier target, but at the end of
a hall can be quite deadly, as their hyper-blaster stings like
hell! The Technicians have a snapping claw, not very useful.
A tazer, not quite as useless, and then they have their blaster.
Technicians are good for dropping items such as key-cards and
CD's.... But it's best that they simply hover around and make
like they're repairing stuff.
These bastards are EVIL! They move faster, and farther than
the Demon in Quake 1, and have this eerie sound they make when
they stalk around! Great for hiding behind walls and such, or
in hidden cages, to be released when the player gets to a certain
area. The Mutants have plenty of life, but a hyper-blaster or
chaingun will take them out fairly efficiently. Mutants work
well in sewers and mines, but not in base areas, unless they
came from the sewers, in which case it's best to show where
they came from.
Sorta like vultures with laster cannons, Flyers can be rather
annoying, best used in groups of 3, as Id Software showed, these
little mutha's can be a pain in the ass if not taken care of.
Good for distraction and as a security measure. Make these little
buggers fly over roof-tops to make them a little more surreal!
His ass must get hot from those two jets mounted on his shoulders....
The Icarus is a rather distinctive enemy, useful for patrol
of areas with high ceilings, or the outdoors areas. The Icarus
is a type of enemy that can perch, since he seems to have a
standing motion, how to get it used, I have NO idea, but it's
there.... maybe the guy's just confused. These guys are a little
stealthly, but their jet ambience gives 'em away so use them
wisely, for best impact.
The BIG mother, this guy is huge, taller than the Gunners, and
twice as lethal. The tank utilizes 3 weapons, a hyper-blaster,
a chaingun and a rocket launcher. The Tank is slow as hell,
so be careful where you place him. In confined areas he is useful,
but only if the player has no room to maneuver. At a distance
is good, but again, makes him an easy target. The Tank is a
hard enemy to get good placement with. His menacing walk is
enough to strike fear into a poorly armed player, so keep them
on their toes by throwing one of these bastards near the beginning,
and there's no way around except to find a bigger gun.
Just a fancied up Tank, I have found no differences, perhaps
a little more aggressive? This guy can be used as a leader of
several tanks, or just in a palace level, since he is kinda
like a Tank with ROYAL armor, instead of chamo-combat armor.
Super Tank Boss 1
health: about 2500 - 3000
Did I say the Tank was the BIG mother? This guy is HUGE!! Taller
than Gunners, taller than Tanks and 3 times as lethal! This
guy sports the MOTHER-OF-ALL-CHAINGUNS and will mow you down
in a second with it, his rockets are similar to the Tank's,
but I think they move faster, or do more damage or something.
He has lasers, but rarely uses them. The Tank Boss is a little
slow however, and with the proper armament can be taken down
rather easily. For best challenge, don't give the player a Quad
or any HEAVY weaponry, then use him as a doorblock. Give this
guy room to maneuver, or he'll be useless.
health: About 2500 - 3000
It's a Bird! It's a Plane! It's.... oh crap! This guy is about
as rutheless as the Tank Boss, but he flies! Did I mention he
has TWO chainguns? AND fires 4 rockets AT THE SAME TIME? This
bastard is lethal and good at a distance. His rockets are fairly
easy to dodge, but can KILL the player if he hits... In theory
you could use two, but it could be considered unfair, or an
overkill. But these guys work as a team, honestly 4 chainguns,
8 rockets, the player'll never know what hit 'em!
health: around 5000 + the amount of Makron life, say another 2500
This is THE BIG BOSS. He sports 2 ASS-KICKING CHAIN-CANNONS
and a FREAKING BFG 10K!!! Yipes! The Jorg makes a lot of noise
when moving about, and I'm pretty sure he makes this creepy
laugh as he goes about his business of mopping the floor with
you! If the player has a Quad or Invulnerability or BOTH then
the Jorg is screwed. Also it's passenger is pretty much eff'd.
So try to deny the player these things. When the Jorg is killed
the Makron leaps from it's body and proceeds to kick yer ass
with a Railgun, a HYPER-BLASTER and another freaking BFG10K!!
Actually, it's the same one as the Jorg had, since the Jorg
would raise its torso and let's the Makron fire it. When knocked
won Makron says stuff like "Not Good Enough!" or "Weakling!"Needless
to say, he's a pretty creepy character. I don't recommend using
this thing UNLESS it is a Return of the Makron MOD! Makron got
killed at the end of the game, so try and keep faithful to that.
Makron dummy (!bonus!)
This is a standing Makron, the perfect killing machine, he will
KICK your ass, but.....
FINAL NOTES :
This version of him is a little near sighted, and won't do anything,
he just stands there and taunts you! Have a blast.
- All enemies can be made to drop something when killed it is
best that they drop something THEY WOULD BE CARRYING! A guard
dropping a shotgun is NOT possible, since it's a PROSTHETIC
GUN! And is grown out of his arm, so to speak. A gladiator should
NOT drop a rocket launcher, or a BFG. They can drop keys tho,
and this works. Armor is okay, but you just killed the guy,
so why would his armor be of any use?
- Enemies should be placed with their habitats in mind.
Don't stick an Icarus in a cramped hallway, unless he's STUCK
there, which is dumb.
- Enemies are HYDROPHOBIC!! I have found that none of the
monsters will readily enter water, they must be PLACED in
the water for them to move around in it. I haven't found a
way to force them into the water.
- Put monsters in TEAMS, guards should be used in different
combinations, Enforcers should accompany Technicians or Brains!
Think like a Strogg; "If I were a Gunner, where would I be?"
- Don't make the enemies TOO easy to kill OR TOO hard! Space
it out, give the player a few easy-queasy kills, so they get
confident. Then WHAM!!! Throw a Tank in their face! Remember,
you're trying to kill the player! Don't think about passing
the level, make it HARD!!
- Tank Commanders can DROP key_commander_head. Only use
this if you have the player GIB the guy. Such as drop a boulder,
or crate on him, or zap him with a laser. Otherwise, he's
got TWO heads!!
- Be sneaky, don't be afraid to put a monster or two behind
the player, most attacks come from the 90 degree field of
view that he or she has, but they don't usually expect them
from behind, since they move FORWARD thru the map!
- Use the trigger_monsterjump carefully, an Enforcer DOESN'T
look like he'd be practicing Jumping Jacks at you. Use with
flying enemies, or to launch a monster off a ledge, behind
the player. But don't make it LOOK fake, unless you have a
Wind-Tunnel, Trampolene or Jet Engine under the enemy, monst
Stroggs don't look like they got a lot of jump in them, so
- Id Software for making Quake 2, and all of the BEST 3D shoot-em-ups!
- You for taking the time to Read this, and see what I have
to say about how to PROPERLY use the enemies. Please don't
mind my STRONG OPPINIONS on usage, I just like to keep the
enemies working believably, I'm not a afraid of new stuff,
I just prefer to have it believable!
- All the Guys at RUST, "I've learned so much in the past
- Robert A. Duffy, for putting together QERadient, so us
MORTALS can too build Quake 2 maps! w00
- My girlfriend! (heh, I gotta stick her in here somewhere!)
- Mike Warren for making an enemies Tips section, where
I got some of the health amounts. He prefers IE4, but I SUPPOSE
that's okay.... >)
to Tutorials Page...