

On this 100% hard playthrough (), DarXtar Slayer missed 3 enemies on Security Complex (39:12), and 1 enemy on Research Lab (1:30:02). It is the only instance I found where only 1 enemy is missing on Security Complex (). Strange enough, someone claims to only miss 1 enemy. I found this old thread where they state the 2 enemies on Security Complex are missing on hard too. Unless we either find proof somewhere around or we experiment enough to find them, 100% should be considered 1 (easy, medium) and 2 (hard) kills missing on Security Complex, and 1 kill missing on Research Lab (all three difficulties). This rules out any inconsistency on Security Complex.


After taking him out, the counter goes up to 31/32 on easy (same in medium), or 39/41 on hard, making it 1 enemy missing on easy (and medium) and 2 on hard. I watched both DarXtar Slayer playthroughs and I found out that there's an Enforcer that spawns on Security Complex that everyone misses (included me) (). How should we settle this to run 100%? I found that 1 missing enemy on Research Lab is consistent, but it's a bit harder for Security Complex, since we have no way to guarantee that there will be missing 2 enemies every single time (at least on hard, where 3 could be missing). What is consistent is the only missing enemy on Research Lab since, on any given difficulty, it is always just 1. There's stil some inconsistency, since some people missed 2 on hard (instead of 3). My bet is the 2 missing enemies (3 on hard) on Security Complex are Flyiers that, for any given reason, never spawn. Additionally, two new bosses were created for the expansion while Chthon was reworked into a subboss.As I was thinking about running 100% easy, I remembered that there are two levels that have enemies that either don't spawn or are out of bounds, which are Security Complex (Mission 2) with 2 missing (30/32), and Research Lab (Mission 4) with 1 missing (37/38). The game gradually introduces new enemies into the maps throughout the campaign it's not until midway through the second episode that the game finishes working them into the levels. While a majority of them are new models, two are just reskins of existing enemies and with additional behavior. Like the previous mission pack, Dissolution of Eternity added additional enemy types.

They don't have many hit points (a single double barrel shotgun blast can kill them), but they have the ability to steal the player's active weapon and use it against them. Gremlins are the second type of enemy and tend to be placed in packs throughout the game. While slow, it strafes quickly and fires low to the ground, presenting a threat in open areas. The Centroid, is a scorpion that fires nails. Two new enemy types were added to the game in addition to the climatic boss battle against Armagon himself. The player's weapons, while relatively modern, all have a low-tech feel. There are human opponents armed with shotguns and energy weapons in the early levels, while the later levels include medieval knights, ghosts, zombies, ogres (armed with grenade launchers and chainsaws) and some more unearthly beasts.
#QUAKE ENEMIES SKIN#
This page contains a list of all the monsters in Quake and expansions, you can enter by clicking the link on the page devoted to each skin and informations.įor the correct installation refer to the FAQs section, and the TECH-GUIDE for optimizing overall in the game. This second project that we are developing, aims to recreate all the monster's skins of Quake and officially expansions.
