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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 viceversavice-versa, [[Point of No Return|until they hit that unit's exit]].
 
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''[[Unreal]]'', spurred the widespread adoption of early [[Graphics Processing Unit|hardware 3D accelerators]]. However, in retrospect, ''Quake II'' is considered one of [[Id Software]]'s weakest singleplayersingle-player 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 multiplayermulti-player mode than its singleplayersingle-player 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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* [[Conveyor Belt O' Doom]]: The game and its [[Expansion Pack|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 shoot, (the black ones) while others are just there for secrets' sake.
* [[Death Trap]]: Found in many levels, even in MultiplayerMulti-player, which, as mentioned above, uses modified variations of ALL the single player levels. Some Deathmatch levels also have these, such as "The Frag Pipe" and "The Lava Zone".
* [[Decapitated Army]]: According to the manual, by killing {{spoiler|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.
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* [[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 retexturedre-textured and called "IR Goggles".
* [[Easter Egg]]: EVERYWHERE among the secrets!
** [[The Cameo]]: The [[Commander Keen|DopeFish]] appears on the level "Cooling Facility", by following certain steps.
** A.H.D.S.S.I.B.H. bjjc<ref>Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is [http://www.eeggs.com/items/3476.html here]. bjjc stands for Brandon James & John Carmack.</ref>
* [[Emergency Weapon]]: The blaster pistol, which has [[Bottomless Magazines|infinite ammo]], but is only really of any use against early human-based Stroggs.
* [[Enemy Civil War]]: 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 viceversavice-versa, and that mooks can't kill bosses.
* [[Enemy Summoner]]: ''Ground Zero'' has the Medic Commander, who can recall several [[Mook|Mooks]] into the battlefield.
** [[Mook Maker]]: ''Ground Zero'' has {{spoiler|the Carrier, a mid-boss like Big Gun from vanilla ''Quake II''}}, who can summon Flyers at will; and {{spoiler|the Black Widow, [[Final Boss]] of the game}}, who can summon Stalkers at will.
* [[Eternal Engine]]: The Factory Unit.
* [[Exploding Barrels]]
* [[Fate Worse Than Death]]: Pick any of the liquefying or stroggificationStroggification processes you want. There you go.
* [[Force Field Door]]: Several instances. Even on the [[Expansion Pack|expansion packs]].
* [[Foreshadowing]]:
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* [[Giant Mook]]: Tanks and Gladiators.
* [[Giant Spider]]: {{spoiler|The very final boss}} in ''Ground Zero''.
* [[Harder Than Hard]]: Requires the console command "skill 3" to access Nightmare difficulty. It doesn't change the amount of enemies, but there're are many changes towards their behaviourbehavior.
* [[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.
* [[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. ''Quake 4'''s backstory seems to treat the whole race as one giant [[Hive Mind]], however.
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