Quake (Remake)

"'Get ready to race through 302 levels of sheer terror, arm yourself with a arsenal of lethal weapons, and learn tomes of magic spells to fight against all manner of fiendish foes from other realities as the 90's FPS legend comes back into the spotlight in a whole new form!'""- Release tagline"Quake, also referred to as ReQuake and reQuake, is a first-person-shooter game concept by Red-Verse-Writer, a remake of the 1996 id Software game Quake. In the game, the player controls Ranger, a stranded marine who must use magic, technology and weapons to fight his way through eight dimensions and stop a conglomerate of hostile lifeforms' invasion of Earth.

Gameplay
In ReQuake, the player controls Ranger, the sole surviving marine of the initial Slipgate Disaster, as he transverses eight different dimensions in order to gather various magical artefacts and defeat demonic, extra-terrestrial and otherworldly forces threatening Earth. The gameplay focuses upon mobility and evading enemy attacks while engaging in combat using weapons and magic and maintaining supplies of health, armour, mana and ammunition.

ReQuake 's single-player campaign, meant to be around thirty hours long, is organised into eight separate worlds, each of which have fifteen levels as well as four secret levels. These levels are filled with enemies, items and secret areas. The objective of these levels, known as "Regions", varies from killing all enemies and escaping through a portal, finding specific items, locating switches or hidden doors, or securing various devices around a fortress. Enemies typically attack in groups, and their patterns vary depending on the type - some enemies, such as the zombified Undead or the monstrous Ogres, simply attack him with various weapons, while others, such as the cybernetic extra-terrestrial Strogg and supremacist humanoid Gholzard, actively use cover, set up ambushes and patrol areas for the player. Enemies will typically fight one another if one accidently attacks the other of if certain enemy groups encounter each other, although the same type of enemy will not attack one other.

The game features a large arsenal of both weaponry and magical powers that can be used by the player. Ranger is initially armed with only a single-barrelled shotgun, but as the game progresses, he acquires various other weapons, including a nailgun, double-barrelled shotgun, railgun, rocket launcher and various types of hand grenades. In addition to this, he can also use a revolver with unlimited ammunition to weaken and stun enemies, although this attack possesses a recharge period before it can be used again. Regardless of ammo or revolver charge, he can always perform a melee attack with a axe that can inflict moderate damage and can be used to interact with the environment without expending ammunition. Magic spells, used in conjunction with weapons, are acquired from collecting spell tomes or runes acquired by defeating a boss, and rely upon mana to be used. These spells are tied to one of twenty elements, and have various effects. Unlike other games that feature such a mechanic, mana does not regenerate over time, and must instead by reacquired by means such as bathing in a special pool of magical liquid or collecting a certain item.

Weapons

 * Shotgun: The basic weapon of Ranger’s arsenal, which he starts every game with. Equipped in Slot 1 and using Shells as ammo, it fires multiple pellets in a fixed pattern, making it powerful at close range but less effective at longer distances. However, its fire pattern has a tight spread and it does not lose damage at distance, meaning it can still be effective at long ranges. It can be upgraded to have a greater number of pellets included in the blast, fire faster, and have an increased amount of Shells available in the clip (default size is 6, which can be upgraded to 8, 10, and finally to 12).
 * Super Shotgun: A double-barrelled Shotgun that functions as an extremely powerful close-range damage tool. Sharing Slot 1 and the Shells ammunition with the Shotgun, it fires double the number of pellets as the Shotgun in a wider pattern. These pellets all deal double the damage as the Shotgun’s fire, meaning that a single point-blank shot can kill most enemies if all pellets connect. However, it suffers damage fall-off at distance and a significantly wider spread, making it ineffective at medium distance and near useless at long ranges, facilitating the need to use it at close range. It also needs to reload immediately after each shot. It can be upgraded to have an even larger number of pellets included in the blast, fire faster and allow the weapon to be able to fire twice before reloading via firing one barrel at a time.
 * Nailgun: A rapid-fire assault weapon that launches quick-moving projectiles at enemies. Equipped in Slot 2 and using Nails as ammo, it fires its Nails in a machine gun-like fashion with good accuracy, no damage fall-off and quick succession, making it very useful for dealing with enemies outside the Super Shotgun’s range. It deals relatively low damage per shot, but makes up for this by firing extremely rapidly. Unlike the Shotgun and Super Shotgun, it does not need to be reloaded. It can be upgraded to have an even faster rate of fire, improved accuracy, and the ability for its projectiles to have a small chance of inflicting bleeding on enemies, causing them to lose health over time.
 * Super Nailgun: A automatic cannon-like Nailgun variant used primarily for crowd control. Sharing Slot 2 and the Nails ammo with the Nailgun, the Super Nailgun fires a blast of ten Nails in a fashion similar to the Super Shotgun, with the main difference being that the blast is made of projectiles that can bounce off walls, surfaces and even enemies, enabling them to continue damaging enemies even after being fired. In addition to this, it has perfect accuracy, making it useful even at long ranges. However, it requires reloading and has a significantly slower rate of fire than the Nailgun. It can be upgraded to do more damage per Nail, have an increased number of Nails available in the clip (default size is 50, which can be upgraded to 70, 90 and finally to 120) and fire significantly faster.
 * HE Grenades: Standard handheld grenades used for eliminating enemies with indirect fire. Equipped in Slot 3 and using Grenades as ammo, HE Grenades can be primed and thrown by the player, able to be bounced off walls and used to hit enemies the player cannot see. While they lack special effects, they have the largest explosion radius and do the most damage of all grenades. They can be upgraded to have a increased explosion radius, do more damage per explosion and be used with greater accuracy over distances or when bouncing off surfaces.
 * Flash Grenades: Specialized grenades used for stunning enemies and enabling the user to sneak past them. Sharing Slot 3 and the Grenades ammo with all grenade types, Flash Grenades do not do any direct damage to enemies, but instead temporarily blind them, stunning them a period of time which enable the user to avoid confronting them and simply walk past them. They can be upgraded to have a increased explosion radius, stun enemies for longer and preventing the player from also being blinded by the explosion of their own Flash Grenades.
 * Nail Grenades: Specialized grenades used for holding down an area and progressively damaging enemies. Sharing Slot 3 and the Grenades ammo with all grenade types, Nail Grenades, once thrown, jump a short height into the air and begin firing a continuous volley of nails around themselves before exploding like a regular HE Grenade. They can be upgraded to deal more damage per nail fired, have a larger explosion radius, and even enable the player to have a limited control of the direction in which the Nail Grenade's projectiles are fired.
 * MIRV Grenades:
 * Biological Grenades:
 * Concussion Grenades:
 * Napalm Grenades:
 * Energy Field Grenades:
 * Gas Grenades:
 * EMP Grenades:
 * Grenade Launcher: A powerful explosive weapon capable of quickly killing stronger enemies and gibbing enemies that require it to be killed, such as Undead. Equipped in Slot 4 and using Explosives as ammo, the Grenade Launcher launches its projectiles in an arc, and these grenades bounce off surfaces and explode shortly after being fired. These explosions cause splash damage, enabling Ranger to quickly eliminate large clusters of enemies. Grenades instantly explode upon making direct contact with an enemy, and their arcing fire makes them less accurate, meaning the player must judge the distance between them and their target and learn how to properly bounce their projectiles to hit targets behind cover. It can be upgraded to have a larger explosion radius, deal more damage per explosion and have more Explosives in the clip (default clip size is 4, which can be upgraded to 6, 8 and finally to 10).
 * Rocket Launcher: A more precise and faster form of the Grenade Launcher, used to quickly deal with a stronger foe. Sharing Slot 4 and the Explosives ammo with the Grenade Launcher and Proximity Launcher, the Rocket Launcher fires a fast, flying projectile that explodes immediately upon contact with a larger splash damage range than the Grenade Launcher’s projectiles, making it much more effective at dealing with a small group of enemies but less effective against crowds. The Rocket Launcher is also perfectly accurate over distances, making it very useful for fighting from long ranges. It can be upgraded to have a larger explosion radius, increased projectile speed and have more Explosives in the clip (default clip size is 4, which can be upgraded to 8, 12 and finally to 16).
 * Proximity Launcher: A defensive explosive weapon, focused upon leading enemies into traps or fighting in a area that would otherwise be dangerous. Sharing Slot 4 and the Explosives ammo with the Grenade Launcher and Rocket Launcher, the Proximity Launcher launches bouncy pipe bombs that can bounce off enemies and walls and be remotely detonated at will by the user, enabling the weapon to be used to eliminate patrolling enemies or set up traps to compensate for its inaccuracy over distance. It can be upgraded to have more Explosives in the clip (default clip size is 6, which can be upgraded to 12, 16 and finally to 24), have a larger explosion radius and more damage per explosion, and enable the player to have a greater number of pipe bombs out at a time (default number is 6, which can be upgraded to 12, 18 and finally to 24).
 * Thunderbolt: A high-powered, stream-damage weapon, specialised for combating larger targets and sweeping areas. Equipped in Slot 5 and using Cells as ammo, the Thunderbolt fires a steady, continuous beam of electricity, doing little damage on a single hit, but quickly racking up high amounts of damage by continuously focusing on a enemy. The beam has a limited range, making it most effective at medium ranges when the Super Shotgun or Grenade Launcher. It can be upgraded to have a slower rate of ammo consumption, have a increased range and be able to bounce its beam off walls like light in a mirror, enabling it to be used to eliminate enemies the player cannot see.
 * Ion Ripper:
 * Incendiary Cannon:
 * Lightning Cannon:
 * Cryogenic Cannon:
 * Railgun: A extremely powerful long-range weapon, intended to be used to snipe powerful enemies from afar or cut through a horde of foes. Equipped in Slot 7 and using Slugs as ammo, the Railgun fires a single, highly powerful energy shot that is strong enough to kill most enemies in a single shot. It is also perfectly accurate over distances, enabling it to be used as a long-range sniper weapon, and does not need to be reloaded. However, in between shots, it has a cooldown period of roughly two seconds, meaning the player must aim their shots carefully and properly and cover themselves with other weapons. It can be upgraded to penetrate through enemies and certain walls, do even more damage per shot to increase its effectiveness against heavily armoured enemies, and even acquire a scope attachment to increase its accuracy even further.
 * Dark Matter Gun:
 * Mjolnir: 

Magic

 * Timequake:

Restoratives and Ammunition

 * Shells: Ammo used by the Shotgun and Super Shotgun. The Shells box pickup has three variants - small, medium and large. A Small box of Shells contains 50 Shells, a Medium box contains 100 Shells and a Large box contains 200 Shells.
 * Nails: Ammo used by the Nailgun and Super Nailgun. The Nails box pickup has two variants - regular and large. A Regular box of Nails contains 100 Nails while the Large box contains 200 Nails.
 * Grenades: Ammo used by the HE Grenades, Flash Grenades, Nail Grenades, MIRV Grenades, Biological Grenades, Concussion Grenades, Napalm Grenades, Gas Grenades, Energy Field Grenades and EMP Grenades. A Grenades pickup always gives the player four extra Grenades.
 * Explosives: Ammo used by the Grenade Launcher, Rocket Launcher and Proximity Launcher. The Explosives box pickup has four variants - small, medium, large and mega. A Small box of Explosives contains 4 Explosives, a Medium box contains 20 Explosives, a Large box contains 45 Explosives and a Mega box contains 72 Explosives.
 * Cells: Ammo used by the Thunderbolt and Lightning Cannon. The Cells box pickup has two variants - regular and large. A Regular box of Cells contains 50 Cells while the Large box contains 100 Cells.
 * Slugs: Ammo used by the Ion Ripper and Railgun. The Slugs box pickup has two variants - regular and large. A Regular box of Slugs contains 10 Slugs while the Large box contains 25 Slugs.
 * Gel: Ammo used by the Incendiary Cannon and Cryogenic Cannon. The Gel box pickup has two variants - regular and large. A Regular box of Gel contains 50 Gel while the Large box contains 100 Gel.
 * Dark Matter: Ammo used by the Dark Matter Gun and Mjolnir. Unlike the other ammo types, the Dark Matter box pickup has only one variant, and it contains 20 Dark Matter.

Power-Ups

 * Boots of Haste:
 * Megahealth: Increases Ranger's health to double its normal amount (for example, to 200 Health if he has the standard 100 Health at the start of the game) - however, while under this boost, Ranger will be unable to use regular health pickups or other powerups until his health is damaged back to its normal amount. Rather than being collected and stored in the Inventory like other Power-Ups, the Megahealth is automatically used immediately upon collection.
 * Pentagram of Protection:
 * Quad Damage:
 * Ring of Shadows:

Collectibles

 * Action Figures: Collectible action figures similar to the collectible dolls found in DOOM and DOOM Eternal. Every collected figure found unlocks two new models, available to be viewed in the quarters in the Slipgate Complex - both the figure's own model and the model of a character, enemy or item. Many models are also capable of playing animations when viewed. Each region has two action figures, many of which are references to other first-person-shooter games.
 * Cheat CDs: CDs that when collected enable the player to use cheat codes while replaying a level, such as unlimited ammo or invincibility. However, certain things will not work properly while using a cheat code. They are similar to the Cheat Codes in DOOM Eternal, only they appear as CDs rather than floppy discs (a meta joke, as the original Doom was sold on floppy discs while the original Quake, the first id Software product to not be sold on floppy discs, was sold on CDs instead). They are much rarer than other collectibles, with only five appearing in each world.

Eldritch World
The first world unlocked, and where Ranger must initially begin before the first levels of the other seven worlds are unlocked. It is the largest world in the game and is where the fantasy themes of the game are the most apparent, and is heavily inspired by the gothic, medieval-inspired stages of the original Quake. The world is populated by cannibalistic Ogres, demonic Death Knights and spiderlike wizard Vores, who serve the Great Old Ones, and is home to four Runes - the Rune of Earth, the Rune of Fire, the Rune of Flesh and the Rune of Energy.
 * Region 1: Castle of the Damned
 * Region 2: The Necropolis
 * Region 3: Grisly Grotto
 * Region 4: Gloom Keep
 * Region 5: Ebon Fortress
 * Region 6: Vaults of Zin
 * Region 7: Maze of Pain
 * Region 8: Place of Two Deaths
 * Region 9: Haunted Halls
 * Region 10: The Dismal Oubliette
 * Region 11: The Door to Chthon
 * Region 12: The House of Chthon
 * Region 13: Ogre Citadel
 * Region 14: Crypt of Decay
 * Region 15: Wizard's Mansion
 * Region 16: Termination Central
 * Region 17: Tomb of Terror
 * Region 18: Dark Delight
 * Region 19: Wind Tunnels
 * Region 20: Chambers of Torment
 * Region 21: The Path to Eihort
 * Region 22: The Cavern of Eihort
 * Region 23: Troubled Waters
 * Region 24: Brimstone Abbey
 * Region 25: Claustrophobopolis
 * Region 26: Proving Grounds
 * Region 27: Tower of Despair
 * Region 28: Hell's Atrium
 * Region 29: Palace of Hate
 * Region 30: Shrine of the Elder Gods
 * Region 31: The Road to Zushakon
 * Region 32: The Palace of Zushakon
 * Secret Region 1: Ziggurat Vertigo
 * Secret Region 2: The Underearth
 * Secret Region 3: Arena of Death
 * Secret Region 4: Dreadwerkz
 * Secret Region 5: Vertical Vengeance
 * Secret Region 6: Grim Dungeons
 * Secret Region 7: Shambler Chateu
 * Secret Region 8: The Nameless City

Strogg World
The second world unlocked, inspired by the science fiction environments of Quake II, Quake IV and Enemy Territory Quake Wars. The world is controlled by the hostile, biomechanical extra-terrestrials known as the Strogg, who have allied with the Great Old Ones to dominate the universe. Due to the heavy technological nature of the world, there are only two Runes located in this world - the Rune of Metal and the Rune of Lightning.
 * Region 1: Outside the Strogg Base
 * Region 2: Communications Centre
 * Region 3: Power Station
 * Region 4: Camping Grounds
 * Region 5: Guard House
 * Region 6: Ammo Depot
 * Region 7: Detention Centre
 * Region 8: Strogg Medical Facility
 * Region 9: Torture Chambers
 * Region 10: Construction Site
 * Region 11: Thaelite Mines
 * Region 12: Drilling Area
 * Region 13: Underground Laboratory
 * Region 14: Stroggos Desert
 * Region 15: Eldritch Forest
 * Region 16: The Tower of Krang
 * Region 17: Fallout Bunker
 * Region 18: Grid Control
 * Region 19: Tram Rail
 * Region 20: Base Assault
 * Region 21: Dispersal Facility
 * Region 22: Waste Processing Facility
 * Region 23: Data Processing Terminal
 * Region 24: Fighter Hangers
 * Region 25: Launch Command
 * Region 26: Outlands
 * Region 27: Crater Majoris
 * Region 28: Road Rampage
 * Region 29: City Gates
 * Region 30: Cerberon Siege
 * Region 31: Palace Tower
 * Region 32: Strogg Communications Laser
 * Secret Region 1: Lost Station
 * Secret Region 2: Old Strogg Temple
 * Secret Region 3: Tectonic Stabilizer
 * Secret Region 4: Toxic Waster Dump
 * Secret Region 5: Vortex Generator
 * Secret Region 6: Assassin's Roost
 * Secret Region 7: Gravity Well
 * Secret Region 8: Space Chamber

Legend World
The third world unlocked, inspired by a combination of Greek, Aztec and Egyptian mythology, as well as old fantasy stories. It is inhabited by two races - the Gholzard, a supremacist warrior race allied with the Great Old Ones, and the Nabhath, simpleminded, innocent beings who are oppressed by the Gholzard. Ranger must ally with the Nabhath in order to defeat the Gholzard and acquire the three runes hidden in this world - the Rune of Ice, the Rune of Stone and the Rune of Wind.
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Flooded World
The fourth world unlocked, inspired by real-life undersea expeditions and industrial post-apocalyptic fiction (in particular the Bioshock and Fallout series). The world is set mostly underwater, with Ranger travelling across underwater cities via submarines, fighting robots left behind by a long-dead civilisation and horrible creatures of the deep as he searches for the three runes located in this dimension - the Rune of Water, the Rune of Forest and the Rune of Mind.
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Rusted World

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Flesh World

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Nightmare World
The final world and the home of the Great Old Ones who threaten humanity. Unlike the other worlds, which can be completed in any order the player wishes after completing the first level of the Eldritch World, the Nightmare World is only unlocked once all the other seven worlds are completed, all the Runes are collected and the Black Key is properly assembled. This is where Ranger must defeat the remaining Great Old Ones on his path to vanquish their leader, Shub-Nigguruth.
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Dimensions of the Doomed
In ReQuake, the player takes on the role of Ranger, a marine stationed at a top secret military complex where the Earth government has been experimenting with teleportation technology, creating portals known as "Slipgates". As these experiments continue, the portals are suddenly compromised by a unknown force that begins pulling in samples of weapons, medical supplies, ammunition and other human items into alternate dimensions to study them. This enemy, codenamed "Quake", is soon revealed to be a conglomerate of various creatures, including the hostile alien beings known as the Strogg, a supremacist human-like race known as the Gholzard, and numerous types of Lovecraftian horrors such as Dimensional Shamblers, Byakhees and Shoggoths, all led by the Great Old Ones in order to take over the multiverse. The Quake proceed to use Slipgates to send death squads into human cities, slaughtering any lifeform they find indiscriminately. As the Slipgate Complex marines prepare to use a Slipgate to launch a attack upon the Quake headquarters, the enemy begins activating their own Slipgates into the facility, killing and zombified everyone in the facility save for Ranger, who arms himself and successfully fights back. While the Quake is able to distort large portions of the facility to their needs, Ranger is able to hold them off before shutting the portals.

Heading to the Portal Testing Hub, Ranger comes across another survivor, a scientist named Dr. Trinity Romero, who survived by sealing herself in a cabinet. Dr. Romero reveals technology she has developed to enable her to upgrade Ranger's equipment and armour by collecting souls from dead monsters. After another portal is successfully opened, Ranger uses it to enter a castle in a dark, eldritch realm, where he defeats numerous possessed marines, chainsaw-wielding ogres and demonic knights before stealing a mysterious rune which infuses itself into his armour and grants him magical power over earth. Back at the Slipgate Complex, Dr. Romero identifies it as the Rune of Earth, stating that there are another nineteen runes scattered across the seven dimensions the Quake have opened portals to, and suggests that Ranger gather up the Runes and destroy the enemy fortifications in the dimensions he travels in.

The Eldritch World
Re-entering the Eldritch dimension, Ranger continues fighting against shambling armies of zombies, floating beasts known as Scrags, and giant living blobs of goo known as Spawns. Travelling through a underground necropolis, a grotto populated by Scrags, a deadly fortress that serves as a outpost for the Quake, a set of vaults filled with demonic treasures, a maze made of spikes, a temple where sacrifices are made to a higher entity, another fortress populated by evil spirits, and a set of tower surrounding it, Ranger then approaches a manor where he confronts Chthon, a gigantic red humanoid creature bathing in lava who appears to be the leader of Quake. Chthon, immune to his weapons, battles him, and Ranger ultimately wins by using a series of electrical currents to electrocute the lava and kill Chthon. However, Chthon's final words ("Forgive me, mother! I have failed you!") causes him to realize that there is a higher being leading the Quake. Ranger acquires the Rune of Fire, being hung as a decoration in the manor, and continues his journey.

Following combat in a castle populated by the ogres and a underwater crypt where the demon knights practise dark magic, Ranger discovers a mansion hidden within a swamp where, after defending the building, he meets a intelligent, benevolent ogre wizard named Shigdu, who accepts his offer to travel to the human realm via the Slipgate Complex and assist Dr. Romero with her research into magic. Ranger then proceeds through a Strogg outpost set up in this realm, a expansive tomb filled with the undead, a valley populated by three temples to the mysterious leaders of Quake, a series of tunnels that propel him around, and a underground complex of torture chambers before he falls into a cavern system and is forced to travel through them. There, he comes across Eihort, the spider-like blob Great Old One who either destroys anything it comes across or implants lifeforms with its eggs, leading to a fatal outcome. Ranger defeats the creature by using explosives to open a underground river and causing the chamber to fill with water, drowning Eihort and enabling Ranger to acquire the Rune of Flesh.

Using a makeshift boat to travel across the underground river to a above-ground city where he must escape through a claustrophobic series of buildings, Ranger soon fights his way through a arena where he ends up earning humanity the respect of the intelligent and magically advanced Great People of Yith, who help him reach a final fortress in the dimension while a ambassador of the Yith enters the human dimension via the Slipgate Complex. Fighting through a tower outside the fortress, the atrium, the palace itself and a temple beneath it, he engages Zushakon, a sentient vortex and the leader of the Quake stationed in the Eldritch World. After killing Zushakon by using a antimatter generator pulled in from the human realm, Ranger acquires the Rune of Energy and returns to the Slipgate Complex.

The Strogg World
Following his victory over the Eldritch World, Ranger returns to the human realm, where Dr. Romero supplies him with more weaponry before he ventures into the Strogg World, taking a Slipgate to the alien homeworld of Stroggos, located in the same universe as humanity, several galaxies away. He arrives outside a Strogg outpost on their largest moon and fights against a series of seemingly robotic drones through a communications centre and the base's power plant before taking a portal to a "camping ground" on another of Stroggos's moons. Ranger fights through the base's guard house and ammo depot to acquire two keys in order to activate the portal to the planet, where he arrives in a detention centre and discovers humans abducted by the Strogg, tortured into a state of insanity as part of the Stroggs' plan to invade Earth, giving him a objective of destroying their equipment before their invasion can commence.

Upon infiltrating a medical facility, Ranger discovers to his horror that the majority of Strogg shock troops are made from human corpses or even living humans infused with cybernetic technology to create mindlessly loyal soldiers. After destroying the facility and the nearby torture chambers, he uses a opening in a construction site to enter the mines where the Strogg harvest their supplies of Thaelite, a alien metal used to enhance the performance of their machines against enemy units. Escaping into a underground laboratory after causing a mine cave-in, Ranger returns to the surface of the desert planet and discovers a forest similar to the ones he ventured through in the Eldritch World, where he discovers a demonic tower that houses Krang, a zombie-like necromancer Great Old One. After Ranger kills Krang by turning the necromancer's own undead minions against him, he acquires the Rune of Metal, which Krang was entrusted with by his superiors, and continues his journey to the Strogg capital city, Cerberon.

Taking a tram system from a fallout bunker, Ranger begins to track down the source of Stroyent, a viscous green slime that the Strogg and their constructs use to enhance their performance. Following a infiltration into a dispersal facility where he engages zombies that are failed Strogg transfusions, Ranger discovers another horrifying fact about the Strogg - their Stroyent is made from human corpses being fed to a gigantic, corpulent Strogg Processing Creature that creates the Stroyent from the corpses in its digestive system. Ranger kills the creature by feeding it massive amounts of explosives until its stomach explodes, creating a opening into the Stroggs' main data processing facility, which he destroys before using a Slipgate to transport materials that enables Dr. Romero to reprogram a Strogg fighter plane to let him travel to the outlands outside Crater Majories, a massive crater where Cerberon is located.

Using a Strogg tank to travel along their main supply road and destroy the main gates to the city, Ranger, fuelled by rage after discovering both the Stroggs' consumption of human bodies and their usage of live humans as reprogrammed drones, goes on a rampage in Cerberon, gunning down Strogg civilians and destroying entire buildings before launching a siege upon their palace, defeating the Strogg military and acquiring the Rune of Lightning, which was being researched by Strogg scientists after they acquired it from the Great Old Ones. Finally travelling up the tower to the communications laser that supplies orders to Strogg troops across the universe, Ranger engages the Makron, the leader of the Strogg, and his twelve generals. After the Makron is knocked out of the tower and is seemingly killed, the generals attack Ranger, who successfully kills them all before destroying the laser and using a Slipgate to escape just as it explodes.

The Legend World
Returning to the Slipgate Complex, Ranger briefly trains his budding magical powers under Shigdu while Dr. Romero and the Yith ambassador discuss their technology. Following this, Ranger once more leaves via a Slipgate and heads to the mysterious Legend World, where Quake's supply of metal resources seems to be coming through. He arrives in the outskirts of a mine, where he investigates and comes across a race of beings known as the Nabhath, who are enslaved by Quake. Coming across the Ghoulzard, a Quake-allied warrior race who opress with the Nabhath, Ranger slaughters the owners of the mine and lets the slaves go free as he continues his journey to locate the runes stationed in the Legend World.

Enemies
ReQuake features roughly 150 different types of enemies, hailing from the seven main dimensions. With the exception of a handful of enemies, enemy types are mostly limited to their own dimensions, with the exception of the Nightmare World, which features all types of enemies coming together to try and keep Ranger from the Elder Gods.
 * Grunt: One of the weakest enemies, and by far the most recurring. Grunts are human-like constructs of the Elder Gods, designed to infiltrate human defences with their appearances before slaughtering them. They appear very similar to Ranger and even have armour similar to his own, but have blank white eyes and move in inhumanly precise patterns. They are armed with various human weapons, such as shotguns, nailguns and (on the harder difficulties) rocket launchers, and can also perform melee attacks. However, they are very weak, with the Axe being able to kill one in three hits, and they will often infight with other monsters. When killed, they drop a Small (or Regular, if a Small variant of that ammo type is unavailable) Box of ammunition for whatever weapon they were wielding.
 * Ogre: A violent, hulking, chainsaw wielding, grenade-toting humanoid native to the Eldritch World, but positioned across all dimensions to enforce the will of the Elder Gods. Ogres, while strong, tough and armed, are slow-witted and easy to outrun. If a Ogre is killed around other Ogres, they will stop to eat the body of their fallen comrade, leaving them open to attack. Due to their high health and high amounts of damage using their explosives and close-range grenade attacks, Ogres are dangerous when encountered in groups, but can be manageable when encountered alone or in pairs. When killed, they drop a Small Box of Explosives (Regular on the harder difficulties).
 * Undead: A decaying, walking human corpse that attacks in packs, slowly shambling towards Ranger and attempting to bite and beat him to death with their teeth, fists and various melee weapons, although some are even capable of wielding guns or throwing rocks and magic projectiles at him. Unlike other enemies, the Undead are able to revive themselves a short period of time after being knocked down - the only way to prevent this is to completely gib them using a Grenade, explosive weaponry, a point-blank Super Shotgun blast, or a weapon under the effects of Quad Damage. They do not drop anything when killed and are extremely dangerous when encountered in large numbers, but easy to manage when encountered in smaller groups.
 * Rottweiler:
 * Enforcer:

Eldritch

 * Rotfish:
 * Scrag:
 * Demonic Knight:
 * Fiend:
 * Vore:
 * Formless Spawn:
 * Death Knight:
 * By'ahkee:
 * Yoggoth Fungi:
 * Night Gaunt:
 * Buopoth:
 * Shoggoth:

Strogg

 * Blaster Guard:
 * Assault Guard:
 * Shotgun Guard:
 * Rocket Guard:
 * Railgun Guard:
 * Scullquix:
 * Sentry Turret:
 * Light Drone:
 * Parasite:
 * Medium Drone:
 * Soldier:
 * Scout:
 * Orgeils:
 * Melee Specialist:
 * Medic:
 * Flame Thrower:
 * Demolitionist:
 * Convoy:
 * Heavy Gunner:
 * Iron Maiden:
 * Scientist:
 * Engineer:
 * Heavy Drone:
 * Repair Drone:
 * Gekk:
 * Tank:
 * Stream Protector:

Recurring Mini-Bosses

 * Dimensional Shambler:
 * Cthulhi:
 * Harvester:
 * Strogg Strider:
 * Icarus:

Eldritch World:

 * Chthon:
 * Eihort:
 * Zushakon:

Strogg World:

 * Krang:
 * Strogg Processing Creature:
 * Strogg Generals:

Multiplayer
ReQuake features multiple co-op multiplayer modes, both based upon local and online play. The majority of these modes feature a class-based system similar to the Team Fortress series, which famously began as a modification for the original Quake. Game modes include a four-player co-operative campaign, a survival mode called Defend that features ten players defending a objective against increasingly difficult hordes of enemies, and a multiplayer mode featuring multiple teams (usually two or four, although this number can reach seven) engaging in Team Deathmatch, Capture the Flag, King of the Hill, Generator Destruction, Soccer and Territorial Control.

Unlike the original Quake, ReQuake does not feature a multiplayer free-for-all deathmatch mode. Instead, upon acquiring the game, the buyer is automatically given a copy of Quake Champions with all champions automatically unlocked and a exclusive set of skins based upon the weapons used in ReQuake.

Classes
Similar to Team Fortress, many multiplayer modes feature ten classes who all have different strengths and weaknesses that must be covered by the other members of their team. Classes are armed with their own specific weapons, limited health and armour, and different speeds. Classes are not used in Co-Op Campaign, Team Deathmatch or Soccer, and every player has the same stats in those modes (barring a single Goalie player in Soccer mode who is restricted to melee weaponry and a certain area around the goal, but is invincible and can kill anyone in a single hit).

Commando
The Commando is a multi-purpose class with focus upon damage over speed, similar to the Soldier from Team Fortress. Armed with the Rocket Launcher, Shotgun, Super Shotgun, Machine Gun, HE Grenades, Nail Grenades and Rally Flag, as well as a Shovel and Desert Eagle, he is an effective offensive support and defensive power, possessing high health and armour as well as his powerful weaponry and resistance to his own splash damage, letting him rocket jump with much more ease than Ranger. His main weaknesses are his slow speed on foot, slow reload speed with his weapons, and tendency to make lots of noise that limit his stealth options. His special ability is to temporarily glide through the air with his Jetpack, which when combined with his rocket jumping can help him travel faster and allow him to rain down damage from above.

Defender
The Defender is a heavyweight defensive class who can protect and escort his teammates, loosely based on the Heavy Weapons Guy from Team Fortress. Outfitted with the Assault Cannon, Shotgun, Super Shotgun, Cryogenic Cannon, MIRV Grenades, Energy Field Grenades and Portable Medkit, as well as a Lead Pipe and Hand Cannon, his main function is to be a shield that keeps his team safe and alive by escorting them from location to location while cutting down enemies like a overclocked lawnmower. He has the highest health and armour of the team, and conversely the lowest speed, as well as a tendency to attract enemy attention with his size, speed and noise. His special ability is to perform a Pressure Attack, where he stomps down on the ground hard enough to temporarily stop any enemy movement around him, letting him and his allies deal with enemies easier.

Sharpshooter
The Sharpshooter is a defensive class focused upon immediate assassination, based upon the Sniper from Team Fortress. Equipped with the Sniper Rifle, Shotgun, Flare Launcher, Nailgun, Flash Grenades, Smoke Grenades and Airstrike Marker, as well as a Club and Submachine Gun, he is primarily designed to eliminate critical threats from a distance by quick insta-kill headshots and destroy enemy groups using airstrikes. He has the lowest health and armour of the team, and at close range he is ineffective and must rely upon weaker weapons rather than his Sniper Rifle, forcing him to hide behind defences and take down enemies from afar. Other than this, he moves at roughly the same speed as Ranger. His special ability is to use Thermal Vision to see both allies and enemies through obstructions, letting him pick up on enemy and allied movements and act accordingly.

Officer
The Officer is a support class who focuses on providing buffs to allies in combat, a completely new class with no origins in Team Fortress. Equipped with the Smoke Grenades, as well as a Crowbar,

Recon
The Recon is a offensive class with a focus on high-speed hit-and-run attacks, loosely based upon the Scout from Team Fortress. Equipped with the Automatic Shotgun, Nailgun, Concussion Grenades,

Operative
The Operative is a offensive class specifically made for carefully planed attacks upon the enemy, similar to the Spy from Team Fortress. Equipped with the Tranquilizer Gun, Shotgun, Nailgun, Gas Grenades, Smoke Grenades, as well as a Pulse Knife and Plasma Pistol,

Multiplayer Weapons

 * Melee Weapons: While playing under the class-based system, each class has a different melee weapon in place of a Axe. Aside from the Technician's Wrench and the Operative's Pulse Dagger, the differences are cosmetic and they all function identically to the Axe.
 * Shovel: Used by the Commando.
 * Lead Pipe: Used by the Defender.
 * Machete: Used by the Sharpshooter.
 * Hatchet: Used by the Grenadier.
 * Staff: Used by the Elemental.
 * Crowbar: Used by the Officer.
 * Hammer: Used by the Recon.
 * Saw: Used by the Scientist.
 * Wrench: Used by the Technician in place of the Axe. Its main ability is to repair allied equipment by striking it, and can gradually upgrade it by expending Cells to the machine. It can also be used as a melee weapon, dealing slightly more damage than the Axe.
 * Pulse Dagger: Used by the Operative in place of the Axe. It does the most damage of all melee weapons when used (doing roughly 50% more damage per swing), but is most useful for performing Backstab attacks, which instantly kill a enemy if the Pulse Dagger stabs into the enemy's back.
 * Sidearms: While playing under the class-based system, each class has a different sidearm in place of a Revolver. The differences are cosmetic and they all function identically to the Revolver.
 * Desert Eagle: Used by the Commando.
 * Hand Cannon: Used by the Defender.
 * Submachine Gun: Used by the Sharpshooter.
 * Grenade Pistol: Used by the Grenadier.
 * Mana Gun: Used by the Elemental.
 * Hunting Revolver: Used by the Officer.
 * Flare Gun: Used by the Recon.
 * Derringer: Used by the Scientist.
 * Blaster: Used by the Technician.
 * Plasma Pistol: Used by the Operative.
 * Shotgun: Used by the Commando, Defender, Sharpshooter, Grenadier, Elemental, Scientist and Operative. Its primary usage depends upon the class using the weapon - the Grenadier and Scientist can use it to attack enemies they cannot hit with their main weapons, the Sharpshooter and Operative can use it defend themselves should they need to, and the Commando and Defender can use it as a long-range last resort should they be unable to attack with their main weapons. Each class has a limit on how many Shells they can carry - the Sharpshooter can carry 50, the Operative can carry 75, the Elemental and Scientist can carry 100, the Grenadier can carry 150, and the Commando and Defender can carry 200.
 * Super Shotgun: Used by the Commando, Defender, Officer and Technician. It functions as a potent sidearm for the Commando and Defender should they need mobility or immediately hit a target, while the Officer and Technician can use it as a self-defence tool when needed. In addition to the Commando and Defender both being able to carry 200 Shells, the Officer and Technician can both carry only 100 Shells.
 * Nailgun: Used by the Sharpshooter, Recon and Operative. Its primary usage depends upon the class using the weapon - the Sharpshooter can use it as a self-defence tool against enemies who engage him at close range, the Recon can use it to rack up damage on a enemy while strafing around them, and the Operative can use it to hold back pursuing enemies. Each class has a limit on how many Nails they can carry - the Sharpshooter and Operative can both carry 150 while the Recon can carry 300.
 * Super Nailgun: Used exclusively by the Scientist as a secondary weapon. Useful for attacking enemies and dealing with slow targets, it can also be used to quickly hold back a pursuer or take shots from afar. The Scientist can carry up to 200 Nails.

Maps
Unlike the main game, the multiplayer mode uses a much more traditional "maps" system.

Defend

 * Ecological Research Facility:

Capture the Flag
Capture the Flag maps feature two to four teams as they attempt to capture the flags of enemy teams while ensuring that their own flag is not captured by the enemies.
 * DoubleBases: A throwback to 2Fort5, the most popular map of the original Team Fortress mod. The design is very simple - two buildings, situated parallel to each other and separated by a deep water-filled trench with a thin bridge covering them. At each end of the trench, hidden sewer entrances connected into the inside of each base, which can also be accessed via entry ramps at the front of the base and via the battlements and sniper deck each base has. Inside the base is many rooms that are mostly connected to a underground room where the team's flag is situated on a podium. Stealing the enemy flag and returning it to the player's base's flag room will score the player's team a point - the team to have scored the most points by the end of the match, or the first team to score ten points, wins.

PC

 * W: Move forward
 * S: Move backwards
 * A: Move to the left
 * D: Move to the right
 * Mouse: Look around/aim
 * Mouse1: Fire weapon
 * Mouse2: Fire weapon secondary function
 * Mouse3: Use Revolver (when charged)
 * Esc: Pause game
 * Space: Jump
 * Shift: Run (when held in conjunction with W, S, A or D)
 * G: Use Axe
 * Alt: Sidestep (when held in conjunction with W, S, A or D)
 * CTRL: Crouch/crawl (when held in conjunction with W, S, A or D)
 * E: Interact
 * R: Reload
 * I: Open Inventory
 * F: Use Magic
 * Up Arrow: Use Quick-Select Weapon/Spell 1
 * Down Arrow: Use Quick-Select Weapon/Spell 2
 * Left Arrow: Use Quick-Select Weapon/Spell 3
 * Right Arrow: Use Quick-Select Weapon/Spell 4

PS4/PS5

 * Left Analog Stick: Move
 * Right Analog Stick: Look around/aim
 * Cross: Jump
 * Square: Use Axe
 * Triangle: Interact/reload
 * Circle: Crouch/crawl (when held in conjunction with Left Analog Stick)
 * L1: Use Revolver (when charged)
 * L2: Fire weapon
 * R1: Use Magic
 * R2: Fire weapon secondary function
 * L3: Run (when held in conjunction with Left Analog Stick)
 * R3: Sidestep (when held in conjunction with Left Analog Stick)
 * Touch Screen: Open Inventory
 * Options: Pause game
 * D-Pad Up: Use Quick-Select Weapon/Spell 1
 * D-Pad Down: Use Quick-Select Weapon/Spell 2
 * D-Pad Left: Use Quick-Select Weapon/Spell 3
 * D-Pad Right: Use Quick-Select Weapon/Spell 4

Xbox One/Xbox X

 * Left Analog Stick: Move/run (when held down)
 * Right Analog Stick: Look around/aim/sidestep (when held in conjunction with Left Analog Stick)
 * A: Jump
 * X: Use Axe
 * Y: Interact/reload
 * B: Crouch/crawl (when held in conjunction with Left Analog Stick)
 * Upper Left Trigger: Use Revolver (when charged)
 * Lower Left Trigger: Fire weapon
 * Upper Right Trigger: Use Magic
 * Lower Right Trigger: Fire weapon secondary function
 * Back: Open Inventory
 * Menu: Pause game
 * D-Pad Up: Use Quick-Select Weapon/Spell 1
 * D-Pad Down: Use Quick-Select Weapon/Spell 2
 * D-Pad Left: Use Quick-Select Weapon/Spell 3
 * D-Pad Right: Use Quick-Select Weapon/Spell 4

Weapon Skins
Similar to DOOM and DOOM Eternal, ReQuake features different skins available for all weapons (except for the Grenade types). These skins tend to completely change the shape of the weapon, although any changes are purely cosmetic and do not affect the weapon's functions.

Axe

 * New Age Slipgate Chopper: The default skin, resembling a bloodied battleaxe. Available from the start.
 * Classic Chopper: A skin that resembles the Axe from the original Quake. Available from the start.
 * Argent Axe: A skin that resembles the Argent Axe used by the Marauders in DOOM Eternal. Unlocked by having a genuine copy of DOOM Eternal in your Steam Library or PS4, PS5, Xbox One or Xbox X hard drive.
 * Romeroville Slugger: A skin that resembles a "Romeroville Sluggers" baseball bat. Unlocked by defeating 100 enemies with the Axe.
 * Brute Force: A skin that resembles a sledgehammer with the Quake logo printed on it. Unlocked by defeating 200 enemies with the Axe.

Revolver

 * Efficient Eliminator: The default skin, resembling a stylised version of the real-life Colt Python. Available from the start.

Shotgun

 * Brand New Blaster: The default skin, resembling a modernised version of the original Shotgun with a keychain of the Dire Orb attached to the barrel. Available from the start.
 * Senile Shotgun: A skin that resembles the Shotgun from the original Quake. Available from the start.
 * John Romero's Home Defence: A skin that resembles the Shotgun from Doom. Unlocked by having a genuine copy of The Ultimate Doom, Doom II: Hell on Earth, Doom 3, DOOM or DOOM Eternal in your Steam Library or PS4, PS5, Xbox One or Xbox X hard drive.
 * Eldritch Eliminator: A skin that resembles a Shotgun that is heavily themed after medieval-inspired equipment. Unlocked by completing all Regions in the Eldritch World.
 * Stroggified Shotgun: A skin that resembles the Shotgun from Quake II. Unlocked by completing all Regions in the Strogg World.

Super Shotgun

 * Big Bad Boomstick: The default skin, resembling a modernised version of the original Super Shotgun. Available from the start.
 * Old-School Shooter: A skin that resembles the Super Shotgun from the original Quake. Available from the start.
 * Trespassing Tormentor: A skin that resembles the Super Shotgun from Quake II. Unlocked by completing all Regions in the Strogg World.

Nailgun

 * New Needler: The default skin, resembling a combination of a assault rifle and a modernised version of the original Nailgun. Available from the start.
 * Necrotic Nailgun: A skin that resembles the Nailgun from the original Quake. Available from the start.
 * A skin that resembles a Nailgun that is heavily themed after medieval-inspired equipment. Unlocked by completing all Regions in the Eldritch World.
 * Work Tool: A skin that resembles a combination of a Strogg cannon and the Nailgun from Quake IV. Unlocked by finding the Strogg Engineer action figure in the Base Assault region.
 * Maniac's Machine Gun:

Super Nailgun

 * Nail Cannon: The default skin, resembling a combination of a modernised version of the original Super Nailgun and the Nailgun from Quake III: Arena. Available from the start.
 * Power Puncturer: A skin that resembles the Super Nailgun from the original Quake. Available from the start.
 * Meteor Shower: A skin that resembles a combination of a classic science fiction ray gun and a meteor-themed rock. Unlocked by finding the Nail Shootin' Ranger action figure in The Tower of Krang.

Grenade Launcher

 * Steel Slayer: The default skin, resembling a modernised version of the original Grenade Launcher. Available from the start.
 * Blast from the Past: A skin that resembles the Grenade Launcher from the original Quake. Available from the start.
 * 'Splosive Sweeper:
 * Crowd Controller:
 * Makeshift Mutilator: A skin that resembles a Grenade Launcher crudely fashioned from a Ogre's grenade launcher arm, a jerrycan and duct tape. Unlocked by completing the fifth secret region in the Eldritch World.
 * Hand-held Howitzer: A skin that resembles the Grenade Launcher from Quake II. Unlocked by completing the second secret region in the Strogg World.
 * Tectonic Innovation: A skin that resembles the explosive weaponry wielded by the Gholzard Demolitionists. Unlocked by completing all Regions in the Legend World.

Rocket Launcher

 * Slipgate Silencer: The default skin, resembling a modernised version of the original Rocket Launcher. Available from the start.
 * The Original: A skin that resembles the Rocket Launcher from the original Quake. Available from the start.
 * Quad Damager:
 * Moon Shot:
 * Persistent Peacekeeper: A skin that resembles the Rocket Launcher from Quake II. Unlocked by finding all the Action Figures in the Strogg world.

Thunderbolt

 * Mechanical Magic Wand: The default skin, resembling a modernised version of the original Thunderbolt. Available from the start.
 * Decrepit Death Machine: A skin that resembles the Thunderbolt from the original Quake. Available from the start.

Character Skins
The game also features skins available for both Ranger, his friends, and the enemies. Like Weapon Skins, they are completely cosmetic.

Ranger

 * Space Marine: The default skin, based upon Ranger's original appearance, albeit more modernised, with a visor, a asbestos suit under the armour, and a belt with shells, nails, a medical kit, a key, two rockets and a wallet attached to it. Available from the start.
 * Retro Ranger: A skin that resembles Ranger's appearance in Quake Champions, which is in turn essentially a slightly updated form of his original appearance in Quake. Available from the start.
 * Danger Ranger:

Grunt

 * Mercy Killer:

Death Messages
As a homage to the original game, ReQuake features death messages that are displayed in the corner of the screen upon a kill or death.

Single-Player
Single-player death messages occur when the player is killed by a enemy or hazard in Single-Player, Co-Op Campaign or Defence mode, and are meant to try and heighten the atmosphere and sense of isolation in the game, with some exceptions that provide black comedy.
 * You are shot dead... (Grunt with Shotgun)
 * You are perforated by the fake humans... (Grunt with Nailgun)
 * You are blasted apart... (Grunt with Rocket Launcher)
 * You are destroyed by the Ogre... (Ogre using Chainsaw)
 * You are blown into oblivion... (Ogre using Grenade Launcher)
 * You join the zombies... (Undead)
 * The horde eats you alive... (Rotfish)
 * The undead dog mauls you to pieces... (Rottweiler)
 * You are disembowelled from the knaves to the chops... (Demonic Knight)
 * They shatter you apart... (Enforcer with Super Shotgun)
 * They tear you to pieces... (Enforcer with Super Nailgun)
 * They blast off your limbs and leave you die in agony... (Enforcer with Rocket Launcher)
 * They immolate you... (Enforcer with Incendiary Cannon)
 * You got scragged! (Scrag)
 * You gasp out one last breath as Tsathoggua's servant swallows you... (Formless Spawn)
 * The ghastly creature eviscerates you... (Fiend)

Multiplayer
Multiplayer death messages occur when a player is killed by another player in a multi-player mode besides Co-Op Campaign or Defence mode, and are intended to provide a source of dark humor.
 * Player1 got axe murdered by Player2! (Axe)
 * Player1 chewed on Player2's boomstick! (Shotgun)
 * Player1 magically made all their pellets disappear into Player2's chest cavity! (Shotgun, Commando)
 * Player1 only needed one barrel to deal with Player2! (Shotgun, Defender)
 * Player1 got blasted by Player2's last resort! (Shotgun, Sharpshooter)
 * Player1 was on the receiving end of Player2's lead delivery service! (Shotgun, Grenadier)
 * Player1 didn't even need their magic to deal with Player2! (Shotgun, Elemental)
 * Player1 prescribed Player2 a lead diet! (Shotgun, Scientist)
 * Player1 practised being Player2's moving target! (Shotgun, Operative)
 * Player1 ate two loads of Player2's buckshot! (Super Shotgun)
 * Player1 got too close to Player2's muzzleflash! (Super Shotgun, Commando)
 * Player1 got more than a powderburn from Player2's shooter! (Super Shotgun, Defender)
 * Player1 got blow apart by Player2's shotty! (Super Shotgun, Officer)
 * Player1 told Player2 to stop messing with their stuff, but they just wouldn't listen! (Super Shotgun, Technician)
 * Player1 got nailed by Player2! (Nailgun)
 * Player1 collected Player2's high-speed gifts! (Nailgun, Sharpshooter)
 * Player1 plugged Player2 full of nine inch nails! (Nailgun, Grenadier)
 * Player1 ran into Player2's nails! (Nailgun, Recon)
 * Player1 made Player2 their own pincushion! (Nailgun, Operative)
 * Player1 got punctured by Player2! (Super Nailgun)
 * Player1 dispensed nails - I mean, medicine to Player2! (Super Nailgun, Scientist)
 * Player1 ate Player2's pineapple! (HE Grenade)
 * Player grenaded themselves. (HE Grenade suicide)
 * Player1 surfed on a grenade from Player2! (HE Grenade, Commando)
 * Player sat on their own grenade. (HE Grenade suicide, Commando)
 * Player1 tried to pick up Player2's hot potato! (HE Grenade, Elemental)
 * Player let their own grenade get the better of them. (HE Grenade suicide, Elemental)
 * Player1 thought Player2 was handing them a spare grenade! (HE Grenade, Officer)
 * Player tiptoed over their own grenade. (HE Grenade suicide, Officer)
 * Player1 was flayed by Player2! (Nail Grenade)
 * Player was flayed by their own grenade. (Nail Grenade suicide)
 * Player1 reduced Player2 to stains on the wall! (Nail Grenade, Commando)
 * Player threw the Nail Grenade and wanted to watch. (Nail Grenade suicide, Commando)
 * Player1 got spammed by Player2's explosives! (MIRV Grenade)
 * Player got too close to their own grenade. (MIRV Grenade suicide)
 * Player1 sent Player2 into orbit! (MIRV Grenade, Defender)
 * Player stood too close to their own explosive. (MIRV Grenade suicide, Defender)
 * Player1 received a gift from Player2! (MIRV Grenade, Grenadier)
 * Player tripped on their own grenade. (MIRV Grenade suicide, Grenadier)
 * Player1 fell victim to Player2's mysterious tropical disease! (Biological Grenade)
 * Player didn't contain their controlled plague properly. (Biological Grenade suicide)
 * Player1 had a allergic reaction to Player2's medicine! (Biological Grenade, Scientist)
 * Player failed to contain the virus. (Biological Grenade suicide, Scientist)
 * Player1 gets no say in it, no say in it at all! sings Player2 (Concussion Grenade knockback)
 * Player got too attached to their conc. (Concussion Grenade knockback suicide)
 * Player1 conced Player2 off the edge! (Concussion Grenade knockback, Recon)
 * Player conced themselves. (Concussion Grenade knockback suicide, Recon)
 * Player1 advised Player2 to avoid falling from height! (Concussion Grenade knockback, Scientist)
 * Player tripped on their own conc. (Concussion Grenade knockback suicide, Scientist)
 * Player1 molotovs Player2! (Napalm Grenade)
 * Player molotovs themselves. (Napalm Grenade suicide)
 * Player1 channelled their magic into a grenade and threw it at Player2! (Napalm Grenade, Elemental)
 * Player was distracted looking at the pretty flames. (Napalm Grenade suicide, Elemental)
 * Player1 choked to death on Player2's noxious gases...and no, I'm not referring to their farts. (Gas Grenade)
 * Player choked on their own gas. (Gas Grenade suicide)
 * Player1 gaged on Player2's chemical gas! (Gas Grenade, Operative)
 * Player thought that they were the bad smell. (Gas Grenade suicide, Operative)
 * Player1's ammo detonated around them as Player2's EMP fries it! (EMP Grenade)
 * Player stood too close to their own EMP flash. (EMP Grenade suicide)
 * Player1 turned Player2's ammo into fireworks! (EMP Grenade, Technician)
 * Player blew their own ammo up. (EMP Grenade suicide, Technician)
 * Player1 ate Player2's pineapple! (Grenade Launcher)
 * Player tried to put the pin back in. (Grenade Launcher suicide)
 * Player1 blew Player2 sky-high! (Grenade Launcher, Grenadier)
 * Player's incompetence blew them sky-high. (Grenade Launcher suicide, Grenadier)
 * Player1 gave Player2 a rocket ride! (Rocket Launcher)
 * Player rocket jumped too much. (Rocket Launcher suicide)
 * Player1 rode Player2's firework! (Rocket Launcher, Commando)
 * Player checked to see if their gun was loaded. (Rocket Launcher suicide, Commando)
 * Player1 tried to pick up Player2's pipebombs! (Proximity Launcher)
 * Player set up the pipebombs and forgot to run. (Proximity Launcher suicide)
 * Player1 stopped to ponder the technical details of Player2's pipebombs! (Proximity Launcher, Grenadier)
 * Player did the rhumba over the pipebombs. (Proximity Launcher suicide, Grenadier)
 * Player1 fried Player2 like a slice of bacon! (Thunderbolt)
 * Player1 took Player2 with them! (Thunderbolt water discharge)
 * Player discharged into the water. (Thunderbolt water discharge suicide)
 * Player1 got a hole in their heart courtesy of Player2! (Railgun)
 * Player1 was derailed by Player2! (Railgun, Technician)
 * Player1 was irradiated by Player2's laser rifle! (Ion Ripper)
 * Player1 launches a pilot light at Player2! (Incendiary Cannon)
 * Player became bored of life. (Incendiary Cannon suicide)
 * Player1 got blown to burning kibble by Player2! (Incendiary Cannon, Officer)
 * Player caught the end of their own explosive. (Incendiary Cannon suicide, Officer)
 * Player1 gave Player2 the shock treatment! (Lightning Cannon)
 * Player1 blew both themselves and Player2 up! (Lightning Cannon water discharge)
 * Player learnt the hard way that water and electricity don't mix. (Lightning Cannon water discharge suicide)
 * Player1 was frozen by Player2! (Cryogenic Cannon)
 * Player1 got back at Player2 for making fun of their speed! (Cryogenic Cannon, Defender)
 * Player1 died. I blame Player2. (Dark Matter Gun)

Trivia

 * This is the first Quake game to focus upon single-player gameplay since 2005's Quake IV.
 * Much like DOOM Eternal, there is a large amount of references to previous games made by id Software, other video games and other elements of pop culture.
 * Some of the action figures that can be collected include figures of Commander Keen, B.J. Blazkowicz from Wolfenstein, Doomguy, the Mercenaries from Team Fortress (in the likeness of the original models from the Quake mod), Duke Nukem, the Vault Dweller from Fallout, Gordon Freeman from Half-Life, Prisoner 848 from Unreal, Serious Sam, Vectorman, Chris Redfield and Jill Valentine from Resident Evil, JC Denton from Deus Ex, Hiro Miyamoto from Daikatana, Tommy Tawodi from Prey, and Nicholas Raine from Rage. In addition to this, the player can also find figures of John Romero, John Carmack, American McGee, Sandy Peterson, Tim Willits, Adrian Carmack, Micheal Abrash, Kevin Cloud, Paul Steed, Trent Reznor, Atticus Ross, Aubrey Hodges and Jeehun Hwang, who all had some part in the development of the original game.
 * Any PC player who has a legitimate copy of the original Quake in their Steam Library will be able to purchase the game with a 25% discount.