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{{Q2}}{{enemybox
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{{Q2}}
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|image =
 
 
{{enemybox
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|image = <tabber>Humanoid=[[Image:!Q2-BlackWidowF1Humanoid.png|200px]]
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|-|Spider=[[Image:!Q2-BlackWidowF2Spider.png|300px]]</tabber>
 
|name = Black Widow Guardian
 
|name = Black Widow Guardian
|hp =
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|hp = Easy:
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*Humanoid 2000
|attack =
 
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*Spider 2800<br>
|found = [[Quake II Mission Pack: Ground Zero|''Ground Zero'']]
 
  +
Medium:
  +
*Humanoid 3000
  +
*Spider 3800<br>
  +
Hard:
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*Humanoid 4000
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*Spider 4800<br>
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Nightmare:
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*Humanoid 5000<br>+ 500 Power Shield
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*Spider 5800<br>+ 750 Power Shield
 
|attack =Humanoid:
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*[[Blaster (Q2)|Blaster]]: 10 per bolt
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*[[Railgun (Q2)|Railgun]]: 50
 
*Kick: 55<br>
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Spider:
 
*[[Plasma Beam]]: 10 per hit
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*[[Disruptor (GZ)|Disruptor]]: 20
 
*Pincer: 26-35<br>
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Spawned [[Stalker]]:
  +
*Blaster: 5
  +
*Claws: 5-9
 
|found = *[[Quake II Mission Pack: Ground Zero|''Ground Zero'']]
 
}}
 
}}
The '''Black Widow''' is the final boss of [[Quake II Mission Pack: Ground Zero|''Ground Zero'']] and the final [[Strogg|enemy]] fought by the player in all of [[Quake 2]]. She is found in the last map of the game, [[Widow's Lair]], protecting the [[Gravity Well]] and must be defeated to gain access to the Gravity Well's computer in order to plant the anti-matter bomb and finish the game.
 
   
The Black Widow Guardian is the most difficult enemy in Quake II and is arguably one of the most, if not the most, difficult enemy in the whole [[Games|Quake]] series. She is the second Makron after the previous one's defeat{{cite}}.
 
   
 
The '''Black Widow Guardian''' is the final boss of [[Quake II Mission Pack: Ground Zero|''Ground Zero'']]. She is encountered in the last level, [[Widow's Lair]], protecting the [[Gravity Well]] and must be defeated in order to plant the anti-matter bomb and finish the game.
As well as having the ability to spawn in [[Stalker]]s (similar to the abilities shared by the [[Medic Commander]] and [[Carrier]]), the Widow is one of the few Strogg ([[Makron (Q2)|Makron]]) who have two forms. When her first form is defeated, she will teleport away and return moments later, suited up with stronger armor and more powerful weapons.
 
   
  +
The Black Widow Guardian is undoubtedly the most challenging foe in any ''Quake II'' game. Somewhat like [[Jorg]] and the [[Makron (Q2)|Makron]], the battle has two stages - when her first form is defeated, she will teleport away and soon return in a new form with more powerful weapons. Her own combat abilities are formidable, and she has the ability to summon an endless supply of [[Stalker]]s to aid her in battle (though only a certain number at a time). She also has the unique ability to use certain power-ups in response to power-ups used by the player - see the Power-ups section below. Finally, her health is dependent on the chosen difficulty setting. Her first form ranges from 2000 on Easy to 5000 on Nightmare, and her second form ranges from 2800 on Easy to 5800 on Nightmare. However, on Nightmare she also gains a [[Power Shield (Q2)|Power Shield]], which drastically increases her durability.
== '''First Form''' ==
 
{{enemybox
 
|image = [[image:Black Widow Guardian first form.PNG|150px]]
 
|name = Black Widow Guardian form 1
 
|hp = *2,100 (easy)
 
*3,000 (medium)
 
*3,900 (hard).
 
|attack =*Upgraded Light Blaster: 10
 
*Rail Gun: 50
 
*Kick: 55
 
*Summon Stalker
 
|found = [[Quake II Mission Pack: Ground Zero|Ground Zero]]
 
}}
 
   
=== '''Battle Characteristics''' ===
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=='''First Form (Humanoid)'''==
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'''Blaster:''' The Widow will fire multiple green blaster bolts - either in a sweeping arc around the player's location, or a sustained volley directly at the player. She'll sometimes start charging towards the player while firing her sustained volley. If the player continually strafes, then the sustained volley will miss - but a few bolts from her sweeping arc might connect.
   
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'''Railgun:''' The Black Widow is equipped with a Railgun, which deals 50 damage per hit (the same strength as the railgun wielded by [[Gladiator (Q2)|Gladiators]]). Like those other railguns, it will fire directly at the player's position but if they are strafing at the time, it is likely to miss. However, it does fire with less warning than you get from a Gladiator.
==== '''Upgraded Light Blaster''' ====
 
The Widow will fire multiple green blaster bolts either in a slight arc towards the player's direction or directly at the player. They are just like other green laser blasts seen in the game however they are more powerful. The Widow's bolts will get mixed in with the ones fired by the Stalkers that she spawns in, however the arc can make dodging them a bit more difficult. Each bolt does 10 damage, dealing about 80 damage with 8 bolts shot at a time on average although she can fire a lot more in a row.
 
   
  +
'''Kick:''' If the player gets close to the Widow, she'll kick with her mechanical legs, delivering around 55 damage and knocking the player backwards.
==== Rail Gun ====
 
Every so often, the Black Widow will use her Rail Gun which appears to have very poor aim. The Widow rarely uses this attack, and when she does, it will miss most the time. The one problem with this attack is that there is little or no animation to signify that a shot is incoming. As the player confronts the Widow, she can easily get a cheap shot off with the Railgun in the midst of battle. Each shot does 50 damage like any other Railgun.
 
   
  +
'''Summon Stalkers:''' She can spawn [[Stalker|Stalkers]] to assist her in battle - the number of which depends on the difficulty level - ranging from two on Easy, to six on Nightmare. If you kill any of these Stalkers she will replenish them from a seemingly endless supply, but only to a maximum of the aforementioned number at one time. When the Widow's first form is defeated, any remaining Stalkers will continue the fight. The Black Widow Guardian and her Stalkers are not susceptible to [[infighting]].
==== Kick ====
 
If the player gets close to the Widow, she'll kick him/her with her mechanical legs, sending the player flying backwards much like [[Armagon|Armagon's]] melee attack, which flings the player flying across the arena. Each kick will deliver around 55 damage.
 
   
  +
'''Power-ups:''' See the Power-ups section below.
== '''Second Form''' ==
 
{{enemybox
 
|image = [[image:Black Widow Guardian second form.PNG|350px]]
 
|name = Black Widow Guardian form 2
 
|hp = *2,900 (easy)
 
*3,500 (medium)
 
*4,900 (hard)
 
|attack =*Plasma Beam: 10
 
*Homing Shadow: 20
 
*Pincer: 26 - 35
 
*Summon Stalker
 
|found = [[Quake II Mission Pack: Ground Zero|Ground Zero]]
 
}}
 
   
=== '''Battle Characteristics''' ===
+
=='''Second Form (Spider)'''==
  +
Once her first form is defeated, she will teleport away. After a delay of around 25 seconds, she will return via the large red door in her second, spider-like form. Her second form is larger, has more health and is equipped with new weapons. She retains her aforementioned ability to summon Stalkers and her ability to mirror the player's power-ups.
When the Widow is defeated, she'll teleport away and get suited up with better legs, weapons, and armor to become arguably the most powerful enemy in Quake. Her new spider-like legs allow her to move faster and her new weapons are far more effective at killing the player. The ability to summon Stalkers remains, adding to the difficulty of this fight. The Widow's new attacks allow her to easily continue inflicting damage, be it the very accurate Plasma Beam or a few homing shadows, with the Stalkers also constantly attacking. With all this going on, the player will lose a lot of health very quickly and the problem will be the player being unable to deliver the fatal blow before he/she gets maimed by the Widow and her Stalkers. This form could be described, as some may argue, as the Beastly form of the Widow.
 
   
  +
'''Plasma Beam:''' Much like the player's [[Plasma Beam]], the Widow can launch this powerful beam with unlimited range and pinpoint accuracy. The Widow can either use the beam in a sweeping motion or aim it at the player continuously. Strafing will reduce the damage taken.
==== Plasma Beam ====
 
Similar to the player's [[Plasma Beam]], the Widow can launch this powerful beam with unlimited range and pin point accuracy. The Widow can either use the beam in a sweeping motion at the area in front of her, dealing small damage, or put the beam directly into the player with minimal hassle, dealing high damage. The best way to avoid this is to hide behind the pillars. Each shot does 10 damage but due the nature of the attack, the damage will add but very quickly. When the Widow fires in an arc, the player will be hit for about 10 to 20 damage from each pass but if caught by a direct attack, the player will quickly loose 100 health a second. The Widow can deliver short bursts of 40 damage to long ones of 160 damage. If the player does not stop moving, the attack will easily hit.
 
   
  +
'''Disruptor:''' This unique weapon launches multiple balls of dark energy which home in on the player, much like the [[Vore|Vore's]] explosive pod from the first ''[[Quake]]'' game, but a lot faster and harder to see in the dark arena. Each projectile deals 20 damage but the Widow will launch a number of them in succession. They are difficult to dodge by strafing - cover is a more reliable defence. Like the [[Disruptor (GZ)|Disruptor]] available to the player, it completely disregards the target's [[Power Shield (Q2)|Power Shield]].
==== Homing Shadow ====
 
  +
The Widow can launch multiple balls of darkness which home in at the player much like the Vore's Fire Pod but a lot faster and harder to see in the dark arena. The shadow balls make a unique, easily heard sound so the player knows when there is one coming after him/her. Each ball will do 20 damage but due to the number of balls launched and the difficulty of dodging them, they can very quickly do heavy damage on top of the Stalker's light blasts and the Widow's Plasma beam. The Widow is capable of launching many balls in at a very fast rate (5 to 10) dealing in the excess of 200 damage. The best way to avoid them is to hug the wall so that when the player dodges them, there is less chance of them bending around.
 
  +
'''Pincers:''' The Widow's melee attack now involves the giant pincers on her new spider legs. If the player gets too close to the Widow, she may fire a tentacle-like appendage which can drag the player into melee range (rather like the ranged tentacle attack of the [[Brains]]) where they will be sliced n' diced by her pincers.
  +
  +
'''Summon Stalkers:''' Same as in her first form, except for the fact that once the Widow's second form is destroyed, any remaining Stalkers will die along with her. However, the aforementioned limits of the number of Stalkers (from two on Easy to six on Nightmare) apply to '''''each''''' of the Widow's two forms - her first form can summon up to six Stalkers on Nightmare, and her second form can summon up to six Stalkers on Nightmare. in other words, if six Stalkers remain after defeating the Widow's first form and the player does not kill them before the second form emerges, it's possible for up to twelve Stalkers to be in the arena at once.
  +
  +
'''Power-ups:''' See the Power-ups section below.
  +
  +
==Power Shield (Nightmare only)==
  +
On Nightmare, the Black Widow Guardian's already substantial health is boosted by a [[Power Shield (Q2)|Power Shield]]. It functions the same way as the player's Power Shield does, essentially reducing the amount of damage suffered by the Widow's health at the cost of consuming some of the shield's cells. Her humanoid form has 500 cells for its power shield to augment its 5000 health, and her spider form has 750 cells to augment its 5800 health.
  +
  +
When struck by a non-energy weapon, one-third of its damage will be suffered by the Widow's health, one-third will be suffered by her cells, and the remaining one-third will go to waste. So, for example, a [[Railgun (Q2)|Railgun]] shot that normally deals 125 damage will deal 41-42 damage to the Widow's health and drain 41-42 from her power shield, with the remaining 41-42 damage going to waste. Her first form has 5000 health and 500 power shield cells; therefore, it would take 13 Railgun shots to deal enough damage to fully deplete the power shield, dealing around 500 damage to her health in the process. In other words, it would take around fifty Railgun shots in total to defeat her first form.
  +
  +
Energy weapons are more effective against a target with a Power Shield; one-third of the damage will be suffered by the Widow's health, and the remaining two-thirds will be suffered by its cells. Therefore, your Hyperblaster, Plasma Beam or BFG10k can deplete the shield more quickly, and none of the damage goes to waste as it does with non-energy weapons. For example, the [[Plasma Beam]] normally deals 15 damage per hit, but against the Black Widow Guardian on Nightmare, each hit will deal 5 damage to her health and deplete 10 of her cells. Therefore it would fully deplete her first form's 500 cells in 50 hits, also dealing 250 damage to her health in the process, and then she would have 4750 health remaining, and no Power Shield.
  +
  +
==Power-ups==
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  +
Depending on the difficulty setting, the Black Widow Guardian can use certain power-ups, namely the Invulnerability, Quad Damage, Double Damage and Power Shield. However, she will only use these in response to the player using certain power-ups themselves (except for the Power Shield she has on Nightmare difficulty anyway, as described above). Consult the table below; the left column is the power-up the player uses, and the other columns are the power-up the Widow will use in response, on each difficulty setting. Note that a player can use their own [[Power Shield (Q2)|Power Shield]] or a [[Defender Sphere]] without provoking the Widow to use a power-up in response.
  +
  +
{| class="article-table"
  +
!Player uses!!Easy !!Medium!!Hard!!Nightmare
  +
|-
  +
|[[Invulnerability (Q2)|Invulnerability]]||Nothing||Power Shield (250 cells)||Invulnerability||Invulnerability and Power Shield (750 cells)
  +
|-
  +
|[[Quad Damage (Q2)|Quad Damage]]||Nothing||Double Damage||Quad Damage
  +
|Quad Damage and Power Shield (750 cells)
  +
|-
  +
|[[Double Damage]]||Nothing||Nothing||Double Damage||Double Damage and Power Shield (750 cells)
  +
|-
 
|}
  +
However, the Power Shields mentioned above cannot be depleted until after the player's power-up has worn off; she'll simply keep renewing them as long as your power-up is active. In other words, if the player activates a Quad Damage on Nightmare difficulty, the Widow will activate a Power Shield that can't be depleted for 30 seconds, and then will have 750 cells to deplete at the end of those 30 seconds (she'll activate her own Quad Damage too)
  +
  +
The Widow will only use these power-ups in response to power-ups activated by the player. On Nightmare difficulty she has a Power Shield as part of her basic equipment anyway, but this power-up response ability allows her to activate another even after her original has been depleted.
  +
  +
The implications of this are firstly that your Invulnerability power-up is only really worthwhile on Easy or Medium difficulty. On Hard difficulty, It's debatable whether it's worth saving the [[Invulnerability (Q2)|Invulnerability]] artifact for this fight or not; if you activate Invulnerability, then so will the Black Widow Guardian and there will be a 30-second period during which neither of you can harm the other. This isn't '''''completely''''' useless since it allows you to safely resupply on health or ammo during the fight, but it's dubious whether that is really the best use of the Invulnerability, compared to some of the more difficult battles earlier in the game, such as certain Medic Commander encounters. On Nightmare difficulty, Invulnerability is actually a bad thing - when you activate your Invulnerability, the Black Widow Guardian will activate her own Invulnerability, as well as an additional Power Shield with 750 cells. Therefore, once both of the combatants' Invuls have worn off, the Black Widow's durability will be higher than it was before you used your Invulnerability.
  +
  +
Your Quad Damage and Double Damage are comparatively less useful on Nightmare difficulty, since activating it not only increases the player's damage output but also increases the Black Widow Guardian's durability, dividing the damage suffered to her health by three. So, in the case of Double Damage, the increased durability gained by her extra Power Shield outweighs the increased damage gained by your Double Damage, so it's actually a bad thing unless you are using the [[Disruptor (GZ)|Disruptor]], since this weapon disregards the Black Widow Guardian's power shield altogether, or unless you use Quad Damage and Double Damage at the same time. In the 2023 remaster they now stack with each other; the Black Widow Guardian's additional durability is no match for your weaponry when their damage is multiplied by eight.
  +
  +
In summary:
  +
  +
*[[Invulnerability (Q2)|Invulnerability]] is a good thing on Easy and Medium, not all that much use on Hard, and definitely a bad thing on Nightmare
  +
*[[Quad Damage (Q2)|Quad Damage]] is progressively more dangerous to yourself on the harder difficulty settings, and less effective to your own damage output on Nightmare unless you are going to use the Disruptor.
  +
*[[Double Damage]] is a good thing on Easy and Medium. it's a mixed blessing on Hard since it increases the Widow's damage output as well. It should only be used on Nightmare if you are going to use the Disruptor, or if you are going to use Double Damage and Quad Damage at the same time.
   
==== Pincers ====
 
The Widow's melee attack now involves the giant pincers on her new spider legs. If the player gets anywhere near the Widow, a web-like claw will shoot out her legs, pull the player towards where they will be sliced n' diced by her pincers. As with any melee attack, it is easy to avoid as long as the player doesn't get near the enemy. If she carries out the whole attack, it will deliver around 35 damage.
 
   
 
==Strategies==
 
==Strategies==
The final level of ''Ground Zero'' involves taking the Anti-Matter Bomb created in Unit 4 and placing it on the Gravity Well to destroy it, thus completing the game's main objective. Before the player can gain access to the Gravity Well, he/she must defeat the Black Widow Guardian. This is by far the most difficult enemy in Quake II and one of the most difficult enemies in all of Quake series.
 
   
===Part I===
+
===Preparation===
  +
It's wise to have each of the following powerups in your inventory by the time you reach the Black Widow Guardian. The last opportunities to collect each of them are as follows:
*Collect all the items that surround the hole in the floor before dropping in. The player will fall into a very large round shaped room with pillars very similar to that of Armagon's Lair. There are numerous ammo and health pick-ups spread across the arena, outside and inside the circle of pillars. The most important of these are the Cell packs.
 
  +
  +
*[[Defender Sphere]]: Unit 4, [[Ammo Depot (Ground Zero)|Ammo Depot]]
  +
*[[Power Shield (Q2)|Power Shield]]: a secret in Unit 4, [[Munitions Plant]]
  +
*[[Quad Damage (Q2)|Quad Damage]]*: a secret in Unit 2, [[Waterfront Storage]] (second visit)
  +
*[[Double Damage]]*: a secret in Unit 4, [[Ammo Depot (Ground Zero)|Ammo Depot]]
  +
* [[Invulnerability (Q2)|Invulnerability]]*: a secret in Unit 3, [[Maintenance Hangars]] (second visit)
  +
<nowiki>*</nowiki>See the Power-ups section above; some of these power-ups lose some of their effectiveness or are downright counterproductive on the hardest difficulty settings.
  +
  +
Bear in mind the above locations are the last chances to collect each - so, for example, feel free to use a Defender Sphere whenever you feel the need, until you reach the Ammo Depot - but once you pick up the one in the Ammo Depot, save that one for the Black Widow Guardian. Also bear in mind that the player's capacity for each power-up (except the Power Shield) depends upon the difficulty setting; three on Easy, two on Medium, one on Hard/Nightmare. However, the ''Ground Zero'' campaign only includes two Quad Damage and two Invulnerability.
  +
  +
You also want to be maxed out on [[Cell (Q2)|cells]] and [[Bullet (Q2)|bullets]], and have plenty of railgun [[Slug (Q2)|slugs]]. Bear in mind that if you're playing on Nightmare difficulty, then the Black Widow Guardian's durability is very substantially increased by her Power Shield; see the Power Shield paragraph above. In the 2023 remaster, the best weapon by far is the [[Disruptor (GZ)|Disruptor]], with nothing else coming close; the Disruptor is a new weapon with a higher overall damage output than even the Chain Gun; furthermore, it has the unique ability to disregard the target's Power Shield, making it particularly effective against the Black Widow Guardian especially on Nightmare difficulty. Under the effect of Quad Damage, it can defeat either of her two forms within ten shots, only taking a few seconds to achieve. As a bonus, the Disruptor has the ability to hurl its target backward, thereby pinning the Widow against a wall.
  +
  +
Don't worry too much about armor in preparation for the final boss, because there's a suit of [[Body Armor]] in a secret at the end of Unit 4, just before you take the Gondola to the Widow's Lair; and there's another suit in the Widow's Lair itself immediately before you drop down to fight the final boss, so you'll have 200 Body Armor as the fight begins. There's also a [[Megahealth (Q2)|megahealth]] just before you drop down into the arena, so assuming you picked up enough [[Medikit (Q2)|medikits]] at the end of Unit 4 to keep you on the good side of 100 Health, you can start the final boss fight with 200 Health and 200 Body Armor.
   
  +
It is certainly wise to activate your [[Power Shield (Q2)|Power Shield]] for this fight.
*The Widow will be patrolling the inner circle until she sees the player and begins to attack. Her most common attack is her Upgraded Light Cannon which she fires lazily towards the player. Occasionally she'll launch a Railgun slug although this is as accurate as the Carriers and will hardly ever hit as long as the player keeps moving. Keeping moving in the outer circle whilst returning fire. The Chaingun and Railgun are a good start but it won't hurt to use a few BFG shots to deal some good damage from the start. Though the railgun is most useful. Keep moving around and shooting her with the railgun. Make sure to make a direct hit to deal the most amount of damage. Of course, not only will this deal heavy damage but it will also kill off any Stalkers currently in the arena.
 
   
  +
===General principles ===
*When the Widow falls, there will be a long delay between her teleporting away and returning in her second form. Use this time well to collect ammo (mainly Cells) and health. It would be useful to let off one more BFG shot after she teleports to clear away any Stalkers without wasting this time between fights. Once the player has collected relevant health and ammo, await by the big red doors for the Widow to come crashing out in her second, more powerful form. Stay behind the poles alot, due to her plasma attack. If your a dare devil stay right behind the pole next to the red door and then, kill her. Otherwise, stay away from the red door.
 
* Especially if you are playing on Hard difficulty, you will ''not ''want to use up your most powerful weapons and powerups on her first form, as her second form is considerably more powerful. So if you have [[Quad Damage (Q2)|quad damage]] or full Cells for your BFG, save them for her second form, and try to rely on your next-tier weapons for her first, weaker form: namely, your [[Railgun (Q2)|railgun]], and perhaps double damage if you have it. Lay down fire towards her with the railgun until she teleports away for her second form. (Tested by anonymous and it takes 5 shots on easy, 5 shots on medium, and 7 shots on hard.)
 
*If you play on hard, or hard+ difficulty and use [[Quad Damage (Q2)|Quad Damage]], [[Double Damage]], or [[Invulnerability (Q2)|Invulnerability]] Power-ups, she will copy them. For example, using invulnerability will cause her to become invulnerable as well. Therefore, invulnerability is pretty much useless here, but you will likely still want to use your quad and double damage powerups in order to kill her more quickly while, of course, becoming proficient at dodging ''her'' attacks.
 
*On hard+ difficulty The Black Widow has additional protective shield (like Daedalus, or Medic commander have) which enlarges her already enormous HP.
 
   
  +
*[[Quad Damage (Q2)|Quad Damage]] and [[Double Damage]] are potentially helpful to help you overcome the Black Widow Guardian's substantial amount of health, but depending on the difficulty setting, these power-ups come with certain downsides, especially on Nightmare - see the Power-ups chapter above for details. On Nightmare, Double Damage should only be used if you plan to use the Disruptor weapon, or if you plan to use Quad Damage and Double Damage at the same time. With Quad Damage and Double Damage activated together, either of her forms can be destroyed with around 60 hyperblaster shots, or around 150 bullets from the Chain Gun. On lower difficulty settings, you may prefer to use one of the two damage power-ups against her first form and save the other for her second form, whichever way around you prefer. ''(In the original release of Ground Zero, if you activate both at the same time they do '''not''' stack with each other; instead, you'd simply benefit from Quad Damage but the Double Damage would have no effect. However, this has changed in the 2023 remaster to allow them to stack, multiplying your damage by eight)''
===Part II===
 
  +
*The [[Defender Sphere]] is an invaluable power-up against the Black Widow Guardian because unlike the Invulnerability, Quad Damage or Double Damage, it does not provoke the Widow into using one of her own power-ups in response. It reduces all incoming damage by 50% for 30 seconds, essentially being a weaker version of the Invulnerability, but is much more useful against the Black Widow Guardian than Invulnerability simply because it doesn't provoke her into using one of her own power-ups. On the harder difficulty settings, you may wish to use the Defender Sphere at the same time as you use your Quad Damage/Double Damage, since the Black Widow Guardian's damage output will be increased as well; the Defender Sphere helps to mitigate it.
*See above for her new arsenal of weapons. The Widow will continue to spawn Stalkers so keep moving to avoid being hit by them. Her most deadly weapon now is the Plasma beam which she can deal very high damage with. Don't stop moving so as to give her a much more difficult time in hitting the player with the beam. Continue to empty the BFG into her and when that runs dry, switch to Chaingun or Railgun.
 
  +
*[[Tesla Mine|Tesla Mines]] are useful to distract and delay the Stalkers that will be spawned during the battle. A Tesla Mine stands no chance against the Black Widow Guardian herself, but it can occupy a Stalker for some time, preventing it from attacking you for a while as you focus your own gunfire on the Black Widow Guardian. If you drop into the arena and the Black Widow Guardian hasn't seen you yet, consider laying a few Tesla Mines between you in advance before beginning your attack, in preparation for when the Stalkers will approach. You can do the same thing after the Widow's first form is defeated, before her second form emerges.
* Save another quad damage, (double damage and invulnerability on hard), and lay down fire towards the 2nd form Widow with the BFG10K. Takes about 2-5 shots to kill.
 
   
 
===First Form===
*If the player runs low on health, then attempt to get the health packs near the pillars. Go for the outer circle pick ups as the player can go for these whilst taking cover behind the pillars. If the situation becomes dire and he/she is low on health and has used up all the health packs outside the pillars, then attempt to pick up the packs on the inside. This is more difficult as the player will be exposed but as long as he/she does not stop moving, the packs can be picked up without being hit.
 
  +
*Collect all the items that surround the hole in the floor before dropping in - once you drop down, there's no coming back. You can hear the Black Widow stomping around beneath you in a circular pattern. It's wise to wait until she's further away before dropping down into the arena (judge by the sound of her foot-stomps), so you'll be further apart as the fight begins - this will initially put more distance between you and the Stalkers she'll summon. The player will fall into a very large round shaped room with pillars, similar to [[HIPEND: Armagon's Lair|Armagon's Lair]]. There are numerous ammo pick-ups around the outer wall, and [[Medikit (Q2)|medikits]] next to some of the pillars. The Widow will be patrolling the inner circle until she sees the player. Her most common attack is her Upgraded Blaster, occasionally she'll fire her Railgun as well, and she'll quickly summon a number of [[Stalker|Stalkers]] that will start hunting you (depending on the difficulty setting, from two Stalkers on Easy up to six on Nightmare). Strafing will help to avoid most of the damage from the Widow and the blasters of the Stalkers, but keep your distance, using the pillars for protection.
  +
*When the Widow's first form is defeated, there will be significant delay between her teleporting away and her returning to the battle in her second form - around 25 seconds between her teleporting away and her second form emerging from the doors. This is another opportunity to resupply on health and ammo from around the arena, although there may still be some Stalkers to dispose of in the meantime. Do be sure to dispose of any Stalkers which remain after her first form is defeated, because her second form has its own separate "Stalker limit". You can also use this time to set up a few Tesla Mines some distance in front of the doors, to intercept the Stalkers she will soon summon - but don't bother putting them too close to the doors, because they'll just be crushed by the doors swinging open.
   
 
===Second Form===
*With 4,000 health (first form) and 5,000 health (second form), this battle is going to be very long and the biggest problem is surviving long enough to deal 9,000 points of damage. The Widow's shadow beams make even strafing and jumping deadly as the shadow beams can home in on the player and even bounce off walls if they miss and hit the player from behind. Be careful not to get too close so as to avoid her melee attack.
 
  +
*See above for her new arsenal of weapons. However, the general strategy of keeping your distance and using the pillars for cover remains sound. Her Disruptor weapon is difficult to dodge by strafing; cover is a better defence against it.
  +
*When the second form of the Widow emerges from the doorway, she'll remain still for a time while firing her weaponry, and the new Stalkers she'll summon will be some distance away from you - this is the perfect time to equip the [[Hyperblaster (Q2)|Hyperblaster]] and unload into her at long range as she stays still for a while. The Hyperblaster is accurate at long range and your target remains still for a while.
  +
===Alternative Strategy===
  +
*It's possible to stay in the upper room and deal damage to the Black Widow Guardian without dropping down into the main area. This strategy works best if the player has a good amount of [[Grenade (Q2)|Grenades]] for the [[Grenade Launcher (Q2)|Grenade Launcher]] and some [[Tesla Mine]]s. You'll need to get her attention first - the best way to do this is to carefully fire a [[Proximity Launcher (GZ)|prox mine]] to the ground by the pillar below, close enough to where she will walk past that she'll trigger it. Once the Black Widow Guardian is focused on you and takes position roughly underneath you, you can safely lob grenades down the hole without exposing yourself to her return fire - you won't necessarily hit her with every grenade, but you can cause a fair bit of damage without taking any in return. Once you're out of grenades you can do the same with [[Tesla Mine|Tesla Mines]]. On the harder difficulty settings you can expect to run out of both before her first form is defeated, in which case you can continue to fire down the hole with other weaponry, but now you'll need to peek down the hole to aim, and dodge her return fire (the [[Rocket Launcher (Q2)|Rocket Launcher]] is a good option here), and once you've run out of suitable ammunition you'll need to jump down and continue the fight on ground level. Obviously there is a risk here, since the Widow and her attendant Stalkers will be at the bottom of the hole. This is a good time to use the [[Invulnerability (Q2)|Invulnerability]] (except on Nightmare), allowing you to land safely and move to a safer distance, as well as collect some ammunition from the arena if necessary. If you do destroy her first form using this alternative strategy, then it may be wise to drop down before her second form emerges, depending on how much ammunition you have left.
   
  +
==Appearance statistics==
*On Hard+, the Black Widow has an immense 13,500hp (both forms).
 
  +
{| class="article-table"
  +
!'''Campaign'''!!'''Any difficulty'''
  +
|-
  +
|Quake II||-
  +
|-
  +
|The Reckoning|| -
  +
|-
  +
|Ground Zero||1*
  +
|-
  +
|Quake II 64||-
  +
|-
  +
| Quake II PSX||-
  +
|-
  +
|Call of the Machine||-
  +
|-
 
|}
  +
<nowiki>*</nowiki>Each of her two forms appears once.
   
==Trivia==
+
==Trivia==
*When her first form is defeated she teleports away, but her legs still stay on the ground and then explode.
+
* When her first form is defeated she teleports away, but her legs still stay on the ground and then explode. The remains of her second form can be [[Gibbing|gibbed]].
  +
*Like the [[Tank (Q2)|Tank]] and [[Tank Commander]], the Black Widow Guardian's humanoid form is one of few Strogg who have a "victory pose" of sorts; she will rear back and laugh sadistically if the player is killed.
   
 
==Gallery==
 
==Gallery==
<gallery captionalign="left">
+
<gallery>
 
800px-BestBoss.jpg|The boss fight
 
800px-BestBoss.jpg|The boss fight
 
File:Death_of_the_Widow.JPG|The Black Widow dying after a difficult battle.
 
File:Death_of_the_Widow.JPG|The Black Widow dying after a difficult battle.
 
File:Black_Widow_Art.jpg|The mural of the Black Widow
 
File:Black_Widow_Art.jpg|The mural of the Black Widow
  +
Black Widow 1.png|Black Widow's texture map (first form)
  +
Black Widow 2.png|Black Widow's texture map (first form, injured)
  +
Black Widow 3.png|Black Widow's texture map (second form)
  +
Black Widow 4.png|Black Widow's texture map (second form, injured)
 
</gallery>
 
</gallery>
   

Latest revision as of 12:30, 31 December 2023

This article appeared in Quake II  

Black Widow Guardian
Health

Easy:

  • Humanoid 2000
  • Spider 2800

Medium:

  • Humanoid 3000
  • Spider 3800

Hard:

  • Humanoid 4000
  • Spider 4800

Nightmare:

  • Humanoid 5000
    + 500 Power Shield
  • Spider 5800
    + 750 Power Shield
Attack Damage

Humanoid:

Spider:

Spawned Stalker:

  • Blaster: 5
  • Claws: 5-9
Found in
[Source]



The Black Widow Guardian is the final boss of Ground Zero. She is encountered in the last level, Widow's Lair, protecting the Gravity Well and must be defeated in order to plant the anti-matter bomb and finish the game.

The Black Widow Guardian is undoubtedly the most challenging foe in any Quake II game. Somewhat like Jorg and the Makron, the battle has two stages - when her first form is defeated, she will teleport away and soon return in a new form with more powerful weapons. Her own combat abilities are formidable, and she has the ability to summon an endless supply of Stalkers to aid her in battle (though only a certain number at a time). She also has the unique ability to use certain power-ups in response to power-ups used by the player - see the Power-ups section below. Finally, her health is dependent on the chosen difficulty setting. Her first form ranges from 2000 on Easy to 5000 on Nightmare, and her second form ranges from 2800 on Easy to 5800 on Nightmare. However, on Nightmare she also gains a Power Shield, which drastically increases her durability.

First Form (Humanoid)[]

Blaster: The Widow will fire multiple green blaster bolts - either in a sweeping arc around the player's location, or a sustained volley directly at the player. She'll sometimes start charging towards the player while firing her sustained volley. If the player continually strafes, then the sustained volley will miss - but a few bolts from her sweeping arc might connect.

Railgun: The Black Widow is equipped with a Railgun, which deals 50 damage per hit (the same strength as the railgun wielded by Gladiators). Like those other railguns, it will fire directly at the player's position but if they are strafing at the time, it is likely to miss. However, it does fire with less warning than you get from a Gladiator.

Kick: If the player gets close to the Widow, she'll kick with her mechanical legs, delivering around 55 damage and knocking the player backwards.

Summon Stalkers: She can spawn Stalkers to assist her in battle - the number of which depends on the difficulty level - ranging from two on Easy, to six on Nightmare. If you kill any of these Stalkers she will replenish them from a seemingly endless supply, but only to a maximum of the aforementioned number at one time. When the Widow's first form is defeated, any remaining Stalkers will continue the fight. The Black Widow Guardian and her Stalkers are not susceptible to infighting.

Power-ups: See the Power-ups section below.

Second Form (Spider)[]

Once her first form is defeated, she will teleport away. After a delay of around 25 seconds, she will return via the large red door in her second, spider-like form. Her second form is larger, has more health and is equipped with new weapons. She retains her aforementioned ability to summon Stalkers and her ability to mirror the player's power-ups.

Plasma Beam: Much like the player's Plasma Beam, the Widow can launch this powerful beam with unlimited range and pinpoint accuracy. The Widow can either use the beam in a sweeping motion or aim it at the player continuously. Strafing will reduce the damage taken.

Disruptor: This unique weapon launches multiple balls of dark energy which home in on the player, much like the Vore's explosive pod from the first Quake game, but a lot faster and harder to see in the dark arena. Each projectile deals 20 damage but the Widow will launch a number of them in succession. They are difficult to dodge by strafing - cover is a more reliable defence. Like the Disruptor available to the player, it completely disregards the target's Power Shield.

Pincers: The Widow's melee attack now involves the giant pincers on her new spider legs. If the player gets too close to the Widow, she may fire a tentacle-like appendage which can drag the player into melee range (rather like the ranged tentacle attack of the Brains) where they will be sliced n' diced by her pincers.

Summon Stalkers: Same as in her first form, except for the fact that once the Widow's second form is destroyed, any remaining Stalkers will die along with her. However, the aforementioned limits of the number of Stalkers (from two on Easy to six on Nightmare) apply to each of the Widow's two forms - her first form can summon up to six Stalkers on Nightmare, and her second form can summon up to six Stalkers on Nightmare. in other words, if six Stalkers remain after defeating the Widow's first form and the player does not kill them before the second form emerges, it's possible for up to twelve Stalkers to be in the arena at once.

Power-ups: See the Power-ups section below.

Power Shield (Nightmare only)[]

On Nightmare, the Black Widow Guardian's already substantial health is boosted by a Power Shield. It functions the same way as the player's Power Shield does, essentially reducing the amount of damage suffered by the Widow's health at the cost of consuming some of the shield's cells. Her humanoid form has 500 cells for its power shield to augment its 5000 health, and her spider form has 750 cells to augment its 5800 health.

When struck by a non-energy weapon, one-third of its damage will be suffered by the Widow's health, one-third will be suffered by her cells, and the remaining one-third will go to waste. So, for example, a Railgun shot that normally deals 125 damage will deal 41-42 damage to the Widow's health and drain 41-42 from her power shield, with the remaining 41-42 damage going to waste. Her first form has 5000 health and 500 power shield cells; therefore, it would take 13 Railgun shots to deal enough damage to fully deplete the power shield, dealing around 500 damage to her health in the process. In other words, it would take around fifty Railgun shots in total to defeat her first form.

Energy weapons are more effective against a target with a Power Shield; one-third of the damage will be suffered by the Widow's health, and the remaining two-thirds will be suffered by its cells. Therefore, your Hyperblaster, Plasma Beam or BFG10k can deplete the shield more quickly, and none of the damage goes to waste as it does with non-energy weapons. For example, the Plasma Beam normally deals 15 damage per hit, but against the Black Widow Guardian on Nightmare, each hit will deal 5 damage to her health and deplete 10 of her cells. Therefore it would fully deplete her first form's 500 cells in 50 hits, also dealing 250 damage to her health in the process, and then she would have 4750 health remaining, and no Power Shield.

Power-ups[]

Depending on the difficulty setting, the Black Widow Guardian can use certain power-ups, namely the Invulnerability, Quad Damage, Double Damage and Power Shield. However, she will only use these in response to the player using certain power-ups themselves (except for the Power Shield she has on Nightmare difficulty anyway, as described above). Consult the table below; the left column is the power-up the player uses, and the other columns are the power-up the Widow will use in response, on each difficulty setting. Note that a player can use their own Power Shield or a Defender Sphere without provoking the Widow to use a power-up in response.

Player uses Easy Medium Hard Nightmare
Invulnerability Nothing Power Shield (250 cells) Invulnerability Invulnerability and Power Shield (750 cells)
Quad Damage Nothing Double Damage Quad Damage Quad Damage and Power Shield (750 cells)
Double Damage Nothing Nothing Double Damage Double Damage and Power Shield (750 cells)

However, the Power Shields mentioned above cannot be depleted until after the player's power-up has worn off; she'll simply keep renewing them as long as your power-up is active. In other words, if the player activates a Quad Damage on Nightmare difficulty, the Widow will activate a Power Shield that can't be depleted for 30 seconds, and then will have 750 cells to deplete at the end of those 30 seconds (she'll activate her own Quad Damage too)

The Widow will only use these power-ups in response to power-ups activated by the player. On Nightmare difficulty she has a Power Shield as part of her basic equipment anyway, but this power-up response ability allows her to activate another even after her original has been depleted.

The implications of this are firstly that your Invulnerability power-up is only really worthwhile on Easy or Medium difficulty. On Hard difficulty, It's debatable whether it's worth saving the Invulnerability artifact for this fight or not; if you activate Invulnerability, then so will the Black Widow Guardian and there will be a 30-second period during which neither of you can harm the other. This isn't completely useless since it allows you to safely resupply on health or ammo during the fight, but it's dubious whether that is really the best use of the Invulnerability, compared to some of the more difficult battles earlier in the game, such as certain Medic Commander encounters. On Nightmare difficulty, Invulnerability is actually a bad thing - when you activate your Invulnerability, the Black Widow Guardian will activate her own Invulnerability, as well as an additional Power Shield with 750 cells. Therefore, once both of the combatants' Invuls have worn off, the Black Widow's durability will be higher than it was before you used your Invulnerability.

Your Quad Damage and Double Damage are comparatively less useful on Nightmare difficulty, since activating it not only increases the player's damage output but also increases the Black Widow Guardian's durability, dividing the damage suffered to her health by three. So, in the case of Double Damage, the increased durability gained by her extra Power Shield outweighs the increased damage gained by your Double Damage, so it's actually a bad thing unless you are using the Disruptor, since this weapon disregards the Black Widow Guardian's power shield altogether, or unless you use Quad Damage and Double Damage at the same time. In the 2023 remaster they now stack with each other; the Black Widow Guardian's additional durability is no match for your weaponry when their damage is multiplied by eight.

In summary:

  • Invulnerability is a good thing on Easy and Medium, not all that much use on Hard, and definitely a bad thing on Nightmare
  • Quad Damage is progressively more dangerous to yourself on the harder difficulty settings, and less effective to your own damage output on Nightmare unless you are going to use the Disruptor.
  • Double Damage is a good thing on Easy and Medium. it's a mixed blessing on Hard since it increases the Widow's damage output as well. It should only be used on Nightmare if you are going to use the Disruptor, or if you are going to use Double Damage and Quad Damage at the same time.


Strategies[]

Preparation[]

It's wise to have each of the following powerups in your inventory by the time you reach the Black Widow Guardian. The last opportunities to collect each of them are as follows:

*See the Power-ups section above; some of these power-ups lose some of their effectiveness or are downright counterproductive on the hardest difficulty settings.

Bear in mind the above locations are the last chances to collect each - so, for example, feel free to use a Defender Sphere whenever you feel the need, until you reach the Ammo Depot - but once you pick up the one in the Ammo Depot, save that one for the Black Widow Guardian. Also bear in mind that the player's capacity for each power-up (except the Power Shield) depends upon the difficulty setting; three on Easy, two on Medium, one on Hard/Nightmare. However, the Ground Zero campaign only includes two Quad Damage and two Invulnerability.

You also want to be maxed out on cells and bullets, and have plenty of railgun slugs. Bear in mind that if you're playing on Nightmare difficulty, then the Black Widow Guardian's durability is very substantially increased by her Power Shield; see the Power Shield paragraph above. In the 2023 remaster, the best weapon by far is the Disruptor, with nothing else coming close; the Disruptor is a new weapon with a higher overall damage output than even the Chain Gun; furthermore, it has the unique ability to disregard the target's Power Shield, making it particularly effective against the Black Widow Guardian especially on Nightmare difficulty. Under the effect of Quad Damage, it can defeat either of her two forms within ten shots, only taking a few seconds to achieve. As a bonus, the Disruptor has the ability to hurl its target backward, thereby pinning the Widow against a wall.

Don't worry too much about armor in preparation for the final boss, because there's a suit of Body Armor in a secret at the end of Unit 4, just before you take the Gondola to the Widow's Lair; and there's another suit in the Widow's Lair itself immediately before you drop down to fight the final boss, so you'll have 200 Body Armor as the fight begins. There's also a megahealth just before you drop down into the arena, so assuming you picked up enough medikits at the end of Unit 4 to keep you on the good side of 100 Health, you can start the final boss fight with 200 Health and 200 Body Armor.

It is certainly wise to activate your Power Shield for this fight.

General principles[]

  • Quad Damage and Double Damage are potentially helpful to help you overcome the Black Widow Guardian's substantial amount of health, but depending on the difficulty setting, these power-ups come with certain downsides, especially on Nightmare - see the Power-ups chapter above for details. On Nightmare, Double Damage should only be used if you plan to use the Disruptor weapon, or if you plan to use Quad Damage and Double Damage at the same time. With Quad Damage and Double Damage activated together, either of her forms can be destroyed with around 60 hyperblaster shots, or around 150 bullets from the Chain Gun. On lower difficulty settings, you may prefer to use one of the two damage power-ups against her first form and save the other for her second form, whichever way around you prefer. (In the original release of Ground Zero, if you activate both at the same time they do not stack with each other; instead, you'd simply benefit from Quad Damage but the Double Damage would have no effect. However, this has changed in the 2023 remaster to allow them to stack, multiplying your damage by eight)
  • The Defender Sphere is an invaluable power-up against the Black Widow Guardian because unlike the Invulnerability, Quad Damage or Double Damage, it does not provoke the Widow into using one of her own power-ups in response. It reduces all incoming damage by 50% for 30 seconds, essentially being a weaker version of the Invulnerability, but is much more useful against the Black Widow Guardian than Invulnerability simply because it doesn't provoke her into using one of her own power-ups. On the harder difficulty settings, you may wish to use the Defender Sphere at the same time as you use your Quad Damage/Double Damage, since the Black Widow Guardian's damage output will be increased as well; the Defender Sphere helps to mitigate it.
  • Tesla Mines are useful to distract and delay the Stalkers that will be spawned during the battle. A Tesla Mine stands no chance against the Black Widow Guardian herself, but it can occupy a Stalker for some time, preventing it from attacking you for a while as you focus your own gunfire on the Black Widow Guardian. If you drop into the arena and the Black Widow Guardian hasn't seen you yet, consider laying a few Tesla Mines between you in advance before beginning your attack, in preparation for when the Stalkers will approach. You can do the same thing after the Widow's first form is defeated, before her second form emerges.

First Form[]

  • Collect all the items that surround the hole in the floor before dropping in - once you drop down, there's no coming back. You can hear the Black Widow stomping around beneath you in a circular pattern. It's wise to wait until she's further away before dropping down into the arena (judge by the sound of her foot-stomps), so you'll be further apart as the fight begins - this will initially put more distance between you and the Stalkers she'll summon. The player will fall into a very large round shaped room with pillars, similar to Armagon's Lair. There are numerous ammo pick-ups around the outer wall, and medikits next to some of the pillars. The Widow will be patrolling the inner circle until she sees the player. Her most common attack is her Upgraded Blaster, occasionally she'll fire her Railgun as well, and she'll quickly summon a number of Stalkers that will start hunting you (depending on the difficulty setting, from two Stalkers on Easy up to six on Nightmare). Strafing will help to avoid most of the damage from the Widow and the blasters of the Stalkers, but keep your distance, using the pillars for protection.
  • When the Widow's first form is defeated, there will be significant delay between her teleporting away and her returning to the battle in her second form - around 25 seconds between her teleporting away and her second form emerging from the doors. This is another opportunity to resupply on health and ammo from around the arena, although there may still be some Stalkers to dispose of in the meantime. Do be sure to dispose of any Stalkers which remain after her first form is defeated, because her second form has its own separate "Stalker limit". You can also use this time to set up a few Tesla Mines some distance in front of the doors, to intercept the Stalkers she will soon summon - but don't bother putting them too close to the doors, because they'll just be crushed by the doors swinging open.

Second Form[]

  • See above for her new arsenal of weapons. However, the general strategy of keeping your distance and using the pillars for cover remains sound. Her Disruptor weapon is difficult to dodge by strafing; cover is a better defence against it.
  • When the second form of the Widow emerges from the doorway, she'll remain still for a time while firing her weaponry, and the new Stalkers she'll summon will be some distance away from you - this is the perfect time to equip the Hyperblaster and unload into her at long range as she stays still for a while. The Hyperblaster is accurate at long range and your target remains still for a while.

Alternative Strategy[]

  • It's possible to stay in the upper room and deal damage to the Black Widow Guardian without dropping down into the main area. This strategy works best if the player has a good amount of Grenades for the Grenade Launcher and some Tesla Mines. You'll need to get her attention first - the best way to do this is to carefully fire a prox mine to the ground by the pillar below, close enough to where she will walk past that she'll trigger it. Once the Black Widow Guardian is focused on you and takes position roughly underneath you, you can safely lob grenades down the hole without exposing yourself to her return fire - you won't necessarily hit her with every grenade, but you can cause a fair bit of damage without taking any in return. Once you're out of grenades you can do the same with Tesla Mines. On the harder difficulty settings you can expect to run out of both before her first form is defeated, in which case you can continue to fire down the hole with other weaponry, but now you'll need to peek down the hole to aim, and dodge her return fire (the Rocket Launcher is a good option here), and once you've run out of suitable ammunition you'll need to jump down and continue the fight on ground level. Obviously there is a risk here, since the Widow and her attendant Stalkers will be at the bottom of the hole. This is a good time to use the Invulnerability (except on Nightmare), allowing you to land safely and move to a safer distance, as well as collect some ammunition from the arena if necessary. If you do destroy her first form using this alternative strategy, then it may be wise to drop down before her second form emerges, depending on how much ammunition you have left.

Appearance statistics[]

Campaign Any difficulty
Quake II -
The Reckoning -
Ground Zero 1*
Quake II 64 -
Quake II PSX -
Call of the Machine -

*Each of her two forms appears once.

Trivia[]

  • When her first form is defeated she teleports away, but her legs still stay on the ground and then explode. The remains of her second form can be gibbed.
  • Like the Tank and Tank Commander, the Black Widow Guardian's humanoid form is one of few Strogg who have a "victory pose" of sorts; she will rear back and laugh sadistically if the player is killed.

Gallery[]