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This article appeared in Quake II  

!Q2-Guard-Hyperblaster
Hyperblaster Guard
Health

60

Will gib when health is

-30

Attack Damage

Hyperblaster: 1 per bolt

Drops

Cells

Found in

The Reckoning
Call of the Machine

[Source]


These troops have a modified version of the Hyper Blaster as a deadly prosthetic.

—The Reckoning Manual

The Hyperblaster Guard is one of three new varieties of guard introduced in The Reckoning. As the name suggests, it is equipped with a hyperblaster - but thankfully a much weaker one than the Hyperblaster available to the player. They are a common foe in The Reckoning, and they also appear frequently in Call of the Machine.

Behaviour and attacks[]

Hyperblaster: The Hyperblaster Guard shoots volleys of blue hyperblaster bolts, dealing 1 damage per hit. They are easily avoided by strafing.

Like the three Guards in the original Quake II, there is a chance the Hyperblaster Guard will perform a final attack when it is killed but not gibbed. It falls onto its back, raises its weapon and fires two shots directly forward before succumbing to death.

If the Hyperblaster Guard loses sight of the player, it may continue to fire in the general direction of where it last saw the player. The same is true for the Light Guard and the Ripper Guard.

Strategy[]

  • The Hyperblaster Guard has more health than the three Guards in the original Quake II. He'll survive a single hit from the Shotgun, and while he can be killed by the Super Shotgun, it does require more of the pellets to connect than the earlier Guards. The Machine Gun is still a worthy option to deal with a lone Hyper Blaster Guard, but when encountering them in groups you might wish to bust out the Chain Gun, Super Shotgun or Rocket Launcher.
  • The Hyperblaster Guard is arguably the least threatening of the three new types of Guard introduced in The Reckoning, because its projectiles are easily dodged by strafing, whereas the Laser Guard essentially has a hitscan attack and the Ripper Guard can bounce its projectiles around cover to some extent. In fact, the Hyperblaster Guard could be considered less of a threat than the Machine Gun Guard and Shotgun Guard - he has more health, but his weapon does less damage and is easier to avoid by strafing.

Appearance statistics[]

Campaign Easy Medium Hard/Nightmare
Quake II - - -
The Reckoning 90 104 102
Ground Zero - - -
Quake II 64 - - -
Quake II PSX - - -
Call of the Machine 76 84 87

Trivia[]

  • There are many instances where a particular weapon is available to both the player and the Strogg, but the player's version is more powerful. The Hyperblaster is the most extreme example of this; the player's Hyperblaster deals 20 damage per shot, whereas the Hyper Blaster Guard's weapon deals only 1 damage per shot.

Sounds[]

Sounds
The Guard being idle
The Guard spotting an opponent
The Guard being injured

The Guard being killed

Gallery[]

See also[]

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