“ | This silences the discharge of any weapon. | ” |
—The Quake II Manual |
The Silencer is a power-up found in Quake II. Once activated, it muffles the sound of your gunfire, making it less likely to alert nearby Strogg. Its effects are temporary, but unlike other temporary power-ups, it is not time-based - instead its effects will cease after the player has fired 30 shots (the Chain Gun seems to be an exception in the original game, able to pump out around 80 bullets before the Silencer expires, but not in the 2023 remaster). The Silencer is not tied to any particular weapon - once activated, the player can switch weapons freely to benefit from the remaining number of silenced shots. It affects almost all weaponry, including the mighty BFG10K and even the Chainfist, but it doesn't make a difference to hand grenades, Tesla Mines and Traps, since throwing these is already "silent" in practical terms.
There is a second effect of the Silencer, concerning projectiles. Idle Strogg can be alerted not only by the sound of your gunfire, but also the presence of a projectile (such as a rocket from your Rocket Launcher) being fired in their direction, even if they were too far away to hear the actual shot. A Silencer makes both of these things less likely to alert enemies.
The 2023 remaster adds a visual counter for the remaining number of silenced shots.
Strategies[]
Single Player[]
- An overlooked property of the Silencer is not so much its effect on the sound of the gunfire, but its effect on the projectile. Normally, if you fire a rocket or a BFG10k blast in the direction of the enemy, they'll be alerted even if they are too far away to hear the actual gunfire. However, the Silencer makes this less likely to happen. For example, if you are standing behind enemies at long distance and you have your BFG10k equipped, the Strogg might not necessarily hear the gun firing but they probably will be alerted by the presence of the incoming BFG projectile before it hits, giving them a chance to dodge or deliver some return fire. On the other hand, with a Silencer active, the enemies will hopefully remain idle right up until the point they start taking damage.
- A Silencer can be useful in combination with the Rocket Launcher for similar reasons, if you are able to line up a shot on an enemy unaware of your presence. An idle enemy will usually be alerted by a rocket fired in their direction, giving them a chance to dodge, but activating a Silencer makes this less likely. Furthermore, a relatively unknown thing about the Rocket Launcher is that it deals double damage when striking an enemy unaware of your presence, like the Railgun. It's much less likely to happen with the Rocket Launcher, because whereas the Railgun is a hitscan weapon that strikes its target instantly, the Rocket Launcher's projectile has some travel time, and enemies will often be alerted by the fact you fired a rocket in their direction, giving them a chance to dodge and negating the possibility of causing double damage. However, if you have the Silencer active, then firing the rocket usually doesn't alert them, allowing you to deal a double-damage rocket that is more likely to hit - and it's enough to kill a Gunner, Parasite, Iron Maiden or Technician in one shot. This tactic is also helpful if you intend to use the Rocket Launcher to kill unsuspecting Guards with splash damage. The Silencer makes it less likely that they'll be alerted by the incoming rocket, and in turn, less likely that they'll dodge the blast or suddenly shoot you before it hits.
Multiplayer[]
- The silencer is much more useful in MP. Enemies usually won't be able to figure out where you are as soon as you fire, so you can get a few more shots in before they find you. It's best used with weapons that don't leave a trail or shoot projectiles, such as the Chain Gun.