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Gate Keeper is a Multiplayer level in Q2. This level has the same geometry as DEATH, though placement of Ammo and Weapons is entirely different. Besides texturing, this level is identical to Spider Web.

Spawn Locations

  • Middle of Room #1: This room is used as an origin point. Three rooms are placed around the map around a Central Section, these are counted in a clockwise fashion starting from Room #1. A twisty Central Corridor connects Room #2 to Room #3.
  • Stretch of corridor with doorway to Room #1 in Central Section.
  • Stretch of corridor between Room #1 and Room #2 in Central Section.
  • Middle of Room #2.
  • Central Corridor of Central Section, in stretch of corridor leading to Room #3.
  • Stretch of corridor between Room #3 and Central Corridor, near Central Corridor in Central Section.
  • Stretch of corridor near Small Room in Room #3.
  • Beside outer wall of Room #3.

Important Item Locations

Weapons

  • Double-Barrelled Shotgun - Stretch of corridor with doorway to Room #1 in Central Section.
  • Super Nailgun - Stretch of corridor between Room #3 and Central Corridor, near Room #3 in Central Section.
  • Grenade Launcher - Stretch of corridor between Room #3 and Central Corridor, near Central Corridor in Central Section.
  • Rocket Launcher - Stretch of corridor between Room #1 and Room #3 in Central Section.
  • Thunderbolt - Stretch of corridor between Room #1 and Room #2 in Central Section.

Powerups

Room-By-Room Summarization

Gate_Keeper

Gate Keeper

Central Section

  • Double-Barrelled Shotgun in stretch of corridor with doorway to Room #1.
  • Super Nailgun in stretch of corridor between Room #3 and Central Corridor, near Room #2.
  • Grenade Launcher in stretch of corridor between Room #3 and Central Corridor, near Central Corridor.
  • Rocket Launcher in stretch of corridor between Room #1 and Room #3.
  • Thunderbolt in stretch of corridor between Room #1 and Room #2.
  • 2 Shells in Central Corridor, in stretch of corridor leading to Room #2.
  • 2 Nails in stretch of corridor with doorway to Room #2.
  • 2 Rockets in Central Corridor, in stretch of corridor leading to Room #3.

Room #1

Room #2

Room #3

  • Quad Damage in middle of Small Room.
  • 2 Shells in stretch of corridor near Small Room.
  • 2 Cells in stretch of corridor near Central Section.
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