recursal/Fanatic-Fandom huggingface dataset:
Subterranean Lake

*This article contains spoilers!* Outer Wilds and Echoes of the Eye should be played with minimal spoilers, knowing too much will hinder the experience!
Please play the game before reading any of this! (Or don't, I'm not your dad.)

## Subterranean Lake

Honestly, burning yourself in the fire is so metal.

### Purpose

To keep the uploaded slide reels locked away at the Forbidden Archives, and to seal away The Prisoner in the Sealed Vault.

The **Subterranean Lake** is a location on The Stranger, located inside of **The Simulation**. It is a shallow lake in which resides four points-of-interest, one of which being the Sealed Vault.

## Features

### Islands

The Subterranean Lake contains 4 islands, 3 of which containing the Forbidden Archives, and one holding the Sealed Vault and its lock mechanism. It can be accessed by sleeping at the Submerged Structure, falling off a raft in the loading zones, or completing a stealth sections that lead to the Forbidden Archives.

### The Sealed Vault

The Sealed Vault is the climax of Echoes of the Eye, and must be opened by reaching the three Forbidden Archives and learning their secrets. Inside, The Prisoner is sealed.
It can be opened by using the three glitches found in the Forbidden Archives, Jumping off a raft in a loading zone to access the Subterranean Lake, extinguishing one seal from there, dropping your artifact to put together a hidden pathway, extinguishing another seal at the end. And finally, dying near a campfire in order to get past the Alarm Bells and open the Vault.
Once you open the Sealed Vault, you will enter a candlelit room with a telescope looking onward at the ringed planet. After about 15 seconds, an elevator will rise and you can move it downward with your Artifact. At the bottom you will meet the Prisoner, who will show you the last missing Slide Reel using the Vision Torch. After viewing, they will hand you the Vision Torch and you can show the Prisoner the history of the solar system. They will exit the vault afterwards, and leave a farewell vision outside, before walking into the water and snuffing their artifact. This concludes Echoes of the Eye, and the player can follow the Prisoner into the water to end the DLC.

## History

The Subterranean Lake was most likely added to The Simulation after the Prisoner's betrayal in order to contain them. There is no real history that can be documented, as there are no events that occur here without influence from The Protagonist.
Arcade

Arcade is a collection of variety gamemodes that change the standard gameplay of Quake Champions.

The current available gamemodes are: **Unholy Trinity**, **Hot Rockets**, **Mystery Champion**, and **Team Instagib**.

## Unholy Trinity

Free for all where weapon spawns and champion abilities are disabled. You spawn with a Rocket Launcher, Lightning Gun and a Railgun with infinite ammo. Rocket Jumping does no self-damage.

## Original Announcement

Spice things up with these specialty modes – coming soon in the September Update! Arcade Mode games will be featured in the ‘Play Now’ screen and rotate on a regular basis, adding new and interesting ways to show your stuff in the Arena.

Some examples of game modes you’ll see in Arcade Mode include:

**Hot Rockets**: All Champions spawn with just the Rocket Launcher. Oh, and those Launchers happen to have infinite ammo and QUAD DAMAGE.

**Mystery Champion**: Start with a random Champion and spawn as a different one each time you’re fragged. The best part? You can spawn as Champions you haven’t unlocked yet!

**Team Instagib**: The one-hit-to-frag classic, now with support for two teams of four!

**Unholy Trinity**: Weapon pickups no longer appear on the map. However, you spawn with Quake’s trifecta of iconic weapons – the Rocket Launcher, the Railgun and the Lightning Gun!

1. ↑ https://quake.bethesda.net/en/news/1OrWVkFjVqoIUWG28QSYkS
Sacrifice

**Sacrifice** is a game mode in Quake Champions.

Sacrifice has been available to play since the Large-Scale Tech Test on May 12, 2017.

## Summary

Sacrifice is the new team-based, 4-v-4 competitive mode in Quake Champions. Requiring team coordination in Champion selection, strategy development, and in-game play, Sacrifice will be the primary team competitive mode for all major esports tournaments.

Bring the Soul to an obelisk. Fight off your enemies to Sacrifice it to the Elder Gods.

## Videos

### Strategy

Sacrifice Mode Introduction - Rocket Jump Ninja

*This article is a stub. You can help Quake Champions Wiki by expanding it.*

1. ↑ https://quake.bethesda.net/en/news/3ZAtUz6NgQMeIIKSEKE8yK
Lockbox

**Arena Details**

**Video**

**Lockbox** is an arena in Quake Champions.

## Summary

Nothing is more fun than luring your enemies into a trap, and that’s exactly what Lockbox is perfect for. Draw your foes into the tight corridors and acid pits and watch them fall for your clever ploy. But you’ll have to watch your own footing, too. Lockbox has no loyalties and will destroy anyone who is too careless.

### The Hole

At the bottom of this hole is the rocket spawn, but if you get your jumps right with the teleporter you can get the quad damage on the platform above. There's even an electric gun here as well, this will be a death trap for all those who fight here.
Large-Scale Tech Test

## Summary

Large-Scale Tech Test was a period of open beta that ran from May 12, 2017 to May 21. The Champion Visor and the Gamemode Sacrifice were released on May 12 while the Gamemode Duel was released on May 17.

## Announcement

We're thrilled to announce that the NDA for Quake Champions ends May 12. Stream the fun during Closed Beta!

Haven’t been able to get into the Closed Beta? You’re in luck! From May 12 through May 21, there will be a Large-Scale Tech Test where everyone who wants to play Quake Champions will be able to. No wondering if you’re going to get a code – you’ll get it right away! Unlike the previous weekends-only structure, the game will remain live 24/7 during the Tech Test. Test out all the currently available Champions and maps for 9 days straight and let us know what you think in the Quake Champions forums.

With the Tech Test now in effect, the player NDA is official dropping, meaning you can now stream, capture, share and discuss the game publicly! We can’t wait to see you all show off your skills online.

### Visor

Visor will be available to try out during the Large-Scale Tech Test, which will run from May 12 through May 21 and be open to anyone who wants to hop in. Go to Quake.com to get your code for the Tech Test and take a look at Visor in our latest trailer.

### Sacrifice

During the Tech Test, you’ll also be able to try out an all-new 4v4, team-based competitive mode: Sacrifice. Pick your teams and Champions wisely and work together to dominate the Arena in this new mode.

### Duel

The Quake Champions Large Scale Test Tech is now live and will run until May 21. The Tech Test is welcoming all players and includes Duel mode as well as the new team-based competitive mode, Sacrifice. Players who want to join in the fragfest can head to Quake.com to sign up and receive a key.

1. ↑ https://twitter.com/Quake/status/861597307531382784
2. ↑ https://quake.bethesda.net/en/news/3ZAtUz6NgQMeIIKSEKE8yK
3. ↑ https://quake.bethesda.net/en/news/2MX6nqmHZKqkkqACC8IMoK
4. ↑ https://quake.bethesda.net/en/news/3ZAtUz6NgQMeIIKSEKE8yK
5. ↑ https://quake.bethesda.net/en/news/lclGDtLZYGeWewKuSwQS4
Deathmatch

**Deathmatch** is a game mode in Quake Champions.

## Summary

Classic Deathmatch: you versus the world! Frag anything that moves.

*This article is a stub. You can help Quake Champions Wiki by expanding it.*

## Videos

### Game Play

Nyx & Burial Chamber - Rocket Jump Ninja

Nyx & Burial Chamber (2) - Rocket Jump Ninja

Nyx & Ruins of Sarnath - Rocket Jump Ninja

Ranger & Burial Chamber - Rocket Jump Ninja

BJ & Burial Chamber - Rocket Jump Ninja
Updates

There were multiple different alpha versions, 1.2 being the last uncut alpha version.

## Fig update

The previously available alpha was replaced with a cut-down alpha demo at the start of the Fig campaign that successfully funded development of the full version.

### Spoiler bubbles

Dark Bramble, Giant's Deep, the Hourglass Twins and the Quantum Moon were blocked off by huge bubbles covered with a warning message "Danger - spoilers ahead". Entering any bubble and not leaving it again within 5 seconds makes the sun explode instantly, killing the player within a few seconds.

Besides that, these planets appear to be unchanged compared to the previous full alpha.

There's no known way of bypassing the bubbles - using the probe is not an option either as it's strongly repelled. Of course it's possible to enter any such bubble at high speed for getting a short glimpse of the planet.

### Sun Station

A Sun Station was added which was not present in the previous alpha version. It's much smaller than the one in the release version and seems to only consist of a single platform with a spiral-like structure underneath.
Map Marker Skins/de

**Kartenmarker-Skins** sind kosmetische Gegenstände in Realm Royale, welche man durch einen Battle-Pass erhalten kann. Durch das Ausrüsten, eines Kartenmarker-Skins, wird das Aussehen des Strahl einer Markierung, die du setzt, für dich und den Team verändert. Es lassen sich jedoch keine Farben verändern, da diese zufällig in deinem Team verteilt werden.

## Kartenmarker-Skins

 [[File:Skin {{{Class}}} {{{Skin Name}}}.png|220px]]
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Pistol

The **Pistol** is one of the weapons available in Realm Royale. It comes in Common, Rare, Epic and Legendary variants. The Pistol fires in a semi-automatic fashion and has quick reload speed. However, it is best for close range combat. This weapon is based on Strix's Side Arm Pistol from the game Paladins.

## Trivia

* The semi-automatic pistol resembles the Luger P08 pistol used by Germany during the World Wars I and II.
Weapons

*This article is a stub. You can help Quake Champions Wiki by expanding it.*

There are a total of 8 different **weapons** in Quake Champions.

## Summary

Each weapon is distinct, requiring different play styles and strategies to use effectively in combat.

## Weapons

* Gauntlet
* Heavy Machinegun
* Super Shotgun
* Super Nailgun
* Rocket Launcher
* Lightning Gun
* Railgun
* Tribolt

## Videos

### Strategy

Beginner's Weapon Guide - Frothy

Introduction To Weapons - Rocket Jump Ninja

Switch Guns Better - Frothy
Deep Space Teleporter (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*
The **Deep Space Teleporter** is a slowly-rotating teleporter beyond the orbit of Dark Bramble that teleports the player to a receiving node on another planet, such as the one on the Hourglass Twins. There is no timer, but when it lines up with a planet it is triggered. To get to it simply fly through the black hole at the centre of Brittle Hollow.

In the game final release, the Teleporter is known as the White Hole Station.

## Hazards

Watch out for chunks of rock as you fly through- it can damage your ship or your body. Also, to use the teleporter you must be out of your ship, so you may want to leave it at a convenient location before you go.

The Deep Space Teleporter is not on rails, and its rotation and location can be pushed by the player and/or ship. This may trap the ship inside due to false gravity created by excessive rotation.

## Experimentation

As the Deep Space Teleporter is a free-floating object in deep space, it can not only be re-oriented by the player's ship flying into it, but it can be completely relocated as well, should the player fly their ship inside the tower, and tow the object across the system. While this is difficult, takes a lot of time, and is nearly impossible to reverse directions in before the Time Loop cycle of 20 minutes is up, it is technically possible to tow the Deep Space Teleporter to another planet entirely if you position it in line of orbit of another planet, or simply drag it to a planet while flying nestled inside.

Strangely enough, when flown directly at Dark Bramble (if you somehow manage to get it going that way within the time limit) the Teleporter begins acting strangely, and can be rammed into an Angler-fish to... very curious effects.

On top of this, the Teleporter does not interact with the atmosphere of Giant's Deep, simply passing through it as if it were in space. further experimentation is needed to see if the Teleporter interacts with any parts of Giant's Deep and the other planets.

(Please supply screenshots to this section of the page if you pull it off)
Railgun

**Weapon Data**

 **Range** | Long

The **Railgun** is a **weapon** appearing in **Quake Champions**.

## Summary

The Railgun rewards precision with high damage, and punishes carelessness with a long reload time. Do not use the Railgun in close combat, unless you are positive of the outcome, as missing will leave you useless while the gun cools down. Deny your opponents crucial armor and powerups by taking aim from a distance with minimal chance of retribution.

The Railgun fires accelerated slugs that cause massive amounts of damage. There is a lengthy cooldown between shots, meaning you may not get a second chance if you miss. Perfect for long distance attacks.

## Official Summary

The Strogg Railgun flows with a distinct orange light. It may look worn and beat up, but it'll still reduces your enemy to blood and bone.

## Strategy

* Much like you do on Quake 3 and Quake Live, use it as a sniper rifle. Take advantage of the sightlines or angles to straight up deal damage, especially on Duel. Bonus if you do it on a high ground, taking minimal damage.
* The Railgun emits a low hum, some kind of abyssal white noise which is audible by other players, so DO NOT wield it when you expect an ambush or baiting attempt where other players can have a clue about your position.
* It's a definitive answer for counter-playing at 1v1 duels against the stack holder who dominates the important pickups. So whenever you are out of control of the game, chip a lot with the Railgun. That's why it's called "insta-win" or a winstick back in Quake 3.
* Scoped-in players generally lack awareness to their surroundings, making them easy picks for stealthy players. So, make sure to keep an eye on who's stalking you while you're stalking some bighorns. (Getting that reference will give you an idea.)
* The Railgun's trail will give a window of opportunity to expose your location. Change locations time by time.
* If you're not confident enough to get a kill with the Railgun, switch to a Machine Gun, Shotgun or a Lightning Gun instead of pulling off multiple rail shots missing them entirely in the process.
Humans Versus Bots

Practice (Humans Versus Bots) is the option to the left of the screen after clicking the Play button.

## Summary

This game mode puts the Player in a lobby with bots, if the matchmaker finds other players, they will be in their team, if not, bots will join the Player. Playing this game mode at first is a great way to train your movement and aim.

There are multiple game modes available to play against bots such as

* Team Deathmatch
* Clan Arena
* CTF
* Slipgate
* Sacrifice
Jellyfish

**Jellyfish** are aquatic creatures that are possibly native to the unnamed planet that was fractured to become Dark Bramble.

## Biology

Jellyfish are large non-hostile aquatic creatures. Their electrically-charged tentacles pose a serious risk to unprotected individuals and electronic equipment. Touching a Jellyfish’s tentacles will result in all electronic systems temporarily shutting down. Their hollow rubbery exterior provides insulation from powerful electric currents.

## Location

Jellyfish are commonly found on Giant's Deep, beneath the powerful upwards current. They repeat a pattern of rising above the electric field for a short time before floating down into it. Frozen jellyfish can also be found on the Dark Bramble island on Giant’s Deep. A lone frozen Jellyfish can also be found on Dark Bramble. It is located on the fractured crust of the planet, however it is hidden within one of the many crevices. After discovering Feldspar deep within Dark Bramble, they will direct the player to a portal that leads to the frozen jellyfish. Notes can be found recording Feldspar's attempt to eat the Jellyfish. However, the rubbery skin makes it very difficult to eat, and Feldspar strongly discourages it. It is theorized that the Jellyfish originated on the planet that Dark Bramble destroyed.

## Usage

Proper utilization of Jellyfish is required to reach the core of Giant’s Deep. The powerful electric field prevents the player from reaching the core of the planet, however the Jellyfish can freely enter unimpeded as their rubbery exterior is sufficiently insulated as to not be affected by the electricity. As a result, the jellyfish, and anything carried inside, are protected from the electrical storm.

## Notes

* It was previously possible to enter a Jellyfish with the ship. As of Patch 1.0.2 the ship can no longer enter Jellyfish.
Corrupted Keep

**Arena Details**

 **Cooldown Items(s)** | 6

**Corrupted Keep** is an arena in Quake Champions.

## Summary

Only two features stand above Oriab’s molten barrens: the colossal monument to the Greatsword of Nodens, and the searing citadel that faces its blade.

## Areas

### The Great Spinal Hall

Beneath the colossal shantak bones lies a testament to Goroth. The Mega Health a symbol of the life we give in servitude to the The Sire of Embers. The slipgate at his feet leads one upward to the Lightning Gun. A broken wall section nearby often allows for a quick escape along with a few important Cooldown Hourglasses before fleeing towards Noden’s Outcropping.

### Noden's Outcropping

A quick retreat away from the Mega Health, Noden’s Outcropping gives vista to the Greatsword monument. Here the Heavy Machinegun, two Small Healths and a Light Armor allow players to quickly gear up, but be wary of rocket attacks that could send you flying into the molten barrens below.

### Inner Courtyard

The lower level of the courtyard is surrounded by second story stone balconies that will leave any player below wishing for high ground. A jumppad at the end of the courtyard can provide that escape, with a Rocket Launcher as a reward for any that makes it safely to the top. When played in DM or TDM, the Power-Up spawns in the center of the courtyard.

### Barbican Tower

This narrow tower surrounding the Heavy Armor provides only brief sanctity to players, as it can easily be assaulted from three sides. The slipgate can grant a quick escape toward the Inner Courtyard or you can try to flee on ground up the covered hall towards rockets or towards the Ember of Cthugha.

### Ember of Cthugha

Beneath the eternally burning spark, a single fallen ember of Cthugha, lies a Light Armor and a staircase leading to a Super Nailgun. But the room is perhaps most often coveted for two Small Healths on the upper ledge that can quickly provide restore a wounded player.
Champions

There are currently 16 playable Champions in Quake Champions.

Unlike previous Quake titles, Quake Champions has an emphasis on unique playable characters each with different abilties and stats.

The Champions are characters from the previous Quake games or from completely other games also owned by Id Software.

## Current Champions

Champions can be sorted into three weight classes based on their stack, speed, and size.

### Light

Light champions are, health wise, the weakest of all the other champions being able to only have a maximum of 100 health and 75 armor. Light champions make up for this disadvantage by having some of the best mobility abilities in the game, allowing they to quickly traverse around a map and dodge incoming fire. Because of their play-style, they are considered some of the more difficult to play champions.

* Anarki
* Nyx
* Slash
* Athena

### Medium

Medium champions are have a maximum of 100 health and 100 armor. Medium champions usually have abilities that can be used both as a utility and to deal damage (the one exception to this rule being Visor). The skill level for these champions range from beginner friendly to rather difficult, but are generally are not as complicated as Light champions.

* Ranger
* Visor
* Galena
* BJ Blazkowicz
* DOOM Slayer
* Strogg and Peeker
* Death Knight
* Eisen

### Heavy

Heavy champions sport a large hitbox but make up for it with their large maximum stack of 100 health and 125 armor. Along with this, Heavy champions usually have abilities help improve their survivability in some way, whether it be as impactful as surrounding themselves in a damage reducing shield or as minimal as taking reduced knockback or having improved mobility to better enter and escape fights.

* Sorlag
* Clutch
* Scalebearer
* Keel
Raison

*Cet article est une ébauche. Vous pouvez aider Cultist Simulator Wiki en ajoutant à l'article.*

Lanterne 2
Ingrédient

**Raison** est une carte de ressources. Lorsqu'il est utilisé, il peut être consommé ou retourné sous la forme de "Raison (Diminué)", qui est inutilisable mais qui sera restauré en Raison après 60 secondes.

## Utilisations

* Par une cible Magnétique pour recruter des patrons lorsque l'on parle de lore
* Etudier un lore afin de l'augmenter.
* Entrer par la Porte du Cerf après avoir répondu à l'énigme de la Porte du Cerf

## Sources

* Étudier Compétence : Savoir avec de Erudition : Une leçon apprise. Ceci est répétable trois fois, nécessitant deux Leçons apprises, puis trois, puis quatre.
* L'Héritage de Médecin donne quatre raisons supplémentaires, bien que l'une d'elles doive être déverrouillée par le Rêve.
Customization

There are a variety of **customization** options in **Quake Champions**.

## Slash

### Uncommon Set

* Dragon Blade Set
	+ Dragon Blade Headgear
	+ Dragon Blade Torso
	+ Dragon Blade Legs

### Rare Set

* Tempest Set
	+ Tempest Headgear
	+ Tempest Torso
	+ Tempest Legs

### Epic Set

* Fire Trail Set
	+ Fire Trail Headgear
	+ Fire Trail Torso
	+ Fire Trail Legs

### Legendary

* Sign
* Teddy Bear
Passion

*Cet article est une ébauche. Vous pouvez aider Cultist Simulator Wiki en ajoutant à l'article.*

Mite 2
Ingrédient

**Passion** est une carte de ressource. Elle est nécessaire dans certains processus pour réussir une action, après quoi elle peut être consommé ou retourné comme *Passion (Atténué)*, qui est inutilisable mais sera restauré à *Passion* après 60 secondes.
Round Duel

**Video**

**Round Duel** is a game mode in Quake Champions. Duel was released during Large-Scale Tech Test on May 17, 2017.

Pick your three favorite Champions and survive in Quake's 1-v-1 Duel mode.

## Summary

Quake Champions is a frenetic test of skill and the ultimate competitive game. The purest form of this proving ground is Duel mode, a 1-v-1 showdown to decide who is best, once-and-for-all.

Round Duel mode introduces an additional layer of strategy to Quake Champions, incorporating multiple Champions with differing Abilities. To start, players will select three Champions in a snake-style draft before heading to the Arenas. In choosing their roster, players will have to consider which Champions are better suited to their unique playstyle and which are effective counters to their opponents’ choices.

Taking a cue from fighting games, Round Duel is played as a best-of-three or a best-of-five match. There are three/five total rounds, and in each round, a player has to defeat all three of the opponent’s Champions. When a player is fragged, they will respawn as another of their chosen Champions. When one player has eliminated all three opposing Champions, that player is declared the winner for that round.

## Gallery

1. ↑ https://quake.bethesda.net/en/news/lclGDtLZYGeWewKuSwQS4
2. ↑ https://twitter.com/Quake/status/864845269350981634
3. ↑ https://quake.bethesda.net/en/news/lclGDtLZYGeWewKuSwQS4
Death Knight

**Champion Data**

**Active Ability**

**Passive Ability**

**Death Knight** is a **champion** appearing in **Quake Champions**. Death Knight was added on August 2, 2018.

## Summary

**Death Knight** the **Warrior Eternal** is a undead humanoid medieval-era styled knight. He first appeared in the original Quake game as one of the enemies in the game.

## Bio

When the blood rage abates, his desiccated mind asks again: Who were you? How many battles? When will it end?

The answers mattered once, before the blessing of the seethe-monks relieved him of mortality, long before the Trespasser debased his master and took her Dire Orb for himself.

The tungsten "heart" that pumps molten lead through his veins serves as a constant reminder of his plea to the Great Black Goat a dozen centuries ago-the only plea he has ever made: "Let me be forever at war."

## Abilities

### Flame Strike

**Death Knight uses his unending rage to summon 3 deadly fireballs, which leave deadly fire in their wakes, and set enemies on fire. Activating the ability again before the fireballs impact will cause them to coalesce in a massive explosion.**

* *Cooldown: 45 seconds*
* *Fireball Direct Damage: 25 damage*
* *Fireball Minimum Splash Damage: 10 damage*
* *Fireball Maximum Splash Damage: 25 damage*
* *Splash Radius: 3 meters/120 units*
* *Burn Damage/Duration: 10/10 seconds*
* *Ground Fire Duration: 3 seconds*
* *Flame Strike and Converge Activation Delay: 0.125 seconds*

**Notes**

* Fire DoT can be ended prematurely by picking up health bubbles, mega health, using Galena totems or Anarki's injection.
* Fireballs shoot out in a triangular formation with one fireball being launched straight ahead and the two others going off to the sides. Using the ability again will bring them together and cause an explosion and destroying all 3 fireballs.
* Fireballs can hit a target at any point in their flight.
* The ground fire appears behind the fireballs as they travel. Therefore, hitting an enemy with a fireball does not guarantee setting them on fire.
* Fire burn does not stack. Walking over fire resets the 10 second burn timer.

### Charring

**When Death Knight hits melee-he adds fire DOT to the enemy.**

*Burn Damage: 10 damage/second*

*Burn Duration: 10 seconds*

* Adds a fire effect on the Gauntlet, though this change is entirely cosmetic.

### Forged Skin

**Death Knight is immune to fire damage.**

* Much like the *Acid Fiend* ability Sorlag has, this ability mostly immunizes Death Knight from his own special ability, as well as making him immune to the fire attacks of other Death Knight players. You also won't take afterburn damage from other Death Knights.
* It also allows you to ignore both the damage from Lava in maps that have it, such as Burial Chamber, and flame grates on Citadel. Take full advantage.

## Videos

### Game Play

Day 1 Death Knight Game Play - Frothy

1. ↑ https://quake.bethesda.net/en/news/7i9HAErxPq6CIIM2y2maSO
Arenas

Arenas are **maps** in Quake Champions.

The maps in Quake Champions typically consist of multiple areas connected together with intersecting passageways containing weapons, health, and other pickups. Maps come in all different shapes and sizes, ranging from rather small (such as Vale of Pnath and Awoken) to extremely extensive with wide open areas (such as Molten Falls or Church of Azathoth).

In **Quake Champions**, being adept at gunplay is only half the battle; throughout a match, players must be able to utilize and fight for control over health, armor, power-ups, and Mega-Health along with Heavy Armor. Because of this, intricate knowledge of maps and their layouts can prove valuable in order to achieve a decisive victory.

Certain also have an extended version of themselves in the gamemodes such as Capture the Flag, Sacrifice, and Slipgate.

## Summary

The currently playable maps are:

* Blood Covenant
* Ruins of Sarnath
* Burial Chamber
* Lockbox
* Blood Run
* Corrupted Keep
* Tempest Shrine
* Church of Azathoth
* Vale of Pnath
* Awoken
* Molten Falls
* The Longest Yard
* Tower of KOTH
* Deep Embrace
* The Dark Zone
* Insomnia

*This article is a stub. You can help Quake Champions Wiki by expanding it.*
Machinegun

**Range** | Close-Medium

The Machinegun is one of the three starting weapons available in Quake Champions

A weaker variant of the Heavy Machinegun, it is only available through being chosen as a starting weapon.
Like all starting weapons, this weapon cannot be dropped from enemies.

## Strategy

* Use the shotgun with champions who want to get close to their enemies to synergize well with their playstyle, such as Clutch, Scalebearer, or Anarki.

* Same as with the Super Shotgun, aiming well is extremely important due to the low rate of fire.

* Starting with only 10 shots, you'll likely only be able to kill one or two enemies before running out of ammo. Find another weapon as soon as possible.
Currency

In Quake Champions, there are currently 3 currencies used in the game.

* Favor
* Shards
* Platinum

## Favor

Favor is the most common currency in the game, attainable easily through playing matches, completing daily challenges, and doing rune challenges.
Daily challenges each will pay out 2,000 favor currency. A max total of 6,000 favor can be acquired every day.

## Shards

Shards is a currency only currently acquirable through getting duplicate items from lootboxes.

## Platinum

Platinum is a premium currency only available through purchases in the Ingame Store.
2v2 TDM

**2v2 TDM** is a game mode in Quake Champions.

## Summary

In 2V2 TDM, two players are tasked with killing two other players in a 2-way, 2 person-team battle.

The mode is developed with the help of former Quake pro Noctis, a new member of id Software.

2v2 battles. Team up with a partner to earn the most frags.

*This article is a stub. You can help Quake Champions Wiki by expanding it.*
Team Deathmatch

**Team Deathmatch** is a game mode in Quake Champions.

## Summary

Two teams face off against each other. Control the arena and kill your foes.

## Game Rules

Team Deathmatch places two teams of 4 players against one another. There is no restriction on champion switching during a game. Scoring is simple: kill enemies to earn points for your team.

Players fight until one team reaches 75 points or the time limit of 10 minutes is reached, at which point whichever team has the higher score will win.

## Strategy

Though Team Deathmatch is usually played in public lobbies and as such a strategy isn't entirely feasible, there are still things the player can do to improve their team's chances of winning.

* Remember that you can see your teammate's health. Because of the large number of players, pickups may not be as plentiful. If a team mate is severely hurt, consider letting them take the health/armor pickups instead of taking them for yourself. One less weak team mate means the enemy team won't get a free kill.

* 2 vs 1 is always better than 1 vs 1. If you see a teammate having trouble with an enemy player, jump in and lend a hand. Most likely, this is all that's needed to turn the tide of the fight and ensure a kill while keeping your team mate alive.

* Though this is a general tip for any gamemode, try your very best to keep track of the Mega-health and Heavy Armor spawn times. With so many enemies to fight, having a bit of extra health or armor could mean surviving the next engagement.

## Videosff

### Game Play

Nyx & Ruins of Sarnath - Rocket Jump Ninja

Ranger & Longest Yard - Frothy
Movement

## Videos

### Strafing

How to Circle Jump and Strafe Jump - Frothy

How to Change Direction when Strafe Jumping - Frothy

Movement Tips inc. Strafe Jumping - Rocket Jump Ninja

How to Strafe Jump - ZenAku

How to Dodge | Advanced Movement - ZenAku

### Rocket Jumping

Rocket Jumping, Nail Climbing, and Tri-bolt Jumping - Frothy

Rocket Jumping Guide - Rocket Jump Ninja

### Mouse Sensitivity and Config

Choosing the Right Mouse Sensitivity - Frothy

Getting Started (Mice, Menus and Config) - Rocket Jump Ninja

Key Config Tip - Rocket Jump Ninja

### CPMA Movement

CPM Tutorial (Sorlag and Anarki Movement Guide) - Frothy

### Crouch Sliding

Slash Movement Tutorial (Crouch Slide) - Frothy
Winter Celebration 2017

## Summary

Quake Champions – Winter Celebration Update

Celebrate the fragging season with our Winter update! This massive update includes the bombastic new Champion, Keel; a new Duel map, Vale of Pnath; Ranked Duel and Leaderboards; Champion balance updates; customizable crosshairs; and a ton of festive, holiday-themed gear and maps available for a limited time.
Enemies

*This article is a stub. You can help Tunic Wiki by expanding it.*

**Enemies** may attack and hurt the player and should be fought to ensure the ability to continue. There are a wide variety of different types of enemies.

##### **Enemies :**

* Rudeling - Ghost of a soldier who has forgotten why they fight. Follows orders but has no soul.
* Spyrite & Sappharach - Don’t be fooled! The mark on their back is a trick.
* Slorm - A type of slime who just wants to be close to you. Stun it by blocking.
* Autobolt - It wants to protect something, but what? Circle around and use the shield.
* Chompignon - Always hungry. It runs fast but can’t turn very quickly. Dangerous as as a family!
* Fairies - Curious pieces of the wall that have come to life. They seem intent on stopping you.
* Custodians - Caretakers of the vault who have learned some magic. Candles can be put out.
* Husher - A friendly bird that loves to eat slorms.
* Crabbo/Crabbit - Crabbo has a hard shell, but crabbit has pals.
* Envoy - More questions than answers
* Frogs - VARIANTS, names are unofficial

```
        Trainee - Still in training. They take turns attacking.
        Warrior - Grownups have hooks on their tongues.
        Spearman - Well equipped. Always tries to attack 3 times.

```

* Baby slorm - A baby slorm who cannot spin yet, but is still useful.
* Fleemers - Equipped in various ways. The flesh may be stripped away but the will to fight is strong.
* Phrend - A disquiet fragment who lives in a skull and wants to taste everything.
* Lost echo - An Echo-of-Self from a past ruin seeker whose owner gave up. Watch and listen closely, and release it from its agony.

##### **Bosses :**

* Guard captain (Captain of the Guard) found in the guardtower of the east forest, a large rudeling that can charge. Later found as a normal enemy.

* Garden Knight (A sleeping guardian, one of many) - Guardian of the West Garden, shaped into the Eyes of the Far Shore. (Booklet Page 19)

* Siege Engine (The last functioning War Machine) - One key to the Shadow Oubliette is guarded by the last great machine of war. When the siege was done, this beast was coaxed into this lonely purpose. (Booklet Page 31 & 32)

* The Librarian - (The thieving scholar, who seeks the Cross but does not understand) - The Librarian has learned much, including powerful sorcery. He makes his home high above the clouds, waiting for foolish Ruin Seekers to bring him more pages. (Booklet Page 36)

* Boss of the Scavengers (The Queen of those who pick the bones of this land) - Will stop at nothing to obtain the blue key. She has long known that it is in the Rooted Ziggurat but has only now entered its depths. It costs many lives, but any price would be acceptable. (Booklet Page 37)

* The Heir (Booklet Page 8)
Gauntlet

**Weapon Data**

 **Range** | Very Close

The **Gauntlet** is a **weapon** appearing in **Quake Champions**.

## Summary

The classic melee favorite. An excellent way to humiliate your opponent.

Though the damage per second is nothing to scoff at, usage of this weapon should only be restricted to very specific situations.

## Strategy

* One situation in which the Gauntlet can be used is when running away from an opponent. Go through a portal or, a more risky option, up a jump pad and wait for opponent to follow you. If everything goes right and they are caught off guard, you can get one or two hits in with the Gauntlet before they realize what's happening, securing the kill.
	+ Be sure to keep this in mind while chasing enemies as well; always pause before instantly following an opponent through a portal. It may be a good choice to find another flank route instead.

* If an enemy DOOM Slayer is using his Berserk ability and trying to punch you, pull out the Gauntlet and just hold it out while moving up to him. He cannot switch to any weapons and worst case scenario he takes 75 damage every time he punches you.

* Though it is recommended to wait for specific situations before using the gauntlet, sometimes just pulling it out during a firefight while you're very close to your opponent can be so unexpected that you can get a kill out of it.
Classic Instagib

**Classic Instagib** is a game mode in Quake Champions.

## Summary

Classic Instagib is a free-for-all game mode supporting up to eight players with everybody playing as Visor without his active ability. All pickups are disabled and you spawn with only your melee weapon and Railgun.

Everyone in the match will die in one shot, creating an environment for fast-paced gameplay requiring rapid precision and reflexes.

The first to 50 frags in the match wins.
Outils

Les **outils** sont des objets mystique puissants qui peuvent être utilisés dans des rituels pour faire de la Magie, invoquer des Esprits, et parfois faire des choses plus ésotériques. Tout comme les Ingrédients, ils ont des aspects (Lore), mais contrairement aux Ingrédients, ils ne sont généralement pas consommés lors de leur utilisation. Certains peuvent également être donnés à un Adepte]], qui consommera l'outil et gagneras une augmentation de l'aspect de l'outil de un quart de la valeur de l’objet, arrondie au quart supérieur.

La plupart des outils sont des objets uniques obtenus lors d'expéditions réussies. Toutefois, certains outils peuvent être obtenus dans des circonstances particulières, comme par exemple :

* Les Oeuvre d'Art, qui peuvent être créée en peignant avec suffisamment d'aspects (Lore).

Ce qui suit est un tableau incomplet des outils qui apparaissent dans le jeu Cultist Simulator.
Tempest Shrine

**Arena Details**

 **Cooldown Items(s)** | 10

**Tempest Shrine** is an arena in Quake Champions.

## Summary

Even without the deranging drone of its moon-beast denizens, the nameless isle still draws Inganok’s ships to be dashed on its lightning-lashed stones.

## Areas

### Harbor

Shipwrecked vessels scatter the landscape, with only one crew managing to drag their salty carcass ashore the craggy island. Curved walkways wrap around, leading to a Heavy Armor up top. Make your way through the rain-slicked surfaces, and you'll find a direct path to the Power-Up.

### Lighthouse

The Lighthouse sits behind the dark harbor, hungrily reaching from the island with fingers of stone. This is where players will gather to defend and grab the Power-Up and Railgun, although with no easy exit, you may need to fight your way out with your spoils in hand.

### Flooded Hall

The side entrance to the shrine is where the Lightning Gun is located. Back up onto the wooden bridge to launch yourself onto the second level to take the high ground on the obelisk approach, or continue back and take a risky walkway on the edge of the arena to double back through the Harbor.

### Mega Hall

The Mega Hall sits between the Waiting Room, and Flooded Hall, and offers a little buffer zone and place to heal up before entering the Waiting Room which holds an Obelisk. An opening into the Waiting Room doesn't allow much ability to scout out what's inside, but can provide an unexpected ambush against unknowing defenders.

### Waiting Room

The Waiting Room was where worshipers lined up to pay tribute to Cthalha, and is where one of the obelisks are located. Stairs in the back of the room lead to the statue, and up to the second story. Defenders can reach out into the Mega Hall in an attempt to control the Mega Health.

### Ruined Chamber

Overgrowth from nature reclaiming the temple marks the spot of the second obelisk. Defenders here can push out to the Heavy Armor, and have several areas to keep their backs covered by walls, and the edge of the arena. Escaping is a bit less straightforward, with a more risky route requiring use of a jumpad.
Quake World Championship 2017

The **Quake World Championship 2017** is an event set to launch the competitive branch of **Quake Champions**.

## Summary

Announced during the Bethesda E3 2017 Showcase, the Quake World Championships will kick off in June and culminate in a final showdown during this year’s QuakeCon in Dallas, Texas. Competitors from around the world will be battling it out in Duel (solo players) and Sacrifice (teams) for their share of a $1 million prize pool. In addition to qualifying online, some solo Duelers will also be selected during an open qualifier that will be held in the BYOC area of QuakeCon. Here’s what you need to know about the tournament:

## Get Started

If you haven’t already joined the Closed Beta, sign up now and you’ll automatically receive a beta key. Register now at: https://play.eslgaming.com/quake/

## Online Qualifiers for Duel Competitors

The top 32 Duelers from each region qualify for Regionals, to be played online.

### Duel Qualifier #1

* EU: June 29, July 2
* NA: June 30, July 2

### Duel Qualifier #2

* EU: July 6, July 9
* NA: July 7, July 9

### Duel Qualifier #3

* EU: July 13, July 17
* NA: July 14, July 16

### Duel Qualifier #4

* EU: July 20, July 23
* NA: July 21, July 23

## Online Qualifiers for 4v4 Sacrifice

The top 8 Sacrifice teams from each region qualify for Regionals, to be played online.

### Sacrifice Qualifier #1

* EU: July 1-2
* NA: July 15-16

### Sacrifice Qualifier #2

* EU: July 8-9
* NA: July 22-23

## Regional Finals, Duel and Sacrifice

The top 12 Duelers and the top 4 Sacrifice teams from each region qualify for the QuakeCon finals.

* EU Regionals (Leicester, UK): August 5-6
* NA Regionals (Burbank, CA): August 5-6
* QuakeCon Finals (Dallas, Texas)

The top 24 Duelers who qualified online and 8 Duelers who qualified at QuakeCon (BYOC) will make up the top 32 players in the world to compete in the QuakeCon Finals. The top 8 Sacrifice teams in the world will compete in the QuakeCon Finals.

* BYOC Duel Qualifying Tournament: August 24
* Finals: August 24-26
Super Nailgun

**Weapon Data**

 **Range** | Medium to Long

The **Super Nailgun** is a **weapon** appearing in **Quake Champions**.

## Summary

Boasting the highest rate of damage of all weapons in the Arena, the Super Nailgun is also the hardest to use. As with the Nailgun, predicting your enemy’s movements is the only way to maximize your damage output. Treat the Super Nailgun with respect, as it will also penetrate armor and drain your health faster than other weapons.

The Super Nailgun is powerful upgrade to the Nailgun. Its high rate of fire and raised damage output makes it one of the most powerful weapons you can pick up, generating the highest damage per second.
Lightning Gun

**Weapon Data**

 **Radius** | 0.12 m

The **Lightning Gun** is a **weapon** appearing in **Quake Champions**.

## Summary

Champions that can track their opponents using the Lightning Gun will quickly drain health and armor, and frustrate attempts at crossing through a room. Following someone up a jump pad will result in a huge amount of damage taken, if not death, as you pop up defenseless into the air. Break the enemy’s aim with careful dodging and knockback from your own weapons.

The Lightning Gun has perfect accuracy, meaning if you miss, it's your fault. Hitting airborne enemies from below with a continuous stream will pin them in the air.

## Strategy

* Although it may seem a bit too off to handle, setting a sensitivity that is too high will make recovery much harder after heavy hits or cause you to twitch and miss moving targets. Therefore, it is advisable to use lower mouse sensitivities.
* Much like the Railgun, the Lightning Gun emits a low hum, some kind of abyssal white noise which is audible by other players. Do not wield it when you expect an ambush or baiting attempt where other players can have a clue about your position.
* Winning LG fights are an attrition's forte: practicing your tracking skills will ensure you certain victories from time to time.
* As the summary says, Hitting airborne enemies from below with a continuous stream will pin them in the air. Therefore, take note of the Jump Pads that your enemies could jump off of, enemies that rocket jumping and enemies that jumping from time to time.
Athena

**Champion Data**

**Active Ability**

**Passive Ability**

**Video**

Athena is a Light Champion in **Quake Champions** added in the October 2018 patch.

## Summary

Utilizing her trusty Grappling Hook, Athena can traverse the Dreamlands’ intimidating spires and vantage points with ease. Not only does the Hook grant considerable verticality and movement, but also a convenient getaway for Athena whenever a fight just isn’t going her way.

## Bio

Her GDF Academy recon training was cut short when the Strogg invaded Earth. When the Terran were ready to counterattack the Strogg homeworld years later, Athena was among the first in line. But the Strogg were expecting them. Just after the dropships launched their pods, a powerful EMP disabled all but a few. She assumed her pod would become her coffin. Then, a miracle: ground forces destroyed the Slipgate generator, sending a shockwave of otherworldly energy outward from the surface. It swept across her pod, taking her… somewhere else.

## Abilities

### Grappling Hook

> **Athena will launch a grappling hook to the targeted location and immediately pull herself towards it. While in flight, Athena can stop pulling herself and instead swing, allowing her to perform impressive maneuvers.**
>
>

There are two modes to the hook: The primary and default mode being the **Linear Hook**, which will pull yourself to your hooked target. If the ability button is pressed again while in flight, Athena will disconnect from her grapple while maintaining the momentum gained.

While in flight, Athena can switch her hook into the **Swing Hook** by tapping and holding the ability button, locking the length and instead allowing her to swing from her target.

* *Cooldown: 45 seconds (15 sec / hook)*
* *Number of Hooks: 3*
* *Grappling Hook Damage: 25 damage*
* *Impact Damage While Swinging: 25 damage*
* *Weapon Disable Duration: 0.5 seconds*
* *Grapple Throw and Swing Activation Delay: 0.1 seconds*
* Grapple Pull Initial Impulse: 400 ups
* Grapple Pull Initial Speed: 400 ups
* Grapple Swing Velocity Max Speed: 1000 ups
* Grapple Hook Deadzone Radius: 68 u
* Grapple Hook Length: 4000 u

The hook's cooldown work similarly like Keel grenades i.e. they can all be independently used with each hook's cooldown being added to the total ability cooldown

If skilled enough, Athena can swing up to 1200 units per second

### Ramp Jump

**Athena can reach great heights by using the top step or ramp as a launching platform.**

## Gallery

1. ↑ https://quake.bethesda.net/en/news/1OrWVkFjVqoIUWG28QSYkS
Quake Champions Wiki/Section 3

Weapons

* Heavy Machinegun
* Super Nailgun
* Super Shotgun
* Rocket Launcher
* Lightning Gun
* Railgun
* Gauntlet

* Heavy Machinegun
* Super Nailgun
* Super Shotgun
* Rocket Launcher
* Lightning Gun
* Railgun
* Gauntlet

Abilities

* Dire Orb
* Phase
* Piercing Sight
* Bull Rush
* Ghostwalk

* Dire Orb
* Phase
* Piercing Sight
* Bull Rush
* Ghostwalk

Landing Pages

* Champions
* Weapons
* Abilities
* Maps

* Champions
* Weapons
* Abilities
* Maps

Gamemodes

* Deathmatch
* 2v2 TDM
* Team Deathmatch

* Deathmatch
* 2v2 TDM
* Team Deathmatch
Effusion de sang

*Cet article est une ébauche. Vous pouvez aider Cultist Simulator Wiki en ajoutant à l'article.*

Aspects : Aucun

Une **Effusion de sang** peut être obtenu en laissant s'expirer une influences de Bord ou de Coup de magnitude 6 ou plus. L'**Effusion de sang** expire en 1 seconde et n'a aucun effet observable sur le jeu.