This is a sub-page of Proto:Quake (PC)/Qtest1.
Both code and models exist for enemies exist in Qtest1, however none of them are included in the maps. Fan-made patches made by Quake fans exist though, letting you add enemies into Qtest1's levels. Additionally, Qtest1 enemy models can be opened up in both Quake Model Editor and Blender, and the progs.dat file can be decompiled by FTEQCC, giving us a glimpse into the inner workings of Qtest1 enemies.
Generally, all Qtest1 enemies use player sounds since at this point in development, none of the enemies have their own unique sounds. Enemies are also unable to be gibbed, and none of them have their own gib models. Enemies also do not have any dedicated standing animation, so they all stand as still as a statue, unless being on a set path.
Cut Enemies#
A few monsters cut from the final release managed to sneak their way into the build.
Dragon (monster_dragon)#
The Dragon, one of the first enemies ever shown off in early Quake screenshots, exists in QTest. It has animations for flying, flinching, and doing... something with its wings. It has 8000 health, which is a lot for a Quake enemy, and will crash the game upon spotting the player, since it's .th_run function is completely missing.
During the game's development, the dragon would appear in one stage to attack from the skybox while flying outside the player's reach. This enemy does not exist in the final version of the game as the enemy didn't fit within the polygon budget with any scenes of the game.1 The dragon would be resurrected - in a way - as the final boss of Mission Pack 2.
Show all Dragon images.


Vomitus (monster_vomit)#
The Vomitus is a cut enemy that was intended to puke out little Spawns at you akin to a Pain Elemental from Doom 2. It slowly crawls towards you, and when it gets close enough, it tries puking at you, though it's evident John Carmack never got around to adding that... It has 200 health, and will not play it's flinching animation unless it sustains damage more than a random float between 0 and 200.
Show all Vomitus images.

Serpent (monster_serpent)#
The Serpent's a weird bat-like enemy that has a super corrupted model. Not much is known about it, though one can assume it's supposed to be a flying snake. When it sees you, it tries to come close to sting you, though like most QTest enemies, it's melee attack is completely incapable of leaving a scratch on the player's armor. It has 100 health, and calls the swimmonster_start() function in it's spawn function. Maybe the Serpent's more closer to a Manta-Ray than a flying snake... Nobody knows...
Show all Vomitus images.
Enemies#
Most of the final's enemies are present in Qtest1 with some differences.
Grunt (monster_army)#
The Grunt's model has a temporary skin, and no muzzle-flash. All of it's animations are almost exactly the same as retail Quake's, though it has a unique head-shot animation, different walking and running cycles, and no "stand," "painb," and "painc" animations. It has 80 health instead of 30, shoots more frequently than retail Quake's Grunt, fires 3 pellets per shot instead of 4, and does not flinch unless it takes more damage than a random float between 0 and 70. The Grunt also has an unused death function, "army_bdie1," that plays the Grunt's head-shot animation.
Show all Grunt differences.
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Ogre (monster_ogre)#
Ogre is a lot cleaner than retail Quake's Ogre, with it more closely resembling Horned Axe Ogre seen in pre-release Quake screenshots. All of it's animations are the same as the final, though it's missing the "stand," "pull," and "painb" to "paine" animations. It has the same health as it does in the final, and fires nails instead of grenades for some reason. It won't play it's flinch animation unless the damage it takes is greater than a random float between 0 and 200. It's chainsaw attack deals can deal slightly more damage than the retail Ogre, with it multiplying the sum of 3 random floats all with a range of 0 to 1 by 6, instead of 4, like in retail Quake.
Show all Ogre differences.
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Fiend (monster_demon1)#
In QTest, the Fiend's a super large demon that's the size of a Shambler. It's skin is a cleaner than the final Fiend, and most of it's animations are the same as the final, minus it's running, walking, and leaping animations. It's also missing it's idle and death animations, so the Fiend defaults to frame 0 in it's idle function, and the last 3 frames of the landing animation in it's death function.
The fiend has 200 health, compared to the 300 in the final game. It leaps at you a lot more than it does in the final, and upon impact, can deal 20 damage, plus a random float between 0 and 20, a bit less than the final fiend's calculation of 40 damage + a random float between 0 and 10. It's melee attack also deals less damage, with it only being able to deal 5 damage, plus a random float between 0 and 5.
Show all Fiend differences.
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Scrag (monster_wizard)#
The Scrag has a very basic, less grimy skin. It's got 200 health instead of 80, and instead of launching its acid at you, it launches explosive projectiles at you. These explosive projectiles are sprites that when launched, pause for a second in mid-air before coming towards you at Mach-5 speeds.
If you let the Scrag's projectile explode close to it, you can actually get the Scrag to kill itself with its own projectile. You can also get the Scrag to cause enemy infighting, which is pretty cool!
All of its animations are nearly 1:1 to the final game, though it's missing the "fly" animation from retail Quake.
Show all Scrag differences.

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Zombie (monster_zombie)#
The Zombie is extremely bare-bones in QTest, with it having basic wireframe skin, a single frame of animation, and no AI. Be glad that he's unable to throw chunks of his ass at you...
Show all Zombie differences.
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Rotfish (monster_fish)#
The Rotfish, Quake's most memorable enemy, has a brighter skin, and is a lot smaller and wider than retail Quake's Rotfish. It doesn't open it's mouth as much when idling or swimming, and has a super messed up death animation. It has 50 health as opposed to the 25 in retail Quake, and can't deal damage to the player when in it's melee attack.
Luckily you 100%er speed-runners out there, the Rotfish monster count bug doesn't exist in QTest, since there's no monster count in QTest!
Show all Rotfish differences.
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Spawn (monster_tarbaby)#
The Spawn, everyone's favorite psychotic mass of explosive glop, is in QTest! It's got a temporary skin, and with it's bare-bones AI, doesn't do anything of note. All it does is try to come up close and personal so it can take a few nibbles out of you. Even then though, there's nothing in it's code to deal damage to the player. While it's walking and running animations are the same, it's jumping animation's unfinished, and it also has a ton of cut animations don't have an equivalent in retail Quake.
It's missing a dedicated animation for flinching and dying, as when either it's death or pain function is called, it goes to frame 25 for one frame. Something fun about this thing, is that it 200 health. Imagine if Quake shipped with 200 health spawns... Sheesh...
Show all cut Spawn animations.
Show all Spawn differences.
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Knight (monster_knight)#
The Knight in QTest is a lot tanner than in retail Quake. His animations are mostly the same as the final game, except his running, walking, alternative attack, and death animation are all a lot cruder. He also for some reason has animations for what seems to be ascending a stair-case, and landing on something. Perhaps at some point id planned on having knights be able to have cool landing animations.. who knows..
In terms of behavior, the Knight, like most QTest monsters, won't enter into it's pain animation unless the damage it sustains is greater than a random float between 0 and 70. It's pretty beefy too, with it having 200 health instead of the final's 75 health. It also has an unused bowing function, which is still in the final game's Knight .qc file!
Show all cut Knight animations.
Show all Knight differences.
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Shambler (monster_shambler)#
The Shambler, an enemy that's split the Quake community into warring factions, is in QTest! Now, while QTest's prototype Shambler doesn't give us a clear answer as to whether or not the Shambler is furry, it does show us that it's pretty close to the final product. All that's different really in terms of its design are it's brighter, slightly less detailed skin, and its lack of a dedicated idle animation.
Something's that's rather amusing to see is the Shambler's lack of z-awareness. Run up a couple of stairs, and the Shambler's electric attack won't be able to reach you! The Shambler's health is the same as it is in the final game.
Show all Shambler differences.
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Vore (monster_shalrath)#
The Vore in Qtest1 has a completely different model. Instead of it being a 3-legged homing missile throwing spider-like thing, it's a robed humanoid creature, dressed up in a crudely blocked out skin. Like most other Qtest1 monsters, it's got 200 health, and it's completely unable to harm the player. It's got functions for both a ranged/missile attack, and a melee attack.
Show all Vore differences.
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Absent Enemies#
The Rottweiler, Hell Knight and the Enforcer aren't present in Qtest1. Chthon and Shub-Niggurath are also absent as well. They would all be added to the game by the time the Beta3 prototype was complied.