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Quake 4 X360 cheats
Verified Cheats: 28
Submitted Cheats: 0
Below you will find cheats for Quake 4. There are two main sections. The first cheat section is for verified cheats or those that have been rated high. The second sections are new cheats that have been submitted but have not received enough votes. Please have a look and do not forget to vote!
Quake 4 X360 Cheat List
View Printable VerionLooking for Quake 4 cheat codes? Then look no further! ( Quake 4 cheat codes are here!) Here you will find the latest and most popular cheat codes, hints and tips for your X360 games. Whatever you're looking for, it can all be found here. Check back often to find more cheats for Quake 4.
This section of the game was a horribly ill-kept sequence, so you probably won’t be too surprised to find yourself Stroggified by the end of it. Fortunately for you,
your Rhino Squad buddies will get to you just before your neural implants go online, freeing you from complete slavery at the hands of the Strogg hive-mind. When you do regain control of your body, though, you will notice that you have a slightly higher health capacity than before, and that you move much more quickly than you normally would.
Now that you are a super-soldier, you will be able to really rip up some Strogg. When you split off from the main group with Medic Anderson, get ready for a fight, because you will soon be launched into combat with Strogg Medbots, which prefer to attack with melee strikes, but whom can also throw poison grenades that deal small amounts of damage to you over time.
Still, they shouldn’t be too difficult to take down due to their charge-ahead movement; just let them come to you and shotgun them in the body.
When you are past the medical bay (click on the panel near where Anderson was taken to unlock the doors, and grab his machinegun while you are at it), follow the path until you
reach a lift. Take it up, and start fighting your way through the numerous Strogg guards of the facility. You’ll find your 1st rocket launcher at the top of the lift, which will come in handy against the Gladiator nearby. Just be sure to aim at
its feet to bypass its shield and get some splash damage in on the Enforcers near it.
'Killian! I'll be back!'Eventually you will reach Voss, who’s stuck behind a door that won’t open. In order to reach him, you will have to backtrack past the 2 soldiers in vats, through the door there, then down the lift. Don’t miss the semi-hidden ladder at the top of the stairs a bit further on, which will let you collect some more armor and rocket ammo.
You’ll meet up with Voss shortly thereafter, but it’ll be a quick reunion.
When you reach the room with the Gunners and the 2 large blocks in the center, you will find that there are a couple of paths leading on. If you go past the Medbots in the autopsy room, you will find the correct path; the other corridor,
leading to a pair of Gunners, will net you another Rocket Launcher. Likewise, in the room overlooking the vat processing machine, head left to get some armor and health before moving on through the right door.
Eventually, you will come to a set of crawlspaces where you will find a hyperblaster, as well as more ammo for most of your weapons, which should be a welcome sight. Be sure to reload your weapons before heading into the next room, because the Parasite that pops out will have a new trick up its sleeve: it can launch as many as 4 teleport beacons when it spots you, which will pop out 2 Humanoids and 2 Berserkers. Five’s a
party, obviously, so strafe around the edges of the room, and try to take out the Berserkers first, preferably with rockets from long range.
Be very, very careful when you get to the section of the level
with the numerous scrapers moving around on the floor. The
scrapers themselves are not difficult to dodge, but when you
climb the ladder here, you will face a large Strogg Marine
ambush from all directions. You’ll want to duck into one of
the smaller rooms here and use it as cover while you plunk
your foes from long range with your hyperblaster, railgun,
rocket launcher, or something else that’s suitable.
After extending the bridge and walking across, you will hit a
trapdoor that’ll place you in the line of fire with more
zombies. Take them out as best you can, then make your way
past the acid trap until you meet up with Private Lanier. He
says that his squad is regrouping near the entrance to the
facility, so join up with him and head out. You’ll have to
fight your way through a large number of Marines, most of whom
are going to be packing hyperblasters, so use your own
hyperblaster on them, since you will have a constant supply of
ammo for it.
When you reach the end of this little shooting gallery, you will
come across more Marines that are attempting to get through a
laser security grid. You can head through just fine, thanks to
your Strogg implants, but as soon as you head through, you will
run up against Voss, who begs you to run before he kills you.
Heh, it’s gonna be the other way around if you have anything
to say about it.
You won’t have a chance to heal or retreat before the Makron pops out of the far wall and starts firing at you. Now, you can not defeat the Makron here, but you can definitely die
if he hits you too much, and he’ll be almost unstoppable at close range, between his multi-grenade launch and his other projectile attacks. What you have to do here is hide behind the pipes on the far side of the room and fire at him when you have a sliver of body to look at between a pair of pipes;
hopefully he won’t be able to fire directly back at you. If you can deal enough damage to him, he won’t die, but rather will unleash an incapacitating attack on you, aunching into the next level.
It'll take a while to destroy this Stroggified version of
Voss, but it can be done.
Two Tanks and a Makron
Waste Processing Facility is where the Strogg dump Marines that didn’t quite
make it through the Stroggification procedure; they are much
weaker than normal Strogg, but have some unique attacks, such
as puking acid all over you. Still, most of these guys can be
taken out with your blaster, so save your ammo for the
creatures that actually carry shotguns.
After heading through the nearby corridors, which
should be uneventful, you will come to a large open room with a
terminal in the center. This couldn’t possibly be a trap,
right? No! As soon as you activate the terminal, the two
Tanks that have been waiting in the wings, and which curiously
did nothing to stop you from shutting down the coolant pumps,
will pop out and begin firing at you. While they are
intimidating, they are not unstoppable; just hide behind the
coolant vents that line the room, and strafe out to fire
grenades or any of your other weapons at them. They have a
number of powerful attacks, so be sure to stay behind cover.
However, they can not follow you behind the pumps, so you should
be able to retreat to cover whenever you like to reload or get
ready for the next attack run.
Anyway, the basic sequence of events here is: attack
Voss until his shields drop, kill the Strogg he summons in
while he regenerates his shields, attack him again until his
shields drop, etc. When he has no more power conduits to
recharge at, you can unload all of your ammo on him to finish
him off. This is a pretty simplified checklist of actions of
course, and we recommend that you check out the video on this
page for a better idea of how to take him down. We will say
that your lightning gun seems to be the most efficient way to
punch through his shields, with your hyperblaster or rocket
launcher usually best for taking out the Strogg before Voss is
done recharging. Any kind of weapon will take down Voss’
health, but if you have any remaining rockets, then that’s
probably what you will want to use, or grenades if you can
launch them into his path while backing away.
So far as avoiding Voss’ attacks, the homing rockets are going
to be trouble for you, since they move so much more quickly
than other homing missiles have done so thus far in the game.
You’re obviously going to have to strafe away from them; it
helps to just try and get up next to a wall, around the corner
from Voss, as soon as he starts firing them. The Black Hole
Generator, though, is going to be more problematic. When it
comes out, it’ll attempt to suck you towards it, and if it
does so, you will take severe damage, with more damage incoming
the closer you get to the center. A direct hit is usually an
instant kill. There isn’t a lot you can do about this except
try to stay as far away from Voss as possible and strafe out
of its way; he doesn’t have a distinctive windup animation for
this fire, or anything.
When you are done with Voss, deactivate the security grid and
start fighting your way up the stairs beyond. You’ll
eventually reach a dropship that’ll take you back up to the
Hannibal.
Quake IV has a good collection of classic Quake weapons
for you to play around with. Most of the weapons are the same
in singleplayer or multiplayer, but the singleplayer weapons
will eventually be upgraded with modifications, while the
multiplayer weapons won't need to be reloaded.
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