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Retro Game Walkthroughs For
"QUAKE 4"
(PC Games)

This game is also available on Xbox 360.

Retro Game Walkthroughs for QUAKE 4 (PC Games)
Submitted By: spoonbeast
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[Quake 4 weapon and enemy guide]
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With the death of the Makron (overlord of the Strogg) in quake 2, earth forces have quickly mounted a second assault on the disarrayed Strogg. But as usual, things are not what they seem. Somehow the Strogg have managed to reorganise themselves and the bitter struggle continues, sustaining ever heavy human losses. In this walkthrough, players will get details on the variety of weapons that are available to players and how to best used them. I’ll also go over the various Strogg forces that players will encounter and offer tips on destroying them.

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[WEAPONS]
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No modern war can be fought without weapons and players will find little comfort except using their weapons in the harsh environment of the Strogg world. Here, we’ll go through all the weapons, vehicles and misc weapons players will encounter, providing also information and tips when using them.


[Blaster]
The blaster is the final fall back should players manage to deplete every other weapon. The blaster is a plasma pistol capable of low damage and has unlimited ammunition. Players can charge up the pistol by holding down the fire button to increase damage delivered to enemies. Blasters also come with a torch and until players pick up the machine gun, players will use the blaster for lighting purposes. In general, the blaster should rarely be used in heavy fighting against most foes. It should only be deployed to destroy objects and killing the most useless of Strogg. Should another better weapon be found switch to it immediately.


[Machine Gun]
Picked up during beginning of game, players will (and should) frequently use this weapon throughout the entire game. The MG will be equipped when torch is activated, Ammunition is always available and it provides reliable balance between long and short ranged fighting. Primary function provides continuous stream of bullets, whilst it depletes ammunition very quickly, its ideal for all-purpose close and medium suppressing fire. Until players receive the clip capacity upgrade, players will (typically) need to reload almost after each kill. Players therefore must be selective with what to shoot first. Secondary function activates scope, allowing accurate shooting that’ll deal more damage at the cost of slower rate of fire. Players should ideally use scoped shooting as frequently as possible as it solves ammunition consumption woes whilst delivering heavier damage. When moving down long corridors try using scope, this will allow players to get damaging first shots in before most foes can retaliate.


[Shotgun]
Whilst a limited Ranged weapon with slow reloading times, the shotgun compensates by provide raw firepower capable of killing weaker foes with a single shot. The upgraded shotgun later in game increases bullet capacity and faster reloading. Shotguns are most effective against weaker or slower enemies. Where fewer shots would kill them or they’re too slow to retaliate when players fill them with lead. To maximise effectiveness of weapon, ambush or fast assault tactic against hiding enemies work well. Players are advised, whilst the shotgun is tailored for close quarter fighting, it’s NOT recommended against berserkers. These foes excel at close quarter and to use the shotgun is almost suicide.


[Hyperblaster]
The hyperblaster is an improvement on the standard pistol blaster and fires out large doses of plasma energy at foes. Unlike the blaster, the weapon does comparatively larger damage but needs to be constantly charged with energy cells. Hyperblaster ammunition is relatively common, but must not be squandered and wasted as the weapon can eat through supplies relatively quickly. Generally, it’s a good staple weapon and an ideal alternative to primary function of the machine gun. Upgrades will allow hyperblaster fire to bounce causing more damage and carnage only to foes, but it’s a pointless upgrade with aiming directly at enemies proving to be more effective.


[Nail gun]
The nail gun is effectively quake 4’s chain gun. Although capable of shooting plenty of nails at foes, its major drawback is its “warm up” period, which can cripple players. The long delays allow enemies to fire first or seek shelter before players are even ready. Players would need to remain exposed for so long, it would be better off using the MG. Players will expect to use this weapon less and less the harder the difficulty. A possible solution that’ll reduce start-ups time is to tap the fire button constantly to get the gun pre-spinning. The nail gun is only useful during wide-open spaces where there’s plenty of space or Killing large groups of light marines that are incapable of dodging.

The nail gun can be upgraded to include a Scoped feature that allows nails to lock onto enemies, but the weapon is too slow to use to make it advantageous. Overall, disappointing weapon players should ignore.


[Grenade launcher]
An explosive projectile based weapon, the grenade launcher lobs grenades over short distances that explode after a short duration or upon contact. A Generally reliable weapon, in some ways it’s more useful then the rocket launcher. Ammunition is usually plentiful and Players can bounce grenades around walls or enemies making it a great defensive weapon. It’s especially effective against groups of weaker foes or as a staple weapon against hardier foes like gladiators and gunners. Disadvantage is its slow firing, and short ranged that players might incur splash damage. But despite this, it doesn’t stop this weapon being easily recommended and very handy lifesaver throughout the game.


[Rocket launcher]
The rocket launcher is the alternate explosive projectile-based weapon in quake 4. Weapon fires rockets vertically towards enemies and Automatically reloads each time. This Ensures uninterrupted combat throughout until there’s no ammo left. Later upgrades will allow players to fire a salvo of rockets at enemies, amplifying damage. Whilst players will receive an upgrade allowing manually guided rockets, its difficult to use and leaves players vulnerable and best ignored. Rocket launcher ammunition isn’t the most easily to come by, recommended that players opt for the grenade launcher whenever possible. The rocket launcher should only be used against the hardest of foes like bosses or arachnid data stream protectors.


[Rail gun]
The rail gun’s Primarily function is to snipe distant targets, firing a laser beam at any one unfortunate to be on the receiving end. Whilst only having a small clip and slow rate of fire the rail gun is extremely deadly, killing most light foes in 1 or 2 shots. It’s also particularly effective against bosses or annoying targets. Later on, player’s rail gun will get upgraded allowing the laser to cut through multiple targets; although it’ll be rare that’ll happen. The rail gun should not be constantly drawn as its unsuitable for all-purpose fighting. Players should only use it when there’s a stalemate against rival snipers or pesky long-range targets.


[Lightning gun]
The lightning gun shoots an electrical current at its targets, frying and temporarily stunning those hit by weapon. Consumption of ammunition is extremely high making it very ineffective as an all-purpose killing weapon. Upgrade allows multiple targets to be attacked, but since players aren’t recommended to use this weapon for killing, it won’t be used often. Whilst not really suited for killing, the lightning gun is brilliant for disabling enemies especially bosses with shields. Therefore players should only use this weapon to strip enemies of shields before switching to other weapons to do the real damage.


[Dark matter gun]
The dark matter gun is the most powerful gun in the game. It fires a Dark matter energy fields at foes damaging all foes nearby or on contact, vaporising its victims. The biggest problem with the weapon is that it passes through enemies, reducing the effectiveness of each shot. In fact, some of the tougher foes may even survive a direct hit. Players will need to learn how to prepare the shots so that it maximises damage. Good timing or good positions (such as above the target) will maximise damage. Ammo for the dark matter gun is very rare. Players should used it against large targets like bosses, in dire emergencies or on extremely annoying foes


[Heavy machine gun]
Players get to use a heavy machine gun during the start of the convoy mission and in the strogg tram system. An infinite ammo weapon that makes short work of anything it shoots and is capable of shooting down incoming projectiles. Players simply need to hold down the trigger and point at targets till it dies.


[Hover tank]
Players will get their hands on numerous vehicles. The hover tank has 2 armaments: the cannon fires shells that must be reloaded each time and a heavy machine gun. The tank is equipped with shields to reduce damage and a self-healing ability that recharges both shields and armour during rest. The hover tank is surprisingly fast, capable of outrunning enemies and projectiles. Players should always use the machine gun as its capable of constant shooting and is a very versatile weapon. Players should only use the hover tanks cannon to cause severe damage or targeting large enemies like harvesters.


[Walker]
The second vehicle player’s use is the walker, a bi-ped robotic battle suit armed with a missile pod and heavy machine gun. Again, just like the hover tank, it comes with self-charging shields and auto repair of armour. Players will first notice that the walker cannot take as many beatings as the hover tank with even drop turrets able to give it severe beatings. Another problem is that the walker is unwieldy and slow moving (especially moving side ways or backwards), preventing player’s options to out run projectiles or enemies. Players will need to rely on the walker’s weapons to shoot down incoming projectiles and using the missile pods homing ability to deal serious damage.


[NPC marines]
During the course of the game, players will team up with various NPC marines, whether from Matthew kane’s designated rhino squad or other squads. There are 3 types of NPC marines:

Standard: has no special abilities and merely provides supporting fire. Carry MGs, hyperblasters or shotguns.

Tech: is able to replenish armour

Medics: able to replenish health

Players should put effort in protecting these members and take advantage of tech and medic abilities to virtually guarantee survival. With additional firepower, players can try to lure some of the more deadly foes to the NPC’s to bear more firepower upon them. If possible, use the marines as distractions allowing players to flank more dangerous foes. This is especially useful against gladiators and hiding tactical Strogg marines.

Main members of Rhino squad are mostly indestructible and capable of killing any foe encountered with a single blow. Players are best to let them handle the main fighting and follow behind to provide back up.


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[ENEMIES]
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The strogg’s original appearance is all but gone as they assimilate the corpses of the dead on any invading planet and use them for power or for their ever-growing forces. The current war on earth has provided the resources to recover any losses during the first attack (in quake 2) and made improvements on old ones. In this section we will go through each of the types of enemy players will face (alphabetically) and recommend tactics when dealing with them.


[Berserker]
Preferring to attack players close up using its spear-like-blade and electric mace, berserkers charge at players with great speed to deliver very high damaging attack, shredding flesh and armour with ease. On general difficulty even with full armour, a single strike can kill players. Occasionally, Berserkers will attack by shooting electricity directly at players or electrifying the surrounding area. A single berserker is already a handful, but when dealing with multiple berserkers it can be a real nightmare especially in the tight spaces of levels.

Recommendation: Players cannot outrun the berserker, but moving back will buy players time to bring it down using Mass fire power under a huge barrage of bullets or plasma. Should berserkers attempt to electrify its surroundings, players can time their jumps so it passes harmlessly by or keep their distance. If berserkers attempt to shoot players, unless suitable cover is found, expect to incur heavy damage.


[Bomber]
These large planes are only encountered during vehicle-based levels and during the tram section. Bombers simply attempt to attack players by raining down large quantity of explosive in bombing runs. Bombers are easily shot down by standing under some cover or at a distance using a mass of machine gun fire.


[Drop turrets]
One of the more common foes during vehicle based levels, drop turrets are machine gun turrets encased in pods that come crashing down from the sky. Drop turrets come equipped with shields to absorb initial damage made by players. Players will find little problem dealing with drop turrets provided players moved forward cautiously dealing with them one by one. This is especially recommended for walker units that have weaker armour and shields. Drop turrets are easily destroyed with a single cannon shot or mass bullet fire.


[Failed transfer]
Resembling more like zombies, failed transfers are shambling corpses that were partially transferred into Strogg. They pop out of everywhere including in tunnels, barrels and pools of water in waste disposal. The basic failed transfer with attempt to puke at players. Torsos will attempt to crawl towards players and lunge at them dealing damage. The final type welds a shotgun and with great ineptitude. Failed transfers are a minimal threat that easily be killed using the blaster and shotguns. If out numbered by very large group, players may use hyperblasters and machine guns to wipe them out. Players are advised; shotgun welding failed transfers can split and still attack players as torsos.


[Gladiator]
The gladiators make a return and this time being even more dangerous then before. Along with its built on rail gun that can vaporise players on the hardest difficulty, it carries an Energy shield. Using it when moving around whilst blasting players from behind it. The gladiator is best dealt with hit and run tactics using the grenade launcher and bouncing explosives behind it. If possible players should try to destroy its shoulder mounted rail gun to significantly reduce the threat. Gladiators are unable to use both rail gun and energy shield at the same time (supposedly both functions use the same power source), opportunistic players may capitalise on the delay (ideally after each rail gun shot). Whenever gladiator uses its rail gun, its locked in a fixed direction. If possible try and flank and shoot it with the shotgun before retreating back.


[Grunt]
A new addition to the Quake series, grunts are hulking brutes, which like the berserker prefer close quarter fighting relying on its fists to do the killing. Grunts will frequently charge at players to prepare a lunge attack that can cause immense damage. If Unable to directly attack players, grunts will resort to its shoulder mounted gun and fire at players. Most grunts encounters typically start with the monster crashing/smashing through walls, doors, and vents to get at players. Provided players didn’t get too close, grunts are easily dispatched using MGs or shotguns.


[Gunner]
Gunners form the backbone of most subordinate commanders of the Strogg army. Players will rarely see more then one gunner at anyone time and are frequently accompanied by lesser units like Light marines or TSMs. Gunners come equipped with a nail gun and grenade launcher making it difficult to get close to attack. Players should ideally attack gunners using the machine gun and a couple grenades. Gunners provide a tell tale grunt before launching a grenade, players should use this to their advantage


[Harvester]
The harvester is the vehicle the Strogg use to collect corpses for resource purposes. Harvesters are large arachnid automations and are encountered during vehicle parts of the game. Harvesters are armed with homing rockets and multiple machine guns. Players can target the harvester’s weapons crippling its attacks in the process. Whilst harvesters are no threat to hover tanks (thanks to its fast speed), the same cannot be said about the walker. Players will need to rely on shooting out most of the projectiles to survive and avoid being cornered. To defeat harvesters, players will need to rely on machine guns to provide support against reprisals and quickly switching between cannons and rockets to deal the damage.


[Heavy tank]
These large hovering hulks are mostly fought during vehicle-based sections of the game, although players will encounter one or two near the end. Heavy tanks primarily uses its built on rocket launcher to launcher homing missiles and its plasma gun during intervals. Whilst posing little problem during vehicle sections, when on foot the heavy tanks are annoyingly difficult to fight. Heavy tanks are easily capable of dodging many projectiles including nails, hyperblaster shots and even rockets with ease. Their homing rockets are incredibly difficult to dodge on foot and leave little option but to shoot them or hide behind cover. Players will find it difficult to get close to heavy tanks, using the Machine gun or rail gun are good to fight against them. If required, use the dark matter gun.


[Hornet]
Hornets are low flying, bug like vehicles that are only encountered during vehicle sections. They primarily fire slow Rockets at distant players and bullets that can strip player’s shields quickly up close. Hornets frequently enter battle carrying roller turrets and dropping them before engaging to mount additional pressure. To effectively combat hornets, players must get close to them and brave the bullet fire to pound them using bullets or several decent cannon/rocket shots. Hornets are too difficult to attack from a distance, easily dodging most fire from players.


[Iron maiden]
Iron maidens make a return from quake 2 modified and improved. Along with its built on rocket launcher, the iron maiden can attack players using its sonic scream that temporarily deafen players. Iron maidens are easily detected as they pop out from their cocoons or tight spots (players should listen out for any hissing). Should Iron maidens get in danger they’ll teleport from its current position and reappear somewhere else. Players will find a single Iron maiden is relatively easy to kill provided players kept moving. Iron maidens have slow reflex actions and the rocket projectiles are easily dodged. But getting hit by iron maidens can incur large damage. Should its screams deafen players, players must disengage, seek safety or constantly move away from them until hearing returns. Shotguns and grenade launchers are particularly lethal against iron maidens, but players be warned, in multiple numbers and supported by other forces iron maidens are a high threat. They’re easily able to corner or restrict players.


[Light marines]
Light soldiers are basic, low threat Strogg forces in the game and come in 3 varieties. Those in black are the least dangerous armed with blasters firing slow firing, easily avoidable, bright coloured plasma projectiles. Yellow light soldiers weld shotguns and whilst slow to attack, they’re capable of blowing chunks out of players if not careful. Red coloured are the highest threat of the light marines, armed with built on rifles and attack players with low scattered shooting or deadly accurate sustained fire.

They’re generally weak and best picked off using scoped headshots from the assault rifle. Although hyperblasters and nail guns work equally well for more aggressive combat. Black and yellow variants are easily thwarted by constantly moving and strafing side ways, but red variants should be tackled behind cover.


[Light Tank]
Light tanks are gold plated armoured foes that are Heavily armoured and armed with rockets, a hammer and a hand cannon capable of shooting fireballs. Players will encounter light tanks in small numbers through the second half of the game. Tanks have an erratic attack pattern, usually attacking first using projectiles and then Switching to close quarter with little apparent reason. Provided players kept moving away or kept a short distance, shotguns are adequate when dealing with them.


[Rocket turret]
Encountered only on the convoy section of game, Rocket turrets are wall mounted and fire homing missiles. Players should ignore the accompanying drop turrets to eliminate rocket turrets as soon as possible. They’re the only significant threat during that section. Players can shoot down the projectiles but if players fail to destroy it the first time, expect to take severe beatings from behind.


[Roller turret]
The roller turret is a metallic sphere that moves around by rolling towards players and only opens up to shoot players with bullets. Roller turrets are invulnerable when not shooting. Players will find them a low threat and should simply ignore most roller turrets and deal with more dangerous surrounding units like hornets or heavy tanks. A single cannon shot or a small amount of bullet fire is enough to kill roller turrets.


[Scientist]
Found in the Medical facilities and Strogg production facilities, scientists are small hovering creatures that primarily attack by throwing corrosive acid and stabbing players. Should corrosive substance hit players, they’ll continue take damage over a short duration. Strafing around them and blasting them with shotguns or machine guns will be enough to defeat scientists.


[Sentry]
Encountered during the nexus, sentries are yellow floating cylindrical tanks that attack players by peppering them with bullets. Sentries are found in groups, relatively lightly armoured and has a fatal design flaw. Destroying the glass bowl hanging underneath a sentry will kill them instantly, but this can be difficult to shoot especially under pressure. Machine guns are more then adequate against sentries although if players get close enough, a couple decent shotgun blasts does the trick.


[Stream protector]
These Exceptionally well-armoured arachnids first appear during the final stages inside the nexus and will become more numerous near the end of the game. Frequently grouped in pairs and crawling out of holes, stream protectors attack players with plasma fire and homing missiles. When fighting Stream protectors, cover is absolutely paramount, as the homing missiles will give players a real pounding. With the use of cover, attack stream protectors using a combination of grenades or rockets and rapid firing weapons (apart from shotguns).


[Tactical Strogg marine]
Advanced strogg infantry form the core units in the second half of game, slowly phasing out the light marines. They’re identifiable by the bright orange armour) and their muffled communications with each other. TSMs are more tactical, working in groups, seeking cover to shoot and hide behind when required. TSMs armaments include shotguns, MGs, hyperblasters and rail guns. Unlike light marines, distinguishing how each TSM is arm is harder and this can cause problems. It’s best to always assume that all TSMs weld ranged weapons as a precaution.

Recommendation: Whenever combating TSMs, players should always remain cautious, seek cover and taking up defensive combat when possible. Machine guns are ideal weapons, catering for both long and short ranged foes and switching to other guns accordingly. Target those caught in the open or armed with shotguns first, as those will compromise cover to attack. Retreating (typically into another room) is also an effective tactic, frequently luring some into the open where they’re easy targets.
Skilled or brave players can attempt to overrun hiding ASMs when hiding by flanking them during cover. TSMs will occasionally spawn from teleporters. Priority will always be to destroy the teleporters first before the TSMs to keep numbers low and make fighting easier.


[Teleport dropper]
Appearance similar to the parasite in quake 2, the teleport dropper is potentially one of the most dangerous enemies in the game. Although it makes no direct attempt to attack players, it spawns groups of enemies that range from grunts, light marines and even berserkers to attack. The enemies spawn from teleporters that resemble grenades, so players should be fooled by their appearance. Players must kill the creature as quickly as possible, constantly applying pressure as prolonged fighting will lead to players being overwhelmed. Explosive weapons and even the dark matter gun are warranted against it. They’ll provide heavy damage against it and destroy most, if not all the teleporters it drops.


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[TO WAR]
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So there we have it, we’ve just gone through a crash course on all the weapons and enemies in the game. Hopefully this will help you towards victory and completing the game. If you want to know more about the Strogg and where it all began, try Quake 2, which comes free with the limited edition of quake 4 or can be acquired relatively cheaply. For something completely unrelated to Strogg vs. earth story play Quake 3 for multiplayer mayhem. Those looking for nostalgia, play Quake to see where one the major turning points for FPS genre took place.

Thanks for reading the walkthrough, hopefully this has helped you.

Walkthrough composed by Spoonbeast.

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