| Cheat Codes | 100% | |
| There are plenty of codes in Quake IV, most of them familiar to players of earlier Quake engine games. To enter these codes, you need to open the console by pressing ctrl + alt + ~ while in game. Type these into the console, and you should notice the effects immediately. If you want to turn off the effects, type them into the console again | ||
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| Look Around | 100% | |
| There are all kinds of little hiding spots built into these levels, usually in crawlspaces under stairs or hidden beneath low walls that you can crouch under. Most of these spaces have extra armor, ammo, or health for you, so be sure to peek around for extra supplies whenever you see a likely hiding spot. | ||
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| Boss Fight: Voss | 100% | |
| Which isn’t to say that Voss is going to be easy; he definitely won’t isn’t. Integrated into his little mech suit is a lightning gun, a homing rocket launcher, a Black Hole Generator, and a teleportation device that can summon in multiple Strogg to help him in this fight. He also has shields which prevent damage to his real health meter, and which he can recharge by overloading the power conduits in this room. He’s got 3 of these recharges, so you will need to finish off his shields 3 times before you can actually kill him. Just before each recharge, he’ll chuck a bunch of teleporters out onto the ground, so you will have plenty of enemies to kill instead of just him. Luckily, there are also a few health packs in the arena, so be on the lookout for them when you take damage. | ||
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| Unfortunately, your problems are not over when you destroy the Tanks. | 100% | |
| 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. | ||
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| Watch It | 100% | |
| 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. | ||
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| Code Effect | 100% | |
| give item_health_mega+100 health up to 200 com_showfps #1 to show framerate, 0 to turn it off pm_thirdperson #1 turns third-person mode on, 0 turns it off give allAll weapons with full ammo, health and armor com_allowconsole 1Allows console opening and closing with just ~ killcommit suicide give weapon_dmgGet a dark matter gun give weapon_grenadelauncherget a grenade launcher give weapon_hyperblasterget a hyperblaster give weapon_lightninggunget a lightning gun give weapon_machinegunget a machinegun give weapon_nailgunget a nailgun give weapon_railgunget a railgun give weapon_rocketlauncherget a rocket launcher give weapon_shotgunget a shotgun give weaponsget all weapons without any ammo give ammogive ammo pm_crouchspeed #How fast you move when crouched pm_speed #How fast you move when running pm_jumpheight #How high you can jump quitimmediately exit from game g_fov #Makes your field of vision wider. give armormax armor give healthmax health killmonstersremove all monsters and NPCs from current level g_knockback #Set to 0 to keep monster attacks from knocking you around g_stoptime #Set to 1 to stop time (can only move around) and 0 to restart time spawn char_marinesummons a marine who'll help fight spawn char_marine_medicsummons a medic who can heal you spawn char_marine_tech_armedsummons a tech who can fight and restore your armor nocliptoggle ability to fly and move through solid objects GODToggle GOD Mode notargettoggle invisibility pm_runbob #When set to "0", your character will stop bobbing when you run. pm_walkbob #When set to "0", your character will stop bobbing when you walk. | ||
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| Operation: Last Hope | 100% | |
| There are some amusing dialogues when you return to the Hannibal; although most of the Marines you’ve fought alongside after your Stroggification have miraculously not shot you on sight, no one on board the Hannibal seems to recognize you as Matthew Kane, and will treat you as if you are a Strogg. If you wait around long enough, you will even hear the PA announcer say "Security report to Deck 2. A Strogg Warrior has been sighted." Shortly after your briefing, the Strogg will launch an all-out assault on the Hannibal. You can not stick around and fight, because you have to go after the Nexus Core. Apparently your attack on the Tetracore was unsuccessful, because the Nexus is still up and running. Since you are the only Marine with Strogg physiology, it’s thought that you might be able to penetrate the Strogg defenses and shut down the security grid on the 3 towers around the Core, which might let you enter the Core and disable it for good. Personally, we say take off and nuke the site from orbit; it’s the only way to be sure. Apparently that’s not an option, though, so you are going in and doing it manually. | ||
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| Shotgun | 100% | |
| The Shotgun doesn't appear until you pass through a few trials by fire, but it'll be a welcome addition your arsenal when you do finally pick it up. It's similar in nature to the shotguns found in most other games, and if you've played Doom III, then it should feel especially familiar. There's nothing exceedingly special about the weapon; you point it at something and a bunch of pellets hit it. Obviously, the closer you are to your foe, the more pellets will connect, and the more damage you will do. This isn't a weapon to use on something at long distance, in other words. When you get your Shotgun upgrade, which doesn’t occur until fairly late in the game, you will be able to load clips of shells, instead of having to load them in individually. This will increase the ammo capacity to 10 rounds, as well as greatly shorten the reload time on it. | ||
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| Blaster | 100% | |
| The Blaster is the 1st weapon you will wield on Stroggos, but isn't as piddling as you might think at 1st glance. While it's certainly a weak weapon when compared to almost anything else, it's still quite capable of taking down weaker foes, especially if you click the fire button like a madman; it has no automatic fire capabilities. That said, its rate of fire is excellent, allowing you to pop off simultaneous shots with almost no downtime between them. The blaster also has no ammo requirements, making it a workable sidearm for occasions when you want to preserve ammo. The blaster also has a secondary firing mode, allowing you to charge up a shot by holding down the alt-fire button, then letting loose with one massive blast of energy. This is rarely going to be worth the time it takes to fire, though, at least not on the higher difficult levels, where you will be better served by just jamming down the primary fire button and taking people down with a stream of weaker fire. | ||
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| It's actually not as tricky as it sounds | 100% | |
| if you're fighting alongside sum1 from Rhino squad, then chances are they are almost unkillable, so you can let them do the bulk of the fighting while you hang back and pick off any enemies that are easy shots. If they are not from Rhino squad, then they'll probably die after a Berserker gets a hold of them, so try to stay out in front and distract any enemies and hope that your teammates manage to keep up and lend you support fire before you die. Rhino Squad teammates are virtually unkillable, so keep them in front of you and let them do the work.What's also important is to note that, when you have a Tech or a Medic in your little band, you will be able to ask them for refills of armor or health, respectively. To do this, wait until you're out of combat, then click your fire button while you're standing right next to one of these soldiers, and they should hit you back with a refreshing spray of cool, clean energy. | ||
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| Strogg Medical Facilities | 100% | |
| 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. | ||
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| Video Walk-through | 100% | |
| Two Tanks and a Makron | ||
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| Nexus Hub Tunnels | 100% | |
| Now that you’ve reached the hub, you will have to try and get into the subbasement of the Tetranode, where your team has been asked to set off its EMP. All of the other convoys have been destroyed, so it’s up to you to strike at the heart of the Strogg communication network. After a while, you will have to break off from the main group and escort Strauss to the temperature control room. You’ll come across another Gladiator here. With the upgrades that you got a couple of levels ago, your Nailgun will work well against it, especially since it can not be reflected by the Gladiator’s power shield. Kill it and the other Stroggs in the room before moving on. Be sure to constantly ask Strauss for armor fill-ups when you run low. When you reach the temperature controls, you will have to protect Strauss while he overrides the freezing temperatures that block the convoy’s progress. More Icarus (Icari?) will attack you at this point, although these guys don’t have any missile attacks; they’ll just pound you with machinegun attacks. When they are dead, you will have to leave Strauss behind and fight your way back to Voss, where you will continue further into the facility. These are arguably the most annoying enemies in the game, so kill them quickly.The major fight with these guys occurs when you get back on the transport path. You’ll have to take down five or 6 humanoids, as well as another Guardian. If possible, try to stay in front of Voss and the other soldier here; they can do good damage against your foes, and if you can get up front and take cover, most of the enemies will fire at you, letting your teammates expend their ammo while you just sit around and wait for the enemies to do. You might need to fire a few grenades at the Gladiator to hasten its demise. Afterwards, you will be sent into a sideroom to deactivate the forcefield within. In the rooms with the large piping, you can jump onto the pipes and head into a little alcove underneath the upper walkway to find some armor and health; the upper walkway itself leads to a little ammo cache, which is helpful. When you return to the convoy, things will start to go south right quick. After the Harvester passes by, you will be asked by Voss to reach Strauss somehow and help him get to the center of the Tetranode so that he can destroy the facility. It’s a long, linear fight to reach Strauss, with more than a few annoying Icari in your way, but you will find a hyperblaster lying in one of the crawlspaces to bolster your arsenal. Nexus HubThe very 1st small access corridor you come across here has some armor shards hidden beneath it, but those are kind of pointless when Strauss is along, since he can restore your armor at any time you are not fighting. After fighting your way through the many enemies between you and the power station, protect Strauss while it activates it and sets it to generate excess power. If you can then return to the Tetranode and disable the emergency shutdown procedures, it’s possible that the resulting energy overflow will result in the destruction of the facility. A Gladiator will appear to harry your progress as soon as Strauss is done with the power station, though; hide behind the control panels and use your shotgun to take it down. When that’s done, fight your way to the override station, which will require a bit of backtracking to the room where you entered the level. When you reach it, Strauss will send you to find and shut down the coolant pumps. Without coolant, the energy core will overheat and hopefully cause a chain reaction. Note the huge ammo and armor cache near where Strauss parks himself, and costume/outfit yourself as best you can. | ||
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| Weapons | 100% | |
| 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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| Singleplayer | 100% | |
| Know Your Teammates Your Marine friends in Quake IV are going to be a big help; with their extra firepower, you will be able to handle fights that would normally prove to be quite difficult for you. The trick here is knowing when to try and keep them alive, and when to try and hang back and let them do the fighting for you. | ||
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| Hyperblaster | 100% | |
| The hyperblaster is functionally similar to the hyperblaster from Quake II, for those of you who remember it. It's essentially a rapid-fire laser that shoots energy bolts that, all things considered, do pretty decent damage. The bonuses here are a large ammo clip, plenty of overall ammo capacity, and efficient damage dealing. The drawback is that the bolts travel somewhat slowly when you're attempting to hit something at long range, making it easy for your targets to dodge. This is more of a problem in multiplayer than in singleplayer, of course. Anyway, in multiplayer, you're probably going to want to use the hyperblaster as primarily a defensive weapon. If you find yourself losing the upper hand in a fight, find a corridor to retreat through, and waggle your hyperblaster's beam back and forth across the corridor so that anyone attempting to follow you can not help but take damage. Even opponents with good health and armor will often prefer to simply try their luck elsewhere rather than pursue you through an almost unstoppable stream of plasma. The hyperblaster can still do excellent damage in close-quarters combat, as well, though, especially when paired up with a quad damage mod. | ||
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| Dispersal Facility | 100% | |
| You’ve got a fight against other recently Stroggified humans at the beginning of this level, as well as another Gladiator. You’ll also finally pick up a railgun, although you may be surprised to find that it really doesn’t do all that much damage to your foes, at least not on Hard difficulty. You’ll be better off letting your enemies get close for use with the shotgun, or accurately placing rocket launcher rounds. Start fighting your way through the facility here, ignoring the Harvester when it appears; just run past it and duck under the crushed portion of the walkway to move on. There’s a difficult sequence of fights a bit later, where you have to take on a squad of Stroggified soldiers in a stairwell full of explosive barrels. Most of the soldiers have shotguns, but one has a hyperblaster, and another packs a railgun. Try to lob grenades off the stairs and hope that a few of them get caught in the explosions, then head down and clear the area out. Eventually, you will reach the facility’s pulmonary station. This is quite literally pulmonary, as it’s a giant heart suspended by cables. You’ll find 2 switches nearby that control voltage going into the heart; flip them both, and an access hatch will pop open. You can kill the floating mechanics if you wish, but they won’t attack you. Drop down into the hatch and crawl into the pipe to move on. | ||
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| Watch | 100% | |
| 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. | ||
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| Machinegun | 100% | |
| Although the machinegun is another weapon you will acquire early on, it's likely going to be one of the weapons you're going to be using the most. There's not much to say about it, really; if you press and hold the attack button, you will send out a stream of pretty accurate fire at a target, doing good damage. You also don't have to reload very often, allowing you to keep up a stream of fire in a firefight for a long while. Although these don't sound like particularly impressive benefits, the machinegun is powerful enough and accurate enough to be a standby weapon for most of the game. When you consider that it can also be used as a quasi-sniping rifle with its alt-fire, and that it has an underslung flashlight, you will probably come around to the strengths of the weapon. Know it, love it. The machinegun will come in handy throughout the singleplayer portion of Quake IV.The machinegun upgrade that you eventually obtain will double the clip size of the weapon, allowing you to dish out much more hurt before you have to reload. | ||
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| Grenade Launcher | 100% | |
| The unpredictability of the grenade launcher can make it a liability in some combat situations, where you may wind up hurting yourself or your AI teammates just as much as the enemy. When you fire a grenade, you will lob an explosive projectile up into the air with a parabolic arc. If you get good at aiming these, then you can usually place them where you want them with a good degree of precision. Alternatively, you can just lob grenades like a crazy person into the middle of a group of enemies and wait for them to detonate. Grenades explode on impact with a target; otherwise they take around 4 seconds after firing to explode. One of the best ways to use grenades, since they don't travel very far, is to get the attention of an enemy, then back away from it while laying grenades in their path. You can bounce them off walls to try and lob them around corners, as well. In multiplayer, grenades are best left in the hands of the professionals. If you become a master at predicting the arc of a launched grenade, then you may be able to get a good number of frags with it, but if you're a more casual player then its unpredictability may make it difficult to get frags. On tight maps with a bunch of players, though, it can sometimes be profitable to just chuck grenades all around the map, especially on maps with walkways above lower battlegrounds. Random frags still count Also note that you can use grenades for grenade jumping, just like rocket jumping, but it's much more difficult to time the explosion correctly. | ||
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| Code Effect | 100% | |
| airdefense1Air Defense Base (beginning of game) airdefense2Air Defense Trenches convoy2Aqueducts convoy2bAqueducts Annex convoy1Canyon walkerConstruction Zone network2Data Networking Security network1Data Networking Terminal process2Data Processing Security storage2Data Storage Security dispersalDispersal Facility process1game/process1 storage1game/storage1 hangar1Hangar Perimeter hangar2Interior Hangar mcc_landingMCC Landing Site core1Nexus Core hub2Nexus Hub hub1Nexus Hub Tunnels mcc_1Operation: Advantage mcc_2Operation: Last Hope building_bPerimeter Defense Station putraPutrification Center recompRecomposition Center medlabsStrogg Medical Facilities core2The Nexus tram1Tram Hub Station tram1bTram Rail wasteWaste Processing Facility | ||
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| Map Names | 100% | |
| If you open up the console, as described above, then type in "map game/mapname" (without quotes), then you will be transported to the level of your choice. For instance, to warp back to the beginning of the game, you'd type map game/airdefense1 and poof! You're back in the Air Defense Base, just like that. | ||
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| Video Walk-through | 100% | |
| It'll take a while to destroy this Stroggified version of Voss, but it can be done. | ||
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| Construction Zone | 100% | |
| The Walker's shields will go down quickly, but recharge just as fast.Well, it’s time for you to take out the Walker for a spin; this bipedal mech will encase you in the usual shields and armor you’ve come to expect from a tank, and also give you the machinegun turrets and rockets that you know and love. It’s not as powerful as a hovertank, mostly due to the fact that its shields drop much more quickly and it’s much more slow, but as per usual, if you sit out of combat for a few minutes, your armor and shields will regenerate. Even if your shields do go down, they recharge quickly, and you will have plenty of armor to back yourself up with. Despite the relative ease with which you will be blasting your foes, this is still a lengthy level, mostly because of how slow the Walker is. The only real challenge will come near the end of the level, when you have to take on a Harvester. Hide in the bottom of the pit near where the Harvester is stalking, and fire at its legs with your missiles to take it out. When that’s done, you can leave the mech and head out to the exit of the level. | ||
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| Nailgun | 100% | |
| The nailgun works well against Gladiators, since it isn't reflected by their energy shield.Ah, the nailgun. This delightful little piece of Strogg weaponry fires, well, nails, or at least shards of metal, at your opponents. It does a bit more damage than the machinegun, although its projectiles do travel much more slowly. Like the hyperblaster, then, it's a bit more difficult to actually hit people with, especially over long ranges. Since the machinegun is hitscan, it'll likely be a better weapon for most multiplayer encounters, excepting those that take place at close range. In the singleplayer game, you will eventually be able to upgrade your nailgun with extra firing speed and an extra-large clip, and then, later on, actually mod it further to allow you to lock on to enemies with your scope and let the nailgun's projectiles home in on them. After it's fully upgraded, it's a pretty decent weapon for dealing with low-level Stroggs, but is definitely not something you want to be using at anything beyond medium range. | ||
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| Tip | 100% | |
| 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. | ||
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| Waste Processing Facility | 100% | |
| 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. | ||
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| Quake 4 cheats | 100% | |
| Cheat Codes for Quake 4 Note: The back button is to the left of the guide button. When entering these codes, press the back button and continue quickly with the rest of the code. There is no confirmation message, and the game does not pause, so you can still be hit while entering. Also, switching levels will require the code to be re-entered. Invincibility While playing press Back, then press Down, Up, Down, Down, Up, Right, Left, Right, Y, X, X, A. unlock everything While playing press Back, then press Up, Up, Down, Down, Left, Right, Left, Right, B, A. Extra Health While playing press Back, then press B, A, B, A, Up, Up, Down, X. Extra Ammunition While playing press Back, then press B, A, X, Y, Left, Right, Left. | ||
| By: Xgamesquadgirl1(3984) | ||
| NEW Cheat Please Vote !! | ||
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| Cheats | 98% | |
| While playing press BACK (next to the X-GUIDE button) and input the following codes: Load up :UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, RED, GREEN Restore life :RED, GREEN, RED, GREEN, UP, UP, DOWN, BLUE Restock ammo :RED, GREEN, BLUE, YELLOW, LEFT, RIGHT, LEFT Invulnerability :DOWN, UP, DOWN, DOWN, UP, RIGHT, LEFT, RIGHT, YELLOW, BLUE, BLUE, GREEN | ||
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