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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 VerionCheats and hints for Quake 4 X360. Here at Cheat Masters, we provide you with the latest and most popular cheats for Quake 4. Come back often for other cheat codes for your X360 games. Check out new cheats for all your favorite games.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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