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WELCOME TO QUAKE 4
The Story Thus Far Weapons and Items
In the mid-twenty-first century, a vile, warlike alien With all the weapons to
race called the Strogg launched a massive invasion of wield and items to collect in
Earth. After years of struggle and suffering unbearable Quake 4, you need a separate
casualties, mankind finally realized that their only chapter to keep them all
chance at survival was to mount a desperate straight. Fortunately, that's
counterassault on the Strogg homeworld, planet what the "Weapons and
Stroggos. Items" section of the guide
The first assault force was launched from the GDF is all about. Refer to it for
fleet and encountered massive resistancemost of the tips and strategies for using
dropships were destroyed by the Strogg homeworld's the various weapons, as well
massive defense weapon, known as the "Big Gun." One as information on each item
sole surviving marine broke through and managed to (or pick-up) in the game.
destroy the Big Gun and ultimately defeat the Strogg Environmental objects of
leader, the Makron. However, the war did not end there. import are also detailed in
You are Matthew Kane, a member of the elite GDF this section.
Rhino Squad and part of the final colossal invasion that
spans across the entire planet of Stroggos. Equipped
with high-tech weaponry and vehicles and teamed with a Vehicles
top GDF marine squadron, you soon realize this war is
far from over. In fact, your worst nightmares have yet There are many different
to become realized vehicles in Quake 4. Some you
must pilot, others you must
battle and destroy. For quick
How to Use reference, every GDF and
Strogg vehicle is covered in
This Guide complete detail in this
section of the guide. Check
We've spared no effort to ensure that this guide the vehicle descriptions to
contains all of the tips, tricks, hints, and strategy you learn all about each one,
need to destroy every enemy, find every hidden item, including effective combat
and survive the horrors in store for you on planet tips to employ against
Stroggos. hostile vehicles.
Enemies Multiplayer
The "Enemies" section tells As deep and rich as the
you everything you need to single-player Quake 4
know and more about the experience is, don't overlook
four main classes of foes the visceral thrill of its five
you'll face: light infantry, multiplayer modes. The
heavy infantry, commanders, "Multiplayer" section reveals
and generals (bosses). Any the intricacies of all 13
creature in Quake 4 that multiplayer maps, with
wants to do you harm is labeled floor plans for each
covered in detail in this one. A hefty multiplayer
chapter. Knowing how to deal training section is also
with different enemies saves included to teach newbies
you ammunition, health, and the fundamentals of all
armor, so bone up on the things multiplayer and
strengths and weaknesses of each one. refresh the memories of seasoned veterans.
MEDIC 1 WAYPOINT
TECHNICIAN A CONNECTION
BASIC TRAINING
Customizing Default Controls
the Controls
Sticks
All of the controls in Quake 4 are fully customizable,
and although just about every player has his or her ACTION BUTTON
own control scheme, this guide assumes you're using
Forward t
the default controls.
Backpedal b
Strafe Left f
Strafe Right h
Look Up i
Look Down ,
Look/Turn Left j
Look/Turn Right l
Buttons
ACTION BUTTON
Pause 9
Objectives/Scores 0
Crouch
Center View
Zoom 7
Attack 8
Previous Weapon P
Next Weapon +
Change Weapon s
By default, k controls your view. Simply move k in the At the most basic end of the movement spectrum is
direction that you want to look. You move in the traveling forward and backpedaling. Press t to move in
direction that you're looking when you press t; so by the direction you're facing. Press b to move away from
holding t down, you can steer yourself with k. Press the direction you're facing. Simple enough, right?
to center your view.
Surviving on Stroggos,
Part 1: Be Patient
If you try to use your Deathmatch strategies in Quake 4's
single-player mode, you won't make it out of the
second level alive. Quake 4 is not a run-'n'-gun game
it requires strategy, observational skills, and most of
all, patience.
Strafing
"Strafing" is the term used to describe moving left or
right while facing forward. It is most commonly used to
dodge enemy fire while returning some of your own,
although it has other uses (see the "Surviving on
Stroggos, Part 2: Rounding Corners" sidebar). Use f
and h to strafe left and right.
Surviving on Stroggos,
Part 2: Rounding Corners
This simple trick will save you some pain: As you
approach a blind corner, turn to face it and then
strafe around it. That way, if there's anything nasty
waiting for you around the corner, you're already
facing it.
Jumping
Jumping is another basic movement with a variety of
uses. Press 1 while moving to hop over obstacles,
leap across gaps, reach an elevated area, or dodge
enemy fire.
Climbing Ladders
Surviving on Stroggos,
Part 3: Take Cover!
Standing out in the open throughout a gunfight is a
very bad idea. You're not bulletproof, so conceal as
much of your body as possible behind coverthis Many Strogg are human-shaped and sized, so you'll see
minimizes your risk of being hit by enemy fire. several utility ladders as you infiltrate their bases and
bunkers. To climb up a ladder, just look at it and then
move forward. To climb down one, approach the ladder,
turn around, look downward, and then backpedal.
Medics
GDF medics can
heal you. You can
easily identify
medics by their
unique body armor
You can interact with many control panels in the and by the icon
Strogg's bases and facilities, usually ones found near displayed next to
sealed doors and elevators. Useable control panels their rank when
become highlighted by an "Interact" reticle when you you target one.
approach. Press 2 to activate the control panel and
see what happens. When your health is low, approach a medic and press
2 to speak with him. The medic then quickly heals you
to full health. Needless to say, medics are extremely
Speaking with Characters valuable squadmates, and you should strive to
protect them.
Though you encountered a few living, breathing
characters in Doom 3, you get to fight alongside many
more in Quake 4. Approach a character and move your Technicians
targeting reticle over him to view his name, rank, and
GDF squadron affiliation. GDF technicians
can restore your
armor. Identify
technicians by
their unique body
armor and by the
icon displayed
next to their
rank when you
target one.
Attacking
Medics and technicians never run out of healing Attacking is the
ability, but they won't assist you when they're second most
preoccupied. important skill to
master in Quake 4.
When you aren't
targeting a
Entering/Exiting Vehicles character or a
control panel,
simply press 8 to
fire your
currently
equipped weapon.
Different weapons have different effective ranges
consult the "Weapons and Items" section of this guide
for complete details on each one.
Surviving on Stroggos,
Part 4: Work with Your
Squadmates
You're often accompanied by one or more GDF marines
throughout most of Quake 4's single-player campaign.
Exercising sound combat tactics will help you survive
the waves of enemies you must combat in your quest
You can enter certain vehicles in Quake 4's single- to destroy the
player campaign. Approach a vehicle; when the yellow Strogg. Don't let
"enter arrows" appear on your HUD, press 2 to climb in. your pals take
Press 2 to exit a vehicle when you're finished with it. If all the heat in
the words "Vehicle Locked" appear on your screen's every fight
lower-left corner, you cannot exit the vehicle. back them up
whenever you
Your controls change to allow you to steer a vehicle can to keep them
after you enter one. Each vehicle has its own unique alive and able to
controls. Please refer to the "Vehicles" section of this assist you down
guide for complete details on each one. the road.
Reloading
Whenever you change weapons, icons depicting each
weapon you currently carry are displayed near the
screen's bottom. This lets you quickly take stock of
which weapons you currently carry and is quite helpful,
as there are numerous points in the game where you
gain or lose weaponry.
The Flashlight
Unlike Doom 3,
you cannot simply
hold your flash-
lightthe flash-
light is attached
to your blaster
and machine gun.
Pressing 4 while On each firearm you carry, there are two numbers to
either of these pay attention to: The first is the amount of ammunition
weapons is that's currently loaded into the weapon (referred to as
equipped toggles the weapon's "clip," even for weapons that don't use
the flashlight on ammo magazines). The second is the total amount of
and off. If you're currently wielding a different weapon, extra ammunition you have for the weapon. When the
pressing 4 instantly brings up the machine gun with its clip runs dry, you must reload the weapon from your
flashlight turned on (or the blaster, if you don't have cache of extra ammunition before you can fire it again.
the machine gun). If you don't have either of these You can manually reload your weapon at any time by
weapons, you cannot turn on the flashlight. pressing 3.
If you've set "Auto Weapon Reload" to YES at the Game Viewing Objectives/Scores
Settings screen, you automatically reload your weapon
when the clip runs dry. This has its advantages and
drawbacks. On the bright side, it prevents you from
accidentally trying to fire an empty weapon. However,
reloading takes at least a few seconds, which can mean
the difference between life and death during combat.
Miscellaneous Controls
Surviving on Stroggos, The following control doesn't fit into a convenient
Part 6: Ammo Management category but it is still important.
Careless mistakes can cost you your life in Quake 4. Pause Menu
One of the easiest oversights to make (and avoid) is
forgetting to check through and reload your weaponry
after a skirmish with the Strogg. Walking into a
gunfight with a half-empty clip just isn't the way an
GDF marine carries himself, so be sure to reload after
every battle.
Drawbacks
The blaster is effective in the early stages of the
What Is It? single-player game, but it wont do you much good
The blaster is the only weapon in the single-player against the hoards of powerful foes you face later. Its
game that isnt found in multiplayer mode. This small yet damage output isnt very impressive compared to other
reliable weapon uses no clips and never runs out of weaponry you acquire as you progress. And no matter
ammo. Press 8 to fire energy projectiles from the how fast you are at pressing 8, the blaster will never
blaster, which inflict minor damage to enemies when match the rapid autofire of the machine gun, hyper-
they land. Pressing 8 rapidly allows you to squeeze off blaster, or nailgun.
multiple blasts in short order.
The blaster also features a flashlight, which you may
turn on and off by pressing 4. While the blaster Dark Matter Gun
features no 7 function, pressing and holding 8 for a
few seconds charges up a powerful shot, which is
unleashed when you release 8. This potent blast
causes splash damage to nearby foes when it impacts
dont use it against close-range enemies.
What Is It?
The dark matter gun is the most powerful weapon in the
Quake 4 arsenal. When fired, a large ball of pure dark
matter slowly flies toward your target(s), passes
through them, and finally explodes when it contacts a
wall or other solid object in the environment.
A quick science lesson: Dark matter is the term
scientists use to define superdense objects in the
universe that we cannot see even on the most powerful
telescope (hence dark). We know objects of dark
matter must exist, however, and we know they must be
extremely dense due to their incredible gravimetric
pullthe effect of which we can see on other celestial
bodies in the universe, such as planets and stars.
If dark matter can push (or rather, pull) planets and
stars about the universe, then you can imagine its
effect when you unleash it against your enemies in
Quake 4. The gravitational pull of a DMG projectile yanks
all nearby enemies toward it and crushes them, Gauntlet (MP Only)
inflicting severe (and in most cases, lethal) damage.
When the projectile finally contacts a wall or other
solid object, it explodes, causing massive splash damage
to all foes within range.
What Is It?
The gauntlet is a motorized buzzsaw affixed to a glove
worn on your arm. Its the only weapon found in multi-
player mode that isnt featured in the single-player
campaign. Press and hold 8 to activate the gauntlet
and slice into nearby enemies. The gauntlet uses no
ammo and never runs out of cutting ability.
What Is It?
The hyperblaster is the Stroggs version of the GDF
machine gun. Think of it as a mix between the blaster
and the machine gunit spits out energy projectiles at
a high rate of fire as you hold down 8.
What Is It?
The lightning gun is an advanced Strogg-developed
weapon of remarkable power. When fired, a stream of
pure lightning is shot directly ahead. This lightning
stream inflicts heavy damage to enemies it strikes and
also has a chance to immobilize them. Hold down 8 to
maintain a steady current of lightning that quickly
shocks a foe into oblivion.
The lightning gun has no spare ammo cacheall of its
ammo is stored in its clip, so you never need to reload.
However, the lightning guns ammo drains quickly and
steadily as you hold down 8you can burn through a
whole clip in short order if you arent careful.
After you acquire the chain lightning mod during the
Tram Hub Station level, your lightning guns stream will
jump to strike enemies in close proximity to your main
target. This allows you to damage multiple enemies at
When to Use It once and is highly effective against tight groups of foes.
The hyperblaster is very versatile and can be used in
many battle scenarios. Use it to quickly clear rooms full
of Strogg marines and other weaker enemies. Employ the Where Do You Get It?
hyperblaster against tough-to-kill enemies that like to You acquire the lightning gun during the Recomposition
charge you, such as grunts, berserkers, and light Center level. The Strogg are testing its usefulness
tanks. The hyperblaster has a higher damage output and against an unfortunate GDF marineuse the control
features a standard clip capacity and spare ammo panel near the weapon to stop the test and claim it.
cache thats larger than the machine guns. Dont
underestimate its ability to cut down tough foes in
short order.
After you acquire the bounce shot mod during the
Data Storage Terminal (Revisited) level, your hyper-
blasters projectiles will bounce off of walls and
objects until they strike an enemy. This lets you
decimate groups of enemies in tight, cluttered areas, so
take full advantage.
Drawbacks
The hyperblasters only real drawback is found in its
projectiles speed. Though the blasts travel quite fast,
theyre not as swift as the machine guns bullets, which When to Use It
instantly strike targets the moment theyre fired. This Due to its high damage output and fast rate of ammo
minor drawback makes the hyperblaster unsuitable for consumption, its best to save the lightning gun for use
use against agile, long-range enemies, as the majority against the challenging enemies you often encounter in
of your shots will often miss. the games later stages. Since the lightning gun is
capable of stunning your foes with its powerful current,
its the perfect weapon to use against tough, agile foes
Lightning Gun that sport strong offensive capabilities, such as iron
maidens and light tanks. The lightning gun will also
rapidly disrupt the energy shields carried by gladi-
ators, which can help you quickly defeat them.
Drawbacks
The lightning guns most glaring drawback lies in its
relatively short range of effectits potent current
cannot strike enemies at distances greater than
Ammo Type: Lightning Coils medium-range. The lightning gun also chews through its
Clip Size: 400 ammo quite rapidly, and you arent supplied with much
Upgrade: Chain Lightning Mod until you reach the games later levels.
Nailgun inflict splash damage). Use the nailgun more often as its
ammunition becomes more plentiful, but try to keep a
sizable spare ammo cache built up in case of
emergencies.
Drawbacks
The nailguns projectiles travel slower than your other
rapid-fire weaponry (the machine gun and hyper-
blaster), and until you receive the firepower mod, the
nailguns rate of fire is slower than the machine gun
and hyperblasters. These two drawbacks make it easier
for smaller, faster enemies to dodge your long-range
fire, so use your nails against larger, slower enemies,
such as gladiators and light tanks.
What Is It?
The nailgun was developed by the Strogg and can be
thought of as a heavier version of the hyperblaster. It
fires large nail-like projectiles at high velocity and can
quickly chop down heavily armored targets. Press and
hold 8 to fire a steady volley of nails at your foes.
These nails are fired with such force that they shred
apart when they strike walls or solid objects, causing
splash damage to any nearby enemies.
The nailguns first upgradethe firepower modis
acquired right at the start of the Aqueducts level. This
enhancement doubles your nailguns clip capacity by
allowing it to hold two clips instead of one. It also
greatly increases the nailguns rate of fire.
You gain the nailguns second upgradethe nail
seeker modnear the start of the Recomposition Center
level. Press and hold 7 after acquiring this upgrade to
zoom in with a scope. Enemies you view with the
nailguns scope become targeted by circular reticles,
and the nails you fire at these enemies will track them.
When to Use It
The nailgun is the most powerful rapid-fire weapon
available and becomes a true weapon of destruction
once you gain its upgrades. Ammo is scarce at first, so
use it only against powerful enemies in the early stages
of the gameit works quite well against gladiators (aim
to fire around their energy shields or at their feet to
When to Use It
Bring out your shotgun whenever enemies swarm in. It
can drop heavy infantry such as a berserker or a grunt
in two to three blasts and will kill a Strogg marine or a
When to Use It tactical in one or two. If youre fast on your feet and
The rocket launcher is one of the most powerful seasoned at circle-strafing, you can use your shotgun
weapons in the game and is also quite versatileyou at close range to defeat just about any enemy.
can easily kill tough enemies and wipe out groups of
weaker foes with just a few shots. Ammo is fairly
scarce, however, so try not to use the rocket launcher
too often until youve amassed a large supply. Dont use
the rocket launcher against close-range enemies or
youll suffer splash damage.
Implement the rocket launchers ability to inflict
heavy splash damage into your combat strategies. You
dont need spot-on accuracy to devastate enemies with
this weaponaim for the ground near their feet to
wreck them with splash damage.
Drawbacks
The rocket launchers biggest drawback lies in its
rockets slow movement speed. Its practically useless
against distant enemies, especially agile onestheyll
easily move out of harms way before the rocket
impacts. Due to this drawback, you must often lead
your targets when attacking them with the rocket
launcher, a skill that takes a bit of getting used to.
Drawbacks
The shotguns effectiveness drops sharply when its
used against long-range targetsnumerous shots are
Shotgun required to defeat distant foes; dont use the weapon in
this manner. Reloading the shotgun is a time-consuming
process until you gain its clip extension mod, as you
must load each shell individually. Make sure to reload
after each battle.
Environmental
Objects
Ammo pick-ups are the most plentiful, as theres a
different type for every ammunition-consuming weapon
Barrels/Crates
in the game. Collect ammo pick-ups to increase your Crates, barrels, and the
weapons spare ammo caches. Search every nook and like are abundant objects
cranny for ammunitionhidden supplies are all over the in Quake 4. This is
place. Refer to the weapon sections to learn which fortunate because you can
pick-ups supply ammo to each weapon. crouch behind a crate or
barrel to take cover from
Armor hostile fire. Crates are
always stationary and
cannot be moved, while
barrels can be pushed about by shooting them or
bumping into them. Duck behind these objects to get out
of harms way when no better cover is available.
Armor protects you from harm. When youre attacked, Control Panels
your armor absorbs some of the damage and therefore Control panels are common
reduces the amount of health you lose by a significant objects found in many levels.
degree. Collect armor shards and armor vests to Use them to open doors,
restore your armor and survive longer in the heat of activate lifts, and so on.
battle. You can have a maximum of 100 armor until you To use a control panel,
reach the Strogg Medical Facilities levelyou may then simply approach it, target
protect yourself with a maximum of 125 armor. it with your reticle,and
Heres how much armor you gain when you collect press 2. Some control
each type of armor pick-up: panels have multiple
buttonsuse s to select the button you wish to
Armor Shards: Each armor shard you grab increases activate and then press 2 to activate it.
your total armor value by 5 points.
Small Armor Vest: Collect one of these to add 50 points
to your total armor value. Doors
Large Armor Vest: Each of these adds 100 points to Doors separate rooms and
your total armor value. corridors. Every door
opens automatically as you
approach them (if theyre
unlocked). If a door is
Large armor vests are easy to distinguish from small locked, you must usually
onesif theres a helmet near the vest, its a large activate a nearby control
armor vest. panel or complete a mission
objective to unlock it. Some doors never become
unlocked and are therefore never used. Others lock
Health Packs behind you and can never be reopened.
You inevitably lose
health as you take
damage from enemy
attacks, long falls, and Enter doors cautiouslyyou never know whats waiting
environmental hazards. for you on the other side.
You die when you run
completely out of health.
Fire/Acid
Fire and acid are similar in that both substances will
harm you if you touch
them. Prolonged contact
with fire or acid inflicts
additional damage that
continues to harm you for
a short time even after
you move away. Keep away
from tongues of flame and
pools of acid.
Teleporters
Ladders Teleporters are amazing
Like lifts and stairs, ladders let you move between devices developed by the
floors. Approach a ladder Strogg that can instantly
and continue to press t transport matter from one
to climb onto it and up. location to another. You
You must be facing the encounter these objects in
climbable side of the the games later levels
ladder to grab on. Once Strogg infantry use them
youre on a ladder, press t to spawn into rooms and
or 1 to climb up and press ambush you.
b or to climb down. You You can quickly destroy a teleporter with a well-
can also move side to side by pressing f and h. placed rocket or two. When no enemies are about, use
The safest way to climb down a ladder is to approach charged shots from your blaster (hold down 8 and
it, turn around, look down at the floor, and then then release) to destroy them instead of expending
backpedal onto the ladder. Continue to press b or use rockets. Learn to recognize teleporters and make their
to climb down. destruction your top priority; otherwise you battle
many more enemies than you must.
You may fire your weapon, switch weapons, and reload Enemies that spawn through teleporters make a very
while climbing a ladder. distinct sound when they appear. Find the source and
destroy it.
VEHICLES
GDF Vehicles Each convoy truck has a heavy machine gun mounted
to its roof, and you get to man one during the last half
Convoy Trucks of the Canyon level. You cant be directly attacked
while manning a convoy trucks heavy machine gun
instead, the convoy truck absorbs damage. You must
use the trucks heavy machine gun to quickly destroy
hostile targets and prevent the truck from being
destroyed by their fire. The trucks armor indicator is
shown at your screens lower-left corner. If the
indicator loses all of its coloring, the truck is
destroyed and you must try again.
Walkers
Strogg Vehicles
Drop Turrets
Harvesters
Hornets
Lightly armored airborne attackers
Commonly encountered during vehicle-based levels
Fire volleys of low-impact tracking missiles
Can transport and deploy roller creatures
Nonaggressive airborne devices
Hornets are the Stroggs primary fast-attack aircraft. Perform a variety of tasks
Theyre extremely agile and are primarily used to lay waste
to enemy ground forces. Hornets are protected by light Repair bots are nonhostile Strogg devices that move
armor and are fairly easy to destroy once you manage to through the air and carry out a variety of
hit them. They fire volleys of low-damage tracking missiles construction, repair, and maintenance operations. You
and almost always attack in groups of two or more. put these harmless mechanisms to use at certain points
in the single-player game in order to progress. If
necessary, you can easily destroy a repair bot with
small arms.
CHARACTERS
Rhino Squad Corporal
Matthew Kane
Age: 23
Place of Birth: Lunar Colony, New Hope
Height: 5 11
Weight: 180 lb.
Squad Role: Scout
Corporal Corporal
Alejandro Alex Cortez William Billy Rhodes
Age: 22 Age: 25
Place of Birth: Mexico City, Mexico Place of Birth: Fort Worth, Texas
Height: 5 7 Height: 6 1
Weight: 145 lb. Weight: 180 lb.
Squad Role: Sniper Squad Role: Demolitions
Growing up on his familys ranch, Cortez took to guns William Rhodes knew from a very early age he wanted to
while very young. His father still brags about how, at be a Marine. He entered the corps as soon as he was
the age of eight, young Alejandro could kill a jackrabbit old enough, and he quickly showed a gift for demoli-
from 150 yards out. After his sister was killed during tions. Where anyone else would require a detailed
the first Strogg attack on Earth, Cortez joined the blueprint of a structure to know where best to place
Marine Corps determined to have his revenge. a bomb, Rhodes knows instinctively where the weak
Extremely cool in a firefight, he has a way of points are. Be it a heavily fortified dam or a reinforced
getting to vantage points no one else could find. bunker, Rhodes can reduce it to rubble with a minimal
Silent as darkness and swift as the hand of death, amount of explosives.
Cortez was assigned to Rhino Squad after he single- Hailing from Fort Worth, Texas, Rhodes plays as hard
handedly defended a communications outpost armed as he works. Hes been demoted twice due to alterca-
only with a depleted pistol14 charges against 14 tions with MPs while out on R&R.
Strogg. Oddly enough, at the end of the fight he still
had one charge left.
Private Sergeant
Johann Strauss Dell Morris
Age: 21 Age: 24
Place of Birth: Dsseldorf, Germany Place of Birth: Toronto, Canada
Height: 5 8 Height: 6 1
Weight: 130 lb. Weight: 175 lb.
Squad Role: Squad Role: Communications
Technician
ENEMIES
Failed Transfers: Carry and attack with shotguns;
drop their shotguns after being killed.
Unless otherwise noted, all enemies are vulnerable to Failed Transfer Torsos: The upper bodies of Failed
headshots, which cause them severe damage. Transfers; crawl along the ground and try to bite
your ankles.
Slimy Transfers: Carry no weapons; attack by vomiting
Strogg Light acid; acid inflicts damage over time and remains on
ground for 510 seconds.
Infantry
Failed and Scientists
Slimy Transfers
Airborne enemies
Medium-low health
Low agility, poor at dodging
Dangerous at close range
Fires poisonous grenades at distant targets
Very dangerous in large groups
First encountered at Strogg Medical Facility
Airborne enemies
Medium-low health
No melee attacks
Twin shoulder-mounted chainguns for ranged attacks
Dangerous in large groups
First encountered at Nexus Hub Tunnels
Grunts Gunners
Airborne enemy
High health
Slow but can perform fast strafing movements
Arm-mounted nailgun/heavy tracking missile launcher
for ranged attacks
Heavy tracking missiles are slow but devastating
Medium-high health Crushing melee attacks (rarely used)
Low agility First encountered at Aqueducts
Shoulder-mounted railgun for devastating
ranged attacks Heavy tanks are perhaps the most powerful nonboss
Arm-mounted blaster for rapid-fire ranged attacks enemies in the single-player game. Though theyre large
Crushing melee attacks (rarely used) and quite slow, they can withstand a tremendous amount
Energy shield for extra defense of punishment and can occasionally strafe to dodge
First encountered at Perimeter Defense Station slow-moving ranged attacks such as rockets. Heavy
tanks are armed with a nailgun, and they also fire heavy
Gladiators are huge, frightening warriors that carry tracking missiles at you. While these missiles are quite
energy shields to help them fend off attacks. Even slow, they chase after you and cause widespread splash
without their shields, gladiators can withstand a large damage when they impactavoid them or pay the price.
amount of punishment and never back down from a fight. Fortunately, there are few occasions when you must
Their massive shoulder-mounted railgun can inflict battle heavy tanks on foot. Rapid-fire weaponry, such
tremendous damageavoid this attack at all costs. as the hyperblaster, is a good choice against these
Gladiators also carry heavy blasters, which they can enemies, but use your best arms when faced with two
fire while protecting themselves with their shields at heavy tanks at once. Keep moving as you battle these
the same time. monstrous foes to dodge their potent ranged attacks.
Though intimidating, gladiators are actually quite
easy to defeat once you learn how to deal with them.
Dodging their railgun fire is the most important thing to
doyou know a shot is coming when their railguns flash,
so duck for cover or strafe like crazy. Use moderately
heavy weaponry such as the nailgun to drop them, and
aim to fire around their energy shields. (You can
destroy their shields, but its an unnecessary waste of
ammo.) Gladiators are very slow; you can run circles
around them when you have room to operate, so use
this to your advantage.
Iron Maidens
Airborne enemy
Medium health
Slow but can perform
fast strafing movements
Can teleport about
Arm-mounted rocket
launcher for ranged attacks
Bladelike arm for powerful
melee attacks
Can emit a high-pitched scream
that deafens and disorients you
First encountered at Data
Storage Security
Light Tanks
High health
Fast-moving but unskilled
at dodging
Often rushes at you
Powerful melee attacks
that can disorient
Arm-mounted rocket launcher
for ranged attacks
First encountered at
Recomposition Center
Tele Droppers
There are several health packs in the chambergrab The network guardian is most vulnerable in the early
them while Voss recharges his shields. stages of the fight. Hit him hard with your DMG.
While Voss recharges his shields, he spawns multiple After suffering significant damage, the network
Strogg marines and grunts to engage you. Stop guardian takes to the air, becoming a harder target to
attacking Voss and switch to a powerful rapid-fire hit. Keep your distance and continue to strafe about as
weapon (such as the hyperblaster or nailgun) each time you combat the airborne network guardian. Use your
he spawns his underlings. Stay far away from Voss, let machine gun to ensure you score hitsits projectiles
his faster minions chase after you, and then defeat them. travel faster than any other weapons. Nail him with
Each time Voss uses a shield recharge station, a new your DMG whenever he lands.
section of the arena opens up to reveal another
recharge station and a few additional pick-ups for you
to grab. There are three recharge stations in total, so
Voss recharges his shields three times throughout the There are rockets, clips, dark matter cores, and several
fight. Each time he does so, he spawns additional armor-restoring pick-ups at the rooftops far end.
enemies to keep you off his back. Back off and kill these
enemies whenever he spawns them, then return your Eventually, the network guardian begins to fly about
attention to defeating Voss. the rooftop at low altitude, attempting to burn you with
the flames that shoot from his awesome jetpack. Though
the damage from this attack isnt too severe, backpedal
Network Guardian and strafe to keep your distance. Continue to riddle him
with your machine gun as you do so.
The Makron
Hyperblaster: Rare attack. Circle-strafe in one
direction to dodge as you return fire.
Triple Blaster: Most common attack. Strafe back and Bring up your DMG right after you fire a rocket at the
forth to avoid while you return fire. ceiling so the DMG can reload as you wait for the
Nexuss shield to shatter.
Dark Matter Gun: Second most common attack. Circle-
strafe in one direction to avoid as you return fire.
WALKTHROUGH
Air Defense Bunker Rhino Squadthe
GDFs most brazen
Overview and talented
squadron of
Air Defense Bunker is a short introductory level marinesawaits
designed to familiarize you with nearly every facet of deployment in an
Quake 4s gameplay mechanics. Completing this area GDF dropship
wont be a walk in the park, howeveryoure drawn into aboard the
several skirmishes against a variety of Strogg infantry destroyer USS
as you navigate the bunker in search of your fellow Patton. Corporal
squad members. Prove your worth to your squadmates Mathew Kanethe
by surviving this intense first level. newest member of Rhino Squad and an infamously cold-
blooded soldier whose name is known to all in the GDF
ENEMIES ENCOUNTERED makes no effort at small talk as his team straps
Grunts themselves in and prepares for launch.
Berserkers
Strogg marines Though the Makron
has been elimi-
WEAPONS ACQUIRED
nated, the Strogg
Machine gun are still showing
UPGRADES ACQUIRED strong signs of
None resistance.
AMMUNITION ACQUIRED Hundreds of
Clips Strogg air defense
cannons stationed
ITEMS ACQUIRED about the planets
Armor vest, small surface fire at
Health packs, small the incoming GDF destroyers and dropships, killing
thousands of marines before they even enter the
atmosphere. A tracking missile eventually strikes Rhino
Crash Landing Squads dropship, causing all systems to fail. Without
The game begins guidance or propulsion systems, the crew is at the
with a short mercy of Stroggoss gravity. The ride into enemy
cinematic showing territory is a rough one, and Corporal Kane soon loses
scores of Global consciousness.
Defense Force
(GDF) Destroyer- Kane awakens in
class starships the wreckage of
approaching his squads
planet Stroggos downed dropship,
the homeworld of finding himself in
the Strogg, an the midst of an
advanced, warlike alien race bent on intergalactic intense battle
conquest. Word has spread that a lone GDF marine has between Strogg
somehow managed to breach the Stroggs core defenses and man. As he
and defeat the Makronthe supreme leader of the struggles to come
Strogg race. That nameless marines incredible efforts to his senses, the
have turned the tide of a war, which many on earth had dazed corporal watches helplessly as several of his
deemed utterly hopeless. Now, the GDF is sparing no comrades are shot and killed right before his eyes.
cost in capitalizing on this fortunate turn of events Kanes vertigo ultimately subsides, and he finally
and crushing the vile Strogg once and for all. The fate manages to find his feet. He wastes no time freeing his
of humanity hinges on their success. standard-issue blaster from its holster
1
START
Sergeant
Morris
MEDIC A CONNECTION
To speak to a character, approach him; when your
1 WAYPOINT
reticule changes to show his name, rank, and GDF
squadron affiliation, press 2 to speak with him.
Waypoint #1 Speak to a character several times to get additional
information.
Sergeant
Miller
3
A
4
Sergeant
Miller
Medic
Anderson
7 6
EXIT
10
Sergeant
Miller
AMMUNITION WEAPON
Waypoint #10
MEDIC 1 WAYPOINT
Waypoint #9
Air Defense
Trenches
Medic Anderson rushes to heal the wounded Badger
Squad marine when you return to this area. This Overview
completes the Escort Anderson objective. Youve survived the crash-landing onto planet Stroggos
Afterward, Sergeant Miller says youre free to and have helped your fellow GDF marines secure the air
continue your search for your fellow Rhino Squad defense bunker. Now its time to find the rest of your
members. Proceed through the door he unlocks to squad members. Air Defense Trenches is a hot combat
reach the next waypoint. zone full of Strogg, and its far from being fully
secured. Fortunately, you have only a short trek
through this dangerous area. Stay alert as you
navigate the trenchesshoot first, ask questions later.
ENEMIES ENCOUNTERED
Grunt
Berserkers
Strogg marines
WEAPONS ACQUIRED
Machine gun
UPGRADES ACQUIRED
None
AMMUNITION ACQUIRED
Clips
ITEMS ACQUIRED
Armor shards
Armor vest, small
Health pack, large
Health pack, small
START
Waypoint #1
AMMUNITION ENEMY SPAWN
ARMOR 1 WAYPOINT
WEAPON A CONNECTION
Waypoint #2
B
AMMUNITION 1 WAYPOINT
You encounter no further Strogg resistance on your
HEALTH A CONNECTION path to the trenches. Collect numerous pick-ups on
your way to this waypoint, where a large wave of
ENEMY SPAWN Strogg marines is swarming Private First Class Damato
(Kodiak Squad). Help Damato secure the area before you
=denotes item below or behind an object move on; use the rock formations as cover when you
need to reload.
5
4
EXIT
C 3
ENEMIES ENCOUNTERED
Grunt
Berserkers
You encounter heavy resistance a short distance past Strogg gunners
Sergeant Bidwella berserker ambushes you, and Strogg marines
several Strogg marines open fire from farther down the
trench. Fortunately, Sergeant Morris has been assigned
WEAPONS ACQUIRED
to escort you to the hangars, and hes a great shot Shotgun
with his machine gun. Kill the Berserker quickly and Machine gun
then use the nearby crates as cover as you return fire UPGRADES ACQUIRED
at the distant Strogg marines. None
AMMUNITION ACQUIRED
Clips
Shells
Though it takes a bit of getting used to, the machine ITEMS ACQUIRED
guns scope is very handy. It improves the weapons Armor shards
accuracy against distant enemies, letting you Armor vest, small
conserve ammunition and score headshots. Health packs, small
Waypoint #5
START
Waypoint #2 your backs. Grab the nearby pick-ups, then lead Viper
You meet up with Squad through the door ahead.
three members of
Viper Squad a
short distance
aheadCorporal If youre low on health or armor, speak to Medic Hayes
Mahler, Technician or Technician Li. Medics heal you, and Technicians
Li, and Medic repair your armor.
Hayes. Their
mission is the
same as yours
to destroy the
Strogg aircraft Check the Weapons and Items portion of this guide
hangars. They gladly join you, and Corporal Mahler for complete details on the shotgun.
hands you a shotgun, saying youll be needing it real
soon. Sergeant Morris agrees to stay behind and watch
Waypoint #4
Locked
5 c
Waypoint #5
Debris
4
b
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
7
D e
Control
Panel
E F
Control
Panels
AMMUNITION 1 WAYPOINT
ARMOR CONNECTION Drop off the footbridge and land on the empty booster
A docking station next to the aircraft booster you've
just lowered to quickly reach the ground floor without
WEAPON
using the lift.
Control AMMUNITION
Panel
HEALTH
ARMOR
ENEMY SPAWN
1 WAYPOINT
9
A CONNECTION
=denotes
G
item below
H
or behind an
object
Locked
h 10
EXIT
ENEMIES ENCOUNTERED
Strogg grunt
Strogg gunners
Strogg marines
WEAPONS ACQUIRED
Shotguns
Machine gun
UPGRADES ACQUIRED
You enter onto the second floor of this final chamber. None
Strogg marines quickly open fire from the ground AMMUNITION ACQUIRED
floor to the leftdefeat them before crossing any Clips
farther into the room. A gunner then enters through Shells
the far door ahead and attacks. Dodge his nails and
drop him fast. Collect the items from the chambers ITEMS ACQUIRED
lower portion, then proceed through the door, step Armor vest, small
onto the elevator, and activate its control panel to Health packs, large
exit the level. Health packs, small
Locked
AMMUNITION 1 WAYPOINT
Lift
START
Locked
AMMUNITION WEAPON
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
Corporal Lift
Rhodes
START
HEALTH 1 WAYPOINT
4 3
HEALTH 1 WAYPOINT
Waypoint #3
The curved
corridors you
passed through on
your way to
Waypoint #2 were
empty before, but
now theyre full of
Strogg marines The second and final bomb site is better defended
and a couple of than the first by several Strogg marines. A gunner is
gunners. Use your also stationed at the footbridge above the rooms
machine gun to kill center. Kill the gunner first or he rains grenades
most of the Strogg marines and the first gunner from a down on you. Then wipe out the Strogg marines so
distance, then switch to your shotgun and move up the Rhodes can place the last charge. This completes the
stairs to secure the rest of the room. Protect Rhodes objective.
ENEMIES ENCOUNTERED
Grunts
Locked Berserkers
Gunners
Strogg marines
B WEAPONS ACQUIRED
Grenade launcher
Machine gun
Shotgun
UPGRADES ACQUIRED
1 WAYPOINT A CONNECTION
None
solid line = wall/object on upper floor AMMUNITION ACQUIRED
dotted line = wall/object on lower floor Clips
small, thin rectangle = door ITEMS ACQUIRED
Armor vest, small
Objective: Regroup Health packs, large
with Voss Health packs, small
Waypoint #5
HEALTH 1 WAYPOINT
START
MEDIC A CONNECTION
TECHNICIAN
Waypoint #1
Lieutenant
Voss
2 C
ARMOR WAYPOINT Check the "Weapons and Items" section of this guide
1 for complete details on the grenade launcher.
HEALTH A CONNECTION
Its a pitched
battle through the
WEAPON trenches as you
make your way to
Waypoint #2 a bunker that
Lieutenant Voss leads to the air
and Lance defense cannon.
Corporal Sledge Strogg marines
await you and jump into the
Sergeant Morris trenches from all
just outside the sides in an
hangar perimeter. attempt to stop
Voss greets you you, but theyre simply no match for four well-armed
and hands you a Rhino Squad members. Cut each one down in turn.
new weaponthe
mighty grenade
launcher. He then gives you new orders: The four of you
must navigate the trenches ahead to capture the
nearby Strogg air defense cannon so the destroyer USS
Hannibal can land safely.
Locked Locked
Elevated walkway
5 Lift
(after cannon is fired)
Locked
Locked
Locked at start,
opened after
cannon fired
Locked
D Hole in ceiling
4
Cannon
command
chair
Control
Panel
ARMOR EXPLOSIVE BARREL your squadmates by sniping the Strogg with your
machine gun. When the room is clear, jump over the
railing and proceed through the lower door.
HEALTH 1 WAYPOINT
Waypoint #4
The long room beyond the bunker entrance is teeming
with Strogg marines. They pour out from the doors at
either side of the
room and from the
rooms far end.
Help your squad- With the cannon secured, Lieutenant Voss orders you to
mates kill them all, use it to blast a hole through the sealed security gate
then follow your thats blocking your path to the MCC landing site.
team through the Approach the cannon's command chair and press 2 to
far door. enter it.
Elevated walkway
Locked
(after cannon is fired)
6
7
Locked
Locked
Locked at start,
opened after
cannon fired
Locked
Hole in ceiling
Cannon
E command
chair
Waypoint #7
Youre attacked by a berserker, several Strogg marines,
and a gunner in this corridor. Kill them all and then
proceed down the hall. Activate the control panel to
open the far door and exit the bunker.
AMMUNITION
ARMOR
E
HEALTH
1 WAYPOINT
A CONNECTION
Waypoint #8
The trenches are now secure. Collect pick-ups as you to blow the air defense cannon. Turn around and admire
exit the bunker, the view, then follow Private Law through the
then head up the smoldering security gate.
ramp toward the
security gate,
which you recently
destroyed. Private
Law (Raven Squad) Theres fire in the security gatedont touch it or
greets you near youll suffer damage.
the ruined security
gate and says
theyre just about
Overturned
convoy truck
Objective:
Board the Hannibal
Waypoint #9
A distant Strogg fortifi-
cation to the right features
a few gun turrets that fire
at you as you exit the
EXIT security gate tunnels and
move to the LZ. Run to take
G 9 cover behind the crates
ahead and then wait for
the USS Hannibal starship
to fly overhead and obliterate them with a few cannon
blasts as it prepares to land at the LZ.
Operation: Advantage
Sergeant
Swekel
(extended
clip mod)
START
5
4 2
1 WAYPOINT
Objective: Report to
Briefing
Your first objective is to report to Rhino Squads
Overview briefing room, but theres no rushexplore the Hannibal
Welcome aboard the USS Hannibal, Corporal Kane. Shes and speak to everyone you see.
not the newest ship in the GDF fleet, but theres plenty
for you to see and do here. Spend some time wandering Waypoint #1
about the Hannibal and speaking to your fellow Before you may proceed,
marinessome of them have interesting bits of gossip you must enter the decon-
to share. tamination chamber here
and wait for the medic to
fill the chamber with
chemicals that kill any
ENEMIES ENCOUNTERED alien bacteria you might
None have carried with you onto
WEAPONS ACQUIRED the ship.
None
UPGRADES ACQUIRED Waypoint #2
Extended clip mod (machine gun)
Your tour of the Hannibal
AMMUNITION ACQUIRED takes you through Drop Pod
None Control. This is a busy place,
ITEMS ACQUIRED and none of the marines
None here have time to chat.
Waypoint #3 Waypoint #6
The mess hall is
located here.
Private Babcock
(Wolf Squad) gives
you confirmation
that the Makron
has indeed been
killed by a lone
GDF marine. Staff
Sergeant Nomo and
Corporal Spence
(both of Badger Squad) seem to have heard of youas
well they should!
Waypoint #4
Several medics are hard at
work as you pass through
the halls near the medical This is the armory. Technician Lee (Wolf Squad) tells a funny
bay. Theyre conducting story about your
experiments on Strogg fellow squadmates
theyve captured; you Sergeant Bidwell
overhear some interesting and Technician
remarks if you stick around. Strauss. Listen
to the tale and
then head to the
Waypoint #5 armory's
This is Rhino northeast corner
Squads briefing to gear up.
room. Arriving
here completes
the Report to
Briefing Sergeant Swekel (Raven Squad) stands at the armorys
objective. During northeast corner. Approach him and he hands you the
the briefing, extended clip mod
youre told that for your machine
all of the Strogg gun. This modifi-
forces are linked cation increases
by a device called the Nexusa massive central intel- your machine
ligence system that allows Strogg leaders to instantly guns clip size to
communicate with their troops. Your squads mission is double capacity,
to escort a convoy of EMP (electromagnetic pulse) giving you 80
bombs into the Nexus Hub, where they will be detonated rounds per clip.
to disable the Nexus. This should create mass confusion
amongst the Strogg and make them vulnerable.
After obtaining the shotgun and the clip extension mod
Objective: Gear Up from the armory, proceed toward the elevator you used
to enter the Hannibal. (Look at the map to see that
You receive a new objective youre right near it.) Speak to Corporals Rhodes and
after the briefing: find the Cortez if you like, then step onto the elevator to exit
armory and restock your the level.
supply of weapons. Be sure
to speak with each member
of Rhino Squad before you
leave the briefing room
they have interesting
things to tell you.
B A CONNECTION
Waypoint #2
You arent directly engaged by any Strogg forces
until you enter this tunnel. Several Strogg
marines emerge from either side of the tunnel,
and the convoy stops until you defeat them all
and the GDF marines you saved get on the back
of the truck.
Seargeant
Bidwell 4
C
Check the Vehicles section of this guide for
complete details on the convoy truck.
ENEMY SPAWN 1 WAYPOINT
A CONNECTION WEAPON
Waypoint #3
The convoy comes to a
stop here. Corporal
Hawkins informs you that
Sergeant Bidwell (Rhino
Squad) is waiting for you
farther ahead. Walk off the
back of the convoy truck
and then head through the
side corridor to the left.
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6
Objective: Clear
Area of Turrets
D
10 12
EXIT
9
D
Waypoint #5 8
A Strogg dropship 11
flies overhead
and deploys a
drop turret as
you pass through
this area. Fire at ENEMY SPAWN 1 WAYPOINT
the drop turret
as it falls from A CONNECTION
the sky to quickly
destroy it. Lieutenant Voss (Rhino Squad) orders your convoy truck
to move ahead so you can clear the entire area
surrounding the nearby Perimeter Defense Station of
gun and missile turrets. This allows the convoy to
proceed unharmed.
Refer to the Vehicles section of this guide to learn
all about drop turrets. Waypoint #7
The first two gun
Waypoint #6 turrets are on
Things are relatively easy until you reach this area, your left, and a
where Corporal Strogg dropship
Rhodes must deploys a drop
disarm several turret to your
land mines on the right a short
ground ahead of distance ahead. A
you. He then missile turret also
detonates the hangs from the
mines after you curved post that
move to a safe extends from the
distance to corner of the Perimeter Defense Station. Destroy the
missile turret first, then go after the others.
Waypoint #11
This is the end of
The missile turrets positioned on the Perimeter the lineyouve
Defense Stations curved posts fire heavy tracking come full circle
missiles at you. You can try to shoot down the and are back at
missiles they fire, but its tough to hit them. Quickly the impenetrable
destroy the missile turrets instead. wall of debris
again. Destroy the
two gun turrets
Waypoint #8 on the outside
Your path forward is wall and the drop
blocked by debris here. turret that falls
Your driver backs up to and lands near the debris. Finish off any other turrets
turn around and head you may have missed as you ride back toward the
counterclockwise around stations entrance.
the station. Blast the
missile turret that hangs
from the curved post past the debris as you back up. Objective: Locate Voss
Waypoint #12
Aim to fire at the tops of each gun and missile turret
to ensure hits and destroy them quickly.
Waypoint #9
There are two
more gun turrets
to your right
here, and theres
a missile turret on
the arched post
at the corner of
the central
building. Dropships
deploy more drop
turrets as you Destroying every turret in the area completes the Clear
pass by here as well. Destroy all of these targets as Area of Turrets objective. Climb off the convoy truck
you roll around the structure, taking out the missile when it stops near the stations entrance, then enter the
turret first. Fire at the missile turret on the buildings facility. Move toward the large red exit door inside, then
northwest corner. activate the nearby control panel to exit the level.
Waypoint #10
After destroying the drop
turret thats deployed
near this force field, you
get a chance to catch your
breath a bityour convoy
truck stops behind some
cover while Lieutenant
Voss transmits communica-
tions. You soon continue
moving counterclockwise around the structure again.
Destroy the missile turrets at the buildings north and
southwest corners, if you havent already. Then go
after the drop turrets that fall from the sky.
HEALTH A CONNECTION
Corporal
Shilder TECHNICIAN
(nailgun)
A
START
10
8
11 B
Lieutenant
Voss
Waypoint #4
Your teammates
take up defensive
positions in this
B
rooms lower
center portion.
Move to the
4
control panel on
the upper
walkway; activate
it to open the
C massive door
ahead. A grunt and two Strogg marines rush at you from
the door after you open ithelp your teammates defeat
ARMOR 1 WAYPOINT them and then proceed ahead.
HEALTH A CONNECTION
6
5 C
Technician
Newberry
AMMUNITION ENEMY SPAWN into the long, wide tunnel. Marines crash in on a convoy
truckhelp them defeat the waves of Strogg marines
that attack from the tunnels side alcoves.
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
Objective:
Escort Newberry
Waypoint #6
Waypoint #5 Defeat all of the Strogg that attack the convoy truck,
and then scout the area for pick-ups. When youre
You encounter
finished, approach Technician Newberry (Viper Squad) to
another sealed
complete the Retrieve Engineer objective. Your new
door in the next
orders are to escort
chamber. Collect
Newberry back up to the
the pick-ups on
first floor, where he can
the elevated
open a sealed door.
platform; then
Retrace your steps to the
activate the
elevator you used to reach
nearby control
the basement; use it to
panel to open the
return to the first floor.
door ahead. Hurry
13
EXIT
11
12
AMMUNITION 1 WAYPOINT
HEALTH A CONNECTION
Waypoint #13
AMMUNITION 1 WAYPOINT
WEAPON A CONNECTION
ENEMY SPAWN
Waypoint #12
You now backtrack through
the areas of the stations
first floor that you previ- The elevator brings you back up to the stations
ously visited, but theyre entrance. Nab the pick-ups in this room, if you didnt
no longer securethe before; then exit the facility through the same door you
Strogg have overrun the used to enter.
marines and killed them all.
Youre attacked by a
fearsome Strogg gladiator
in these corridors. Switch to your nailgun and pepper Aqueducts
him from range. Strafe back and forth constantly to
avoid his railgun fire. After defeating the gladiator, Overview
proceed to the southeast elevator and use it to return Youve shut down the defense grid, and the EMP bomb
to the facilitys entrance chamber. convoy has taken off toward the Nexus Hub. Youre now
playing catch-up and must use an GDF hover tank to
tear through the Aqueducts as you venture to regroup
with your squad. The Aqueducts are heavily defended by
Refer to the Enemies section of this guide for Strogg vehicular forces and ground troops, but using
complete details on the gladiator. the hover tank makes matters much easier for you.
ENEMIES ENCOUNTERED
Hornets
Gunner
A 1
Gun turrets
Drop turrets
Roller creatures START
Heavy tanks
Strogg marines
WEAPONS ACQUIRED
None
UPGRADES ACQUIRED
Firepower mod (nailgun)
AMMUNITION ACQUIRED
None
ITEMS ACQUIRED
None
ENEMY SPAWN A CONNECTION
When youre ready to go, head through the large orange Refer to the Vehicles section of this guide for
door and approach complete details on hornets.
the GDF hover
tank beyond. There are two other hornets in the areadefeat them
Press 2 to enter both as you continue to gain a feel for the hover tank.
the hover tank, Proceed through the large gate to the northwest when
then roll outside youre ready.
toward Waypoint #1.
No Time to Die
Youll probably want to defeat each enemy you
encounter as you roll through the Aqueducts and
Aqueducts Annex levels in your hover tank. But you
dont have to! If you are having too much trouble with
these areas, simply speed through each zone,
Please refer to the Vehicles section of this guide stopping only to destroy enemies that block your
for complete information on the GDF hover tank. path. After all, discretion is the better part of valor
A 2
ENEMY SPAWN
Waypoint #2
Strogg dropships deploy multiple drop turrets as you
roll through this area. Quickly blast each one with the
EXPLOSIVE BARREL
hover tanks cannon.
1 WAYPOINT
B 3 4 5 C
ENEMY SPAWN
Waypoint #3
Three hornets lie in wait ahead here. Destroy them as
EXPLOSIVE BARREL you roll forward. Keep an eye to the sky, and avoid the
bombs dropped by the Strogg dropships that fly past as
you combat the hornets.
1 WAYPOINT
A CONNECTION
C 6 7 8
EXIT
Waypoint #6
ENEMY SPAWN
Multiple roller creatures roll down from the
banks to your left and right as you enter this
1 WAYPOINT long stretch. Blow each one to bits as you
strafe to dodge their fire. Roll onward after
A CONNECTION defeating them all and drop off the edge ahead
to land on a lower portion of the path.
Waypoint #8
A dropship deploys a host of Strogg marines here, who 1
take cover behind
the large train ENEMY SPAWN
cars. Theres a
gunner among 1 WAYPOINT
these troops as
well. Kill them all START A CONNECTION
quickly and then
proceed down the
south tunnel to
exit the level. Waypoint #1
You witness a giant Strogg
harvester rip apart two
GDF hover tanks as you
Aqueducts Annex enter this area. The
harvester then turns its
Overview attention to you.
Your race to join up with your squadmates continues
through Aqueducts Annex. You encounter much tougher
opposition in this level, due in large part to the formi-
dable Strogg harvesters you face. React quickly to enemy
ambushes and keep your wits about you at all times. Refer to the Vehicles section of this guide for
complete details on harvesters.
ENEMIES ENCOUNTERED
Hornets
Gunners Fire your hover tanks
Drop turrets cannon at the harvesters
Strogg marines legs to destroy ityou
Harvesters must knock out two legs in
WEAPONS ACQUIRED order to drop the
None harvester. Keep your
UPGRADES ACQUIRED distance from the
harvester as you combat
None
it; dodge the mega tracking
AMMUNITION ACQUIRED missiles it fires or shoot them down with your hover
None tanks heavy machine gun. Be careful not to fall into the
ITEMS ACQUIRED large pit that the harvester crawls out ofdoing so
None means instant death. Proceed through the north door
after youve killed the harvester.
B
ENEMY SPAWN 1 WAYPOINT
B C
D
C
Terrible Twosome
Waypoint #2
EXIT
Convoy
trucks
ENEMIES ENCOUNTERED
Berserkers
The fight becomes much easier after you drop the first Sentries
harvester. Keep backing up to maintain distance from Gladiators
the second harvester as it advances; continue firing at Grunts
its legs and missiles as you do so. Gunners
Strogg marines
WEAPONS ACQUIRED
If the harvesters missiles are giving you too much Hyperblaster
trouble, try destroying the large barrel-shaped UPGRADES ACQUIRED
missile launchers on their backs. None
AMMUNITION ACQUIRED
Batteries
Clips
Grenades
Stuck at this harvester fight? No problemspeed past Nails
them both and enter the large door beyond to avoid Shells
the fight entirely.
ITEMS ACQUIRED
Armor shards
Armor vest, small
Health pack, large
Health pack, small
START
1
ARMOR 1 WAYPOINT
HEALTH A CONNECTION A
HEALTH 1 WAYPOINT
Waypoint #4
The temperature controls Strauss seeks
are located here. There are pick-ups
nearby as well. Guard Strauss from the
numerous sentries that attack as he hacks
into the temperature controls. This
completes the Protect Strauss objective.
ARMOR 1 WAYPOINT
Lieutenant
HEALTH A CONNECTION Voss
Waypoint #5 C
You regroup with Voss and Morris here; they are
combating several Strogg marines and a grunt. Help
your squadmates kill these enemies, and then proceed
through the door
ahead. This
completes the
Regroup with
Rhino Squad
objective.
Control
Panel
This room houses the control panel that shuts off the
force field. Defeat the sentries you encounter on your way
here and then activate the control panel to complete
the Deactivate the Force Field objective. Voss then
radios in and orders you to return to the squad.
D
Waypoint #9
Blast the berserker that charges you as you cross this
elevated walkway to reach the far room, where several
pick-ups are located. Grab the pick-ups and then back
AMMUNITION ENEMY SPAWN out of the room. Drop down off the upper walkway and
land on the thick pipes below. Collect the pick-ups that
are hidden on the
ARMOR 1 WAYPOINT
pipes and then
cross the pipes to
HEALTH A CONNECTION reach the lower
walkway.
solid line = wall/object on upper floor Backtrack to your
dotted line = wall/object on lower floor squadmates
small, thin rectangle = door afterward; they
await you beyond
the now-deacti-
vated force field.
To Crawlspace
Waypoint #11
Navigate the first crawl-
D
space until you reach the
ladder here. Climb up the
10
ladder, then crouch and
crawl to your right to enter
the upper crawlspace.
You acquire the hyper-
1 WAYPOINT A CONNECTION blaster as you cross the
upper crawlspace, but theres no time to play with it
Waypoint #10 nowa battle is occurring
Meeting up with your squad above you, and the crawl-
here completes the Return spaces glass ceiling wont
to the Convoy objective. protect you from harm.
Rhino Squad is just about Hurry across and drop off
to set off their EMP bomb the edge ahead before you
when a giant Strogg take too much damage.
harvester storms in. Dont Proceed through the lower
waste your ammo on the crawlspace ahead.
harvesteryou cant kill it. The harvester destroys the
EMP bomb and kills Sergeant Bidwell before it leaves.
Strauss radios in, saying he believes he knows another
way to shut down the Tetranode. Voss orders you to meet Refer to the Weapons and Items section of this guide
Strauss and help him carry to learn all about the hyperblaster.
out the mission. You must
navigate a series of crawl- Waypoint #12
spaces in order to reach Defeat the sentry that
Strauss. Voss stomps a hole attacks you at the end of
in the floor to reveal an the lower crawlspace. Then
entrance to the first perform a jump-crouch
crawlspace. Drop into the maneuver (t+1,p) to
hole to proceed. enter the opening to your
right; this leads into yet
another crawlspace. You
E reach a ladder a short distance aheadclimb up the
ladder to proceed.
11
Waypoint #13
Defeat the pair of sentries
that attack you after you
climb the ladder. Collect the
nearby armor shards and
then run across the thick
pipes that lead toward the
13 12
next room. There are several
pick-ups in the room beyond
the pipesgrab all the ones you need and then head to
the next waypoint.
ARMOR 1 WAYPOINT
WEAPON A CONNECTION
Crawlspace solid line = wall/object on upper floor
Entrance dotted line = wall/object on lower floor
small, thin rectangle = door
F E
ENEMIES ENCOUNTERED
Berserkers
Sentries
Gladiators
Grunts
AMMUNITION ENEMY SPAWN Gunners
Makron
ARMOR WAYPOINT Nexus protector
1 Strogg marines
HEALTH A CONNECTION WEAPONS ACQUIRED
None
=denotes item below or behind an object UPGRADES ACQUIRED
None
AMMUNITION ACQUIRED
Waypoint #14 Batteries
Defeat the Clips
enemies that Grenades
attack you in this Nails
giant chamber as Shells
you move up the ITEMS ACQUIRED
steps to reach Armor shards
the overhead Armor vest, small
walkway. Use the Health pack, large
walkways Health pack, small
elevator to exit
the level.
START
1 A
AMMUNITION 1 WAYPOINT
HEALTH A CONNECTION
Strauss
AMMUNITION 1 WAYPOINT
ARMOR A CONNECTION
Waypoint #3
Two sentries
attack you on
C B your way to
these corridors,
and the battle
really heats up
here. Two grunts
and several
Strogg marines
come at you in waveskill them all quickly
and dont let the grunts come near Strauss.
After the fight, collect the pick-ups in these
4 corridors and speak with Strauss to recover
your armor.
C
Waypoint #4
This large
chamber is full
3
of Strogg.
Defeat the two
sentries
hovering in the
rooms center;
then move to kill
the Strogg
marines and gunner on the east balcony.
AMMUNITION ENEMY SPAWN Strauss then rushes to a control panel on the
east balcony and activates the facilitys
ARMOR 1 WAYPOINT power plant, hoping to cause the Tetranode to
overheat and self-destruct. This completes
HEALTH A CONNECTION the Activate the Power Plant objective.
ARMOR 1 WAYPOINT E
F
HEALTH A CONNECTION
D E
Objective: Shut Down the center to shut down the coolant pump system. This
Coolant Pumps completes the Shut Down the Coolant Pumps objective.
Youve done your part to
destroy the Tetranode and
render the Nexus useless
to the Strogg, but youre
not out of danger yettwo
Strogg cyberspiders (the
H Nexus protectors) enter
the chamber and attack
8 you at once.
Open fire on one of the cyberspiders with your
hyperblaster as you backpedal to avoid their initial
G flamethrower assault. Strafe to dodge the rockets they
fire next, and jump to
reduce the amount of
splash damage you suffer
AMMUNITION ENEMY SPAWN
from near misses. Keep
firing until you slay one
ARMOR 1 WAYPOINT cyberspider and then
unleash your hyperblaster
HEALTH A CONNECTION on the other.
Waypoint #8
Strauss runs to the
emergency shutoff Refer to the Enemies section of this guide for
controls in this large room complete details on cyberspiders.
and disables them. This
completes the Find the
Emergency Shutoff
Controls objective. He The Makrons Revenge
then tells you to locate With little warning,
and deactivate the coolant pumps, which will cause the the Makronthe
Tetranode to quickly overheat. Move to the stockpile of supreme leader of
pick-ups to the east, gear up, then turn around and the Stroggtears
head through the far west door. through the
massive door at
the chambers far
Coolant Pump end and attacks.
controls Lay into him with
your hyperblaster,
and strafe
9
constantly to avoid his volleys of heavy blaster shots.
The Makron eventually fires several red-colored
grenades into the air, which land around the chamber
and then detonatestay clear of the grenades to
H reduce the amount of splash damage you suffer.
The If you survive the Makrons grenade attack, he
Makron
becomes tired of toying with you and unleashes his dark
matter gun on you. Theres
Waypoint #9 no way to avoid this
No enemies attack you on devastating attack, and
your trip to this large youre not meant tothe
chamber, where the coolant Makron wins this fight.
pump controls are located.
Equip your hyperblaster,
then activate the control
panel in the chambers
Waypoint #2
A Strogg scientist
kills Anderson in
this room. After
the cutscene,
B defeat the three
scientists that
attack you.
Collect Anderson's
machine gun
afterward.
Now that you are part Strogg, you can use any Strogg
Health Station you see. After killing the scientists,
approach the one in this room and activate its control
panel to heal up. (You have a maximum of 125 health and
armor now that
youre part
A
Strogg.) Activate
the nearby
control panel
afterward to open
AMMUNITION ENEMY SPAWN the rooms doors
and then proceed
HEALTH 1 WAYPOINT to the next
waypoint.
WEAPON A CONNECTION
B
2
Control
Panel
Control
Panel
D
4
Waypoint #3
AMMUNITION ENEMY SPAWN
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
WEAPON
E
Collect the nailgun and nails in this corridor, then 5
defeat the enemies that ambush you. Take the conveyer
belt ahead to reach the next waypoint.
Waypoint #4
Defeat the Strogg marines
in this room, then use the
nearby control panel to
call an elevator. Use the Waypoint #5
elevator to reach a higher Defeat the two Strogg marines and the berserker that
floor. attack you in this room. Collect the rocket launcher
from the nearby corpse and nab the other pick-ups in
the area before moving on.
Gladiator; only
G appears if you collect
pick-ups in south hall
G
H
7
F
Waypoint #7 Waypoint #8
After battling your way past a host After talking to Voss, backtrack
of enemies, you finally encounter down the stairs and move to this
Lieutenant Voss here. However, you waypoint. Kill the berserker that
are separated from him by a door rushes through a door that was
that wont open. Voss tells you to previously locked, then enter the
find another way around. door and use the lift beyond to
proceed.
Conveyor
Belt
Ladder
I 9
Elevated
Platform
H
Lift J
Waypoint #10 K
You finally meet up with Voss in this room. This
completes the Regroup with Rhino Squad objective. The Lift
reunion is cut short when a Strogg tactical smashes out
of his cryotube,
grabs Voss, and
then escapes
through a hole in
the floor. You
cant follow after
Voss, so kill the Conveyor
10
berserker that Belt
Hole in
rushes in to floor
attack and then J
continue onward.
Objective: Regroup
Locked
door
L
M
Body on
slab
K N
Lift
Waypoint #11
You acquire the hyper- AMMUNITION ENEMY SPAWN
blaster as you enter this
dark crawlspace. You also
ARMOR 1 WAYPOINT
catch your first glimpse of
a frightening Strogg tele-
dropper. Collect pick-ups in HEALTH A CONNECTION
the crawlspace before you
leavea tough fight is ahead. WEAPON
Check the Enemies section of this guide to learn all solid line = wall/object on upper floor
about tele droppers. dotted line = wall/object on lower floor
small, thin rectangle = door
O
11 N
EXIT
12
ENEMY SPAWN
1 WAYPOINT
O
A CONNECTION
ARMOR 1 WAYPOINT
A
HEALTH A CONNECTION
ENEMY SPAWN
Collect the many pick-ups near the starting point and Waypoint #1
then enter the nearby GDF walker. Familiarize yourself Two hornets enter
with the walkers from the right and
controls and deploy roller
features as you creatures before
pick off the engaging you. Use
distant gunner on the walkers heavy
your way to the machine gun to
first waypoint. destroy these
threats.
Refer to the Vehicles section of this guide for The walkers shields arent nearly as sturdy as the
complete details on the GDF walker. hover tanks. Be sure to let them recharge after each
skirmish.
Waypoint #2
4 C
B 3
Waypoint #3 Waypoint #4
Kill the trio of Strogg Youre ambushed
marines you encounter by two heavy
here. Two drop turrets fall tanks as you
in to attack a short cross this bridge.
distance ahead. Fire at one Defeat each heavy
as it falls, destroying it tank in turn as
before its shields come up you shoot down
when it lands. Then blast their heavy
the other. tracking missiles,
and strafe to
dodge their
nailgun fire.
Drop turrets make an earsplitting sound as they drop
from the skylook up when you hear that sound and
start shooting.
Waypoint #5
D
Waypoint #6
Waypoint #7
ENEMY SPAWN
1 WAYPOINT
A CONNECTION
7
Objective: Regroup
Youre ambushed by several Strogg
tacticals as soon as you enter the
Dispersal Facility. One of these
enemies is armed with a railgun, so be
on your guard and use objects in the
environment as cover. A gladiator
eventually makes his way into the fight
from the areas far side. Defeat all of
these enemies and collect the weaponry
they drop to bolster your ammo cache
and acquire the awesome railgun.
Waypoint #1
Waypoint #2
D
AMMUNITION
E
HEALTH
WEAPON
2 F EXPLOSIVE BARREL
ENEMY SPAWN
1 WAYPOINT
A CONNECTION
=denotes item below or behind an object solid line = wall/object on upper floor
dotted line = wall/object on lower floor
small, thin rectangle = door
G I
Locked
Control
G Panel
G
H
I
EXIT 4
Control
Waypoint #3 Panel
This waypoint marks the
top of a long double-flight
of stairs with five Waypoint #4
separate landings. Here You must activate two
you face multiple tacticals separate control panels in
and a gunner; watch out this room in order to
for the numerous explosive cause the giant, pulsating
barrels as well. Proceed heart in the rooms center
with caution and listen for the sounds of the tacticals to malfunction. Two
chatter to help identify their locations. Try to use the Strogg repair bots then
explosive barrels to your advantageyou can push most float out of a passage that
of them downstairs and then fire at them to weaken or opens up below the heart. Drop into the passage and
kill enemies below. crawl into the tunnel to exit the level.
ENEMIES ENCOUNTERED
Technician Sasaki
Gladiator (nail seeker mod)
Grunts
Gunners START
Light tank
Strogg marines
Tacticals AMMUNITION WAYPOINT
Tele dropper
1
WEAPONS ACQUIRED HEALTH A CONNECTION
Lightning gun
Machine guns ENEMY SPAWN
Railguns
Shotguns solid line = wall/object on upper floor
UPGRADES ACQUIRED dotted line = wall/object on lower floor
Nail seeker mod (nailgun) small, thin rectangle = door
AMMUNITION ACQUIRED
Batteries Waypoint #1
Clips Defeat the gunner
Grenades in this room and
Lightning coils then activate the
Nails nearby control
Shells panel to free
ITEMS ACQUIRED Technician Sasaki
Armor shards (Kodiak Squad)
Armor vest, large from his holding
Armor vest, small cell. Sasaki thanks
Health pack, large you and upgrades
Health pack, small your nailgun with
the nail seeker
modyou may now zoom in on enemies with a scope by
pressing 7. Enemies you view in this fashion are
targeted by circular reticles. Nails you fire at targeted
enemies track the enemys locationvery handy for
picking off distant or quick-moving foes.
You must now help Sasaki find a way out of the
facility. Proceed to the next waypoint.
WEAPON A CONNECTION B
Waypoint #2 Waypoint #3
Sasaki approaches An GDF marine is
a control panel in being used as a
this room. He test subject for a
notices a path powerful Strogg
above that seems weapon in this
to be a route out chamberthe
of the facility, but lightning gun.
its too high to Deactivate the
reachyou must controls behind
climb the stacks the gun to obtain
of barrels in the it. The marine dies
room. Sasaki then from the torture,
tells you to move ahead and find a way to activate the but you now have a powerful new weapon.
barrel-processing assembly line so he can stack the
barrels and create an escape route.
B
4 D
ARMOR 1 WAYPOINT
HEALTH A CONNECTION E
EXPLOSIVE BARREL
Waypoint #4
Waypoint #5
You face a tough fight against multiple Strogg tacticals
and a gladiator in this wide area of stairs and
walkways. Use the many explosive barrels in the
environment to
help you weaken
and kill these
enemies. Use the
lightning gun or
rocket launcher
against the
gladiator to
quickly defeat him.
Activate the control panel in this room to activate the
barrel-processing assembly line. This completes the
Activate Barrel Process objective. Sasaki radios in
and says you must next activate the barrel sterili-
zation process in order to get the barrels moving on
the assembly line. Proceed through the nearby door
toward the sterilization controls.
Objective:
Activate Process
7 E
E
6
Control
Panel
F
AMMUNITION ENEMY SPAWN
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
Waypoint #6
F G
Broken
Control
Panel
EXIT
H
HEALTH 1 WAYPOINT
Proceed along the walkway and enter the red door you
encounter. Kill the grunt that crawls out of a shaft, then
drop into the shaft to exit the level on a conveyer belt.
Objective: Regroup
START
Waypoint #1
Step off the conveyer belt
here and collect a variety
A of pick-ups from the left
ledge. Return to the
conveyer belt afterward to
proceed.
A
Waypoint #2
Jump to your right here
and land on the belt below.
Then turn left and drop
2
onto a lower belt to
proceed.
1
5 B
3
Waypoint #3
There are two mechanical stabbers directly ahead of this
waypoint, positioned just outside the doors that follow
4 the pair of flamethrowers.
Tap b as you approach
the second door past the
AMMUNITION ENEMY SPAWN flamethrowers to open it
without moving through,
ARMOR EXPLOSIVE BARREL watch the stabbers
carefully, and then dash
HEALTH 1 WAYPOINT forward when the time
is right.
WEAPON A CONNECTION
Waypoint #4
solid line = wall/object on upper floor You dont want to fall off this drop in the conveyor belt.
dotted line = wall/object on lower floor Spy a broken railing to
small, thin rectangle = door your right and jump
through the opening to
land safely on the ledge
You begin at the start of a long, horrific network of beyond. Turn to your right
blood-soaked conveyer belts. Avoid the brutal environ- and then jump onto the
mental hazards, such as the mechanical buzzsaws, by nearby conveyer belt
carefully timing your forward and backpedal movements thats moving in the
as you ride along. The conveyer belt maze is actually opposite direction.
far less complicated than it appearsunless this
walkthrough states otherwise, simply avoid the hazards, Waypoint #5
ride the belts, and allow yourself to drop down onto the This is the end of the conveyer belt ride. Two Strogg
lower belts you encounter in order to progress. marines attack your flanks as you approach the edge
ahead. Dont fall offjump
left, right, or straight
ahead to land on the
Keep your eyes peeled for goodies as you ride the surrounding ledge. Quickly
belts. Refer to our maps to find their exact locations. defeat the Strogg marines
and then take a moment to
catch your breath before
moving on.
Waypoint #6 C
AMMUNITION B
Be very careful when you enter this
doorthe huge monster in the chambers
center (to your right as you move ARMOR
through this door) throws its hooklike
appendage at you with tremendous force HEALTH
when you move through. To progress,
you must run to and hide behind each
support pillar in front of the monster in ENEMY SPAWN 1 WAYPOINT
turn, stopping to take cover behind
each one to avoid the monsters fast, EXPLOSIVE BARREL A CONNECTION
rhythmic attacks. Quickly make your way
around to the monsters right side,
where you find a control panel.
D
Control Fatty
Panel
6
E
Fatty
F F 8
7 E
9
Control
Panel
HEALTH 1 WAYPOINT
ARMOR A CONNECTION
1 WAYPOINT A CONNECTION
=denotes item below or behind an object
solid line = wall/object on upper floor
dotted line = wall/object on lower floor
Waypoint #7 small, thin rectangle = door
Waypoint #8
Be very careful
when entering the
second floor
balcony of the
hook-monsters
chamberthe
creature throws
its hook at you as
soon as you move
through the door.
Quickly run
through the door
and hide behind the pillar directly ahead to avoid the
monsters first attack. Run to the next pillar ahead to
avoid its second attack, and then dart into the south
hall to move out of the monsters range.
After you jump through the shattered glass and enter
this chambers ground floor, head down the short Waypoint #9
flight of stairs that follow. Crouch and then crawl
under the stairs to collect a large armor vest. Then The monster cant harm
take the lift to reach the chambers second floor, you once youre in the
where a small health pack is located. Head through south hall. At the control
the east door to enter the hook-monsters chamber panel here, activate the
on the second-floor balcony. monsters mechanical
feeding tube. Force-feed
the monster until its guts
explode. This kills the
horrific creature, whose displaced stomach acids burn a
large hole through the floor beneath it. Backtrack to
the ground floor of the hook-monsters chamber; drop
through the hole to proceed.
Waypoint #10
Enter this large room and
kill all of the Strogg marines
you encounter along with
the gunner. Collect the many
pick-ups from the room
before heading to the
nearby exit point. To escape
the Putrification Center,
jump into the large tunnel that sticks up from the floor.
Waste Processing
Facility
Overview
Getting through the Putrification Center was a fright-
10
ening, nerve-racking experience, but navigating the
Stroggs Waste Processing Facility in your effort to
regroup with the surviving GDF marines is downright
terrifying. Here, the gruesome remains of failed
Stroggification attempts that cannot be used as energy
sources are systematically discarded by giant
mechanical grinders and processors. You face a highly
challenging mix of environmental hazards and tough
G combat scenarios, and the fate of Lieutenant Voss is at
last revealed near the levels end.
ENEMIES ENCOUNTERED
EXIT Berserkers
Cyber-Voss
Failed transfer
Failed transfer torso
Grunts
AMMUNITION ENEMY SPAWN Slimy transfer
Strogg marines
ARMOR WAYPOINT Tacticals
1
WEAPONS ACQUIRED
HEALTH A CONNECTION Hyperblasters
Machine guns
WEAPON Shotguns
UPGRADES ACQUIRED
solid line = wall/object on upper floor Rocket homing mod (rocket launcher)
dotted line = wall/object on lower floor
small, thin rectangle = door AMMUNITION ACQUIRED
Batteries
Clips
Fall so that you land on Grenades
the next floor below. (Dont Lightning coils
fall to the holes bottom Nails
doing so kills you.) After Rockets
landing on the floor below, Shells
locate a pair of giant
intestines that have burst ITEMS ACQUIRED
and are flapping about Armor shards
their acids have burned Armor vest, large
another hole in the floor. Drop through this second hole Armor vest, small
to reach a small room below; kill the lone tactical that Health pack, large
guards the room. Proceed toward the next waypoint. Health pack, small
Objective: Regroup
The acid sprayers also leave a trail of toxic
chemicals. The chemicals dissipate after a few
seconds, but dont touch them.
Waypoint #1
A barrel tips over as you exit the tunnel, and a slimy
A transfer crawls
out to attack you.
START 1 Drop the slimy
transfer quickly
before it vomits
acid at you, and
then proceed
into the next
tunnel ahead.
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
Refer to the Enemies section of this guide for infor-
=denotes item below or behind an object mation on slimy and failed transfers.
2
A
Waypoint #3
Carefully avoid the mechanical slop- B
scoopers as you navigate this frightening
area. Nothing attacks you at first, so cross
to the rooms far end; climb the ladder you
find there to reach an upper balcony on
your way to the next waypoint.
Waypoint #4
C
After climbing
the ladder to
reach this C
balcony, waves
of tacticals 5 D
pour out from
the balconys
side doors to
attack you.
More tacticals emerge from the far balconys
side doors as well. Defeat the tacticals that 3
engage you on this balcony, then use objects Ladder
as cover while you pick off the tacticals on
the opposite balcony. After securing the
area, activate the nearby control panel to 4
extend a footbridge so you may reach the
opposite balcony and continue onward.
Waypoint #5 Control
The steel walkway just ahead of this waypoint Panel
crumbles as you cross it. Youre subsequently
thrust into a fight against multiple slimy
transfers that attack from all directions. E
Its tough to survive this ambush without
suffering any
damage, but try
to defeat these
enemies before
they come close Skulls and
enough to 6 body parts
spray much
acid on you. Broken
bridge
Waypoint #6 D
Watch out for
the exploding
barrel that
falls in front of
you as you exit
the tunnel here. AMMUNITION HEALTH 1 WAYPOINT
Defeat the slimy
and failed ARMOR ENEMY SPAWN A CONNECTION
transfers that
close in to attack after the barrel explodes. =denotes item below or behind an object
Duck into the tunnel to avoid the overhead
acid sprayer each time it makes a pass.
solid line = wall/object on upper floor
dotted line = wall/object on lower floor
small, thin rectangle = door
Waypoint #7
HEALTH
HEALTH 1 WAYPOINT
I 8 J
Boss:
Cyber-Voss
Recharge
station
9
Locked
until Boss
The fate of Lieutenant Voss is finally revealed when you is defeated J
enter this wide chamberthe Strogg have transformed
him into a huge, cybernetic monstrosity. Voss implores
you to run away, as hes no longer in control of his Control
actions and cant keep himself from attacking you. 10 Panel
Theres no escape, howeverits time to put Vosss
tortured soul to rest.
[Please refer to Maps on pg. 131 for Waypoint 10] rockets or other powerful weaponry to chop away at his
health, which Voss cannot restore. While Voss
The moment the recharges his shields, he spawns multiple Strogg
fight begins, marines and grunts to engage you.
pound Voss with
rockets and Stop attacking Voss and switch to a powerful rapid-fire
constantly circle- weapon (such as the hyperblaster or nailgun) each time
strafe around him he spawns his underlings. Stay far away from Voss and
to avoid his let his minions chase after you. Defeat all of Vosss
attacks. Vosss underlings before you resume battling himhis minions
ranged weaponry will swarm you and make the fight extremely difficult
includes volleys of unless you stop to kill them.
tracking missiles,
a powerful lightning gun, and a devastating dark matter
gun (see the following list for strategy on avoiding
these attacks). He also executes lethal melee attacks if
you move too close, so keep your distance at all times
to negate these crushing blows.
Waypoint #10
The southwest door unlocks after you lay Vosss soul
to rest. Enter it and interact with the control panel in
the small room beyond to deactivate the security
laser grid and
allow Cobra
Squad to join
you. This
completes the
Deactivate Laser
Grid objective
proceed to the
next waypoint.
Once you eliminate Vosss shields, he stops attacking
you and moves to a nearby electrified console, which he
uses to recharge his shields. Keep hitting him with
EXIT
11
1 WAYPOINT
2
Sergeant
Swekel
START
3 EXIT
Objective: Regroup
Locked
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
Waypoint #1
Defeat the tacticals that engage you as you head to
this waypoint. Flaming wreckage blocks the north door,
so move beneath the broken pipe thats shooting fire
overhead; then traverse the network of pipes ahead to
reach an opening in the wall. This leads to the next
waypoint. (Shockley cannot follow you.)
ARMOR
B
HEALTH
A
ENEMY SPAWN
3 1 WAYPOINT
A CONNECTION
Control
Panel
Lieutenant
Hollenbeck
Waypoint #2 Waypoint #3
After riding up a Fire on the floor below blocks the way forward. Use the
lift and navigating control panel here to have Strogg repair bots fix the
through more damage and put
wreckage, you out the fire.
regroup with Retrace your
Lieutenant steps to the lift
Hollenbeck here. you used earlier
He orders you to and return to the
proceed to the lower floor.
complexs
Distribution area
and reactivate the Stroggs Torso Storage Devices
(TSDs), which supply bioelectric energy to the facility.
This will allow you to open the facilitys hangar doors
and help your fellow marines land safely. Head through
the north door to reach the next waypoint.
4
AMMUNITION
ARMOR
WEAPON 5
EXIT
ENEMY SPAWN
1 WAYPOINT
A CONNECTION
1 START
Control
Panel
Objective: Regroup
1 4 5 6 EXIT
Control
Panel 2
3
Waypoint #4
AMMUNITION EXPLOSIVE BARREL You can see a tele dropper in the far west room
through the glass doors. The tele dropper runs off
ARMOR ENEMY SPAWN when you approach, and an
iron maiden materializes
HEALTH 1 WAYPOINT from the sarcophagus
behind you. Quickly kill the
iron maiden, then equip
Lieutenant Hollenbeck congratulates you on reacti- your grenade launcher and
vating the TSDs. He then orders you to regroup with continue onward.
him. Backtrack to the elevator you used to reach this
area. The trip is a difficult oneyou face numerous
enemies this time, many of which are iron maidens. Be on
your guard and try to ensure that your marine escorts Waypoint #5
survive (especially Technician Rutger, who can restore The tele dropper you saw a moment ago ambushes you
your armor). when you pass through this door. Back up a bit and lob
grenades at the tele dropper
to quickly defeat it. Switch
Waypoint #2 to your lightning gun or
An iron maiden emerges nailgun and move farther
from her sarcophagus into the room. An iron
and attacks you when you maiden frees herself from
backtrack through this the northeast sarcophagus
room. Fire at the and attacks. Defeat her
exploding barrel near her and then move on.
sarcophagus to weaken
her in the resulting
blast; then quickly finish her off with your lightning Waypoint #6
gun. Activate the control panel near the east door You battle a few more iron maidens and a couple of
to open it and proceed. tacticals on your way to the elevator, but none of these
fights are too difficult. Two iron maidens ambush you in
the elevator chamber, howeverequip your lightning gun
Waypoint #3 or nailgun before you pass through this door to
The sarcophagus on this prepare yourself. Quickly
rooms north wall opens as defeat both enemies, then
you enter, but no iron use the elevator to exit
maiden pops out. Instead, the level. (Your escorts
two shotgun-wielding remain in the elevator
tacticals rush in from the chamber to guard it.)
far door. Cut them down
quickly and then proceed to the next waypoint.
AMMUNITION
ARMOR
HEALTH
ENEMY SPAWN
1 START
1 WAYPOINT
A CONNECTION
Lieutenant
=denotes item below or behind an object Hollenbeck
Waypoint #1 B
Control
Panel
Waypoint #2
Kill the gunner in C
this room, then use
the lift to reach
the floor above.
1 WAYPOINT ENEMY SPAWN
A CONNECTION
Waypoint #4
Waypoint #3 Activate the control panel inside the hangar chamber to
Pass through the door ahead of this waypoint. Activate open the hangars interior door and lower the large
the computer panel that pops out in front of you to elevator in the chambers center. Use the small lift to
raise a bridge the north to reach
across the the lower floor
following chamber. and then proceed
Cross the bridge through the south
and head through door. Use the lift
the door to your that follows to
left, which is reach the next
marked Hangar. waypoint.
To hangar
controls
Waypoint #5
Two light tanks
attack you as you
move into this
chamber. Use your
hyperblaster,
nailgun, or rocket
launcher to
quickly chop them
both down. Theres
plenty of room to
move in here and
lots of obstacles
to hide behind; take advantage of the light tanks lack
of agility and circle-strafe around them to dodge their
powerful melee attacks.
From hangar
controls
Corporal Rhodes
radios in after a
short time and
says you must
meet up with him.
Backtrack to the
hangar chamber,
where you witness
E the enormous
Technician Hart network guardian
(Bounce Shot Mod) smash through the
chambers floor and zoom off on its jetpack.
6 Waypoint #6
D Approach Technician Hart
(Badger Squad), who stands
here on the hangar
chambers second floor. He
1 WAYPOINT HEALTH hands you a hyperblaster
he has upgraded with the
A CONNECTION WEAPON bounce shot mod. Now your
hyperblaster shots will
=denotes item below or behind an object rebound off walls and
objects, allowing you to shoot around corners and such.
Continue through the east door.
HEALTH A CONNECTION
Control
Panel
G
Lift
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
H Lift
Lift
G
Waypoint #9
Control
Panel You arrive at the top of the Data
Storage tower, where a Strogg
10 dropship lands and deploys
several tacticals. Quickly defeat
them from range with your railgun.
One of the tacticals is armed with
a railgun as well, so be careful.
Objective:
Return to Tram Station
Waypoint #10
Move to this spot after eliminating the tacticals. Activate the
nearby control panel to disable the Data Storage towers
security system. This completes the Locate Security Station
objective. Strauss radios in and congratulates you, then he
tells you to backtrack to a now-active elevator and use it to
reach a tram station, which will
take you to the next tower. Rhodes
must remain at the top of the Data
Storage tower to guard it. Return
to the elevator that brought you
9 to the towers top; ride it down.
H
AMMUNITION 1 WAYPOINT
ARMOR A CONNECTION
EXIT sealed
HEALTH
H Lift
Lift
1
A
Lift
START
The lights slowly come on as
you enter this long room. Two
berserkers rush toward you Locked
from the rooms far end.
Defeat them both and then kill the pair of
Strogg marines that attack you. Finally, a
light tank emerges from the rooms far door. Technician Ashworth
You have lots of room to outmaneuver the (Chain Lightnin Mod)
light tank. Defeat it and then collect the dark
matter cores from the small southwest room
before moving on toward the next waypoint.
A B
Objective: 2
Raise the Bridge
Waypoint #2
You meet up
with Medic
Duncanson and
Technician
Ashworth (both
of Scorpion
Squad) here.
Help them defeat
the few
tacticals in the area. They inform you that
you must raise a bridge in order to reach the
tram car. A Strogg dropship then lands and
deploys several more tacticalskill them all.
Approach
Ashworth after
clearing the
area of
Deployed by
tacticals. He dropship
installs a new
upgrade to your
lightning gun
the chain AMMUNITION ENEMY SPAWN
lightning mod.
You can now damage multiple enemies at once ARMOR WAYPOINT
if theyre standing near your target. Scout 1
the area for pick-ups and then follow your
new comrades into the next room. HEALTH A CONNECTION
Locked
Lift
B
C
C 6
Locked
AMMUNITION
ARMOR
D 7 Locked
HEALTH
EXPLOSIVE BARREL
ENEMY SPAWN
1 WAYPOINT
E
A CONNECTION
Waypoint #7
Take cover and use your railgun to kill the small group =denotes item below or behind an object
of tacticals that attack
from this large areas far solid line = wall/object on upper floor
side. After you defeat dotted line = wall/object on lower floor
them, crawl along the small, thin rectangle = door
underground pipes and
steel beams to reach the
areas opposite side.
E
Dont miss the dark matter cores near the start of Lift
the pipes.
Control
AMMUNITION Panel H
ARMOR
HEALTH 10
G
EXPLOSIVE BARREL
ENEMY SPAWN
1 WAYPOINT
A CONNECTION
=denotes item
below or behind
an object
Waypoint #9 Objective:
Battle is intense up to this Repair Tram Rail
waypointyou face multiple
Strogg marines and Waypoint #10
tacticals backed by a The alignment controls for
gunner in the first room the tram car are located
and a light tank in the here. After you enter the
second. You and Cortez room, activate the control
can defeat these enemies panel that lowers to
without much trouble. rotate the tram car and
Here, you must activate a control panel to raise a complete the Align Tram
footbridge across the shallow gap ahead. Numerous Car objective. Cortez
Strogg marines and tacticals complicate this task as informs you that the tram
they open fire from the areas far end; they are backed rail is damaged, howeveryou must have some Strogg
by a mighty gladiator. Launch rockets at the gladiator repair bots fix the rail. Enter the room to the east,
while Cortez picks off the weaker enemies. Help Cortez then climb down the ladder to return to the outdoor
kill the remaining infantry and then raise the bridge to tram car area.
cross the gap.
HEALTH A CONNECTION
Waypoint #11
The lights cut out when you enter this roomequip your
shotgun or hyperblaster when the room darkens. Two
After descending berserkers then drop through the ceiling to attack you. The
the ladder, use a north door opens
nearby lift to after you defeat
reach a lower the berserkers,
walkway of the and a Strogg
outdoor area. marine charges
Cross the walkway in to attack. Kill
and enter the him, then equip
northwest door to your grenade
proceed. launcher and
proceed through
the north door.
Control
Panel
Locked until 13
mechanism activated
After mechanism 12
activated
Locked until
14 after amabush
After repair
bots activated J
Lift
Locked
Lift
11
I
solid line = wall/object on upper floor
dotted line = wall/object on lower floor
small, thin rectangle = door
[For waypoints 12-14, please refer to Map on pg. 153] pallet when it passes by on the conveyer belt. The
pallet is eventually lifted upward on the areas central
elevator. Ride the pallet up and jump off on the elevated
Waypoint #12 balcony. Enter the north door to collect a large health
The tele dropper youve pack and a large armor vest. Backtrack out and enter
seen running around this the balconys west door.
area finally attacks when
you reach this waypoint.
Drill it with grenades until Waypoint #15
it dies, then head through The repair bot
the west door. controls are
located here.
Activate the
Waypoint #13 control panel to
Use the control panel in dispatch a pair of
this room to activate the Strogg repair
rooms machinery. Steel bots, who quickly
pallets are processed and fix the broken
then slapped on a tram rail. This
conveyer belt that runs completes the
through the rooms south Repair Tram Rail
wall. Avoid the machinery objective. Backtrack out of the room, and use the lift to
as you head to the rooms south door. Use the nearby your right to return to the lower area. Then backtrack
control panel to open the door; go through. to the outdoor area where the tram car is located.
Waypoint #14
AMMUNITION K Lift
ARMOR
HEALTH
EXPLOSIVE BARREL
Control
ENEMY SPAWN Panel
15
Waypoint #16
Lift K
1 WAYPOINT A CONNECTION
16
EXIT
Tram Rail
Overview Dropships are the
Tram Rail is one of the shortest levels in the game. You biggest threat, as
must use your tram cars heavy machine gun to protect their heavy bombs
your car from a variety of threats as you travel toward deal severe
the second security tower. Other tram cars that carry damage to your
tacticals speed after you, and Strogg hornets and car. They must
dropships also fly overhead to fire missiles and drop draw very near in
bombs. You never leave your tram car during this short order to hit you
levelyou simply protect it from enemies until you with their bombs,
reach the second tower. however, so
quickly destroy
ENEMIES ENCOUNTERED each one before they come within bombing range.
Dropships cant withstand much fire from your tram
Dropships
cars heavy machine gun and are easily destroyed.
Hornets
Tacticals
Tram cars
Enemy tram cars are your secondary targets. They
WEAPONS ACQUIRED approach from behind, usually come in pairs, and speed
None along the rails to your left and right. These enemy cars
UPGRADES ACQUIRED carry tacticals, and some of them are armed with
None railguns. Dont try to kill the tacticals, howeverfire at
the top portions
AMMUNITION ACQUIRED
of their tram
None cars, which
ITEMS ACQUIRED connect the cars
None to the overhead
rails. You can
destroy each
Objective: enemy car in
Protect Tram Car short order in
this fashion.
Your heavy
machine gun never
runs out of ammo,
so open fire on
each threat the
moment you see
one approach from
behind. If an
The tram rail features three separate rails. You ride
enemy tram car
the middle one throughout this level. Your strategy is
manages to pull up
simple: quickly defeat each enemy tram car and dropship
next to you,
that approaches from behind to attack you.
quickly destroy it.
Otherwise, focus on destroying dropships and fire on
tram cars only when no dropships are about. Reaching
the end of the rail completes the level and satisfies the
Ignore the light hornets that occasionally zip past
Protect Tram Car objective.
their gunfire hardly scratches your tram car, and
theyre too fast to track.
AMMUNITION 1 WAYPOINT
Objective: Proceed to
the Tower Rooftop ARMOR A CONNECTION
ENEMIES ENCOUNTERED HEALTH
Gladiator
Gunner solid line = wall/object on upper floor
Iron maidens dotted line = wall/object on lower floor
Light tank small, thin rectangle = door
Nexus protectors
Strogg marines
Tacticals Lieutenant Morris
Tele dropper radios in just as
WEAPONS ACQUIRED you and Cortez
reach the Data
Machine guns
Processing Tower.
Shotguns
Morris orders you
UPGRADES ACQUIRED to proceed to the
None towers top to
AMMUNITION ACQUIRED disable its
Batteries security system,
Clips and he orders
Grenades Cortez to move to
Lightning coils the Data Networking Tower. Step off the tram car,
Nails collect the surrounding pick-ups, and call the elevator
Rockets in the next room.
Shells
Slugs
ITEMS ACQUIRED Objective: Return Power
Armor shards to the Processing Tower
Armor vest, large Morris radios in again shortly after you call the
Armor vests, small elevator. He says the Strogg have shut down the
Health packs, large facilitys power
Health packs, small and orders you to
restore it. He
then says Lance
Corporal Sledge
will join you later
on but that youre
on your own for
now. Ride up the
elevator after it
arrives.
Control
Teleporter Panel
A 1 2 3
Teleporter Teleporter
AMMUNITION ENEMY SPAWN the teleporter to quickly destroy it. Then backpedal and
begin to combat your foes.
ARMOR WAYPOINT Start by defeating the tacticalsthe gladiator is
1 slow, and you can use the surrounding pillars to stay
out of his line of fire as you kill the weaker enemies.
HEALTH A CONNECTION
Defeat the gladiator after the tacticals and then
continue toward the next waypoint.
Waypoint #3
Wait for a footbridge to extend in this chamber and
then cross it to reach the central control panel.
Activate the control panel to restore power to the Data
Processing Tower,
completing the
Return Power to
the Processing
Tower objective.
Nab the pick-ups
hidden behind the
control panel,
equip your
lightning gun, and
backtrack out of
the room.
Waypoint #1
Defeat the gunner at this rooms far end, then fire a
few charged shots from your blaster to destroy the two
teleporters in the room. No enemies appear from the
teleporters at this time, but they will on your way back
unless you destroy the devices now. Equip your machine
gun and then continue through the west door.
Waypoint #2
A gladiator guards the far end of this long chamber, and
multiple tacticals
begin to spawn
from the teleporter
at the chambers
far end. You dont
have time to
charge up shots
with your blaster,
so rush forward
and blast your
machine gun at
Control
Teleporter Panel
B 6 5 4 3
Teleporter Teleporters
Waypoint #5
You would have faced numerous tacticals in this room
had you not destroyed its teleporters on your first
pass through. Theres nothing to combat here now, so
continue backtracking toward the elevator you used to
reach this area.
Objective: Activate
As you backtrack through this long chamber, the first
Elevator System
pillar you encounter opens up, revealing a sarcophagus. Waypoint #6
An iron maiden quickly materializes and then attacks. Kill
You finally meet up
her with your lightning gun, then continue into the room.
with Sledge here,
who uses the
The northernmost
central elevator
pillar opens up as
to enter the room.
well, and a second
He tells you that
iron maiden
you must activate
emerges from its
a nearby elevator
sarcophagus. To
system in order to
make matters
reach the towers
worse, a tele
top. Use the
dropper rushes
control panel
toward you and
behind Sledge to raise a footbridge across the gap
begins to spawn
ahead; then lead your squadmate through the far door.
Strogg marines.
Quickly defeat the iron maiden with your lightning gun,
then use your grenade launcher to kill the tele dropper
and its spawn.
Lift Control
7
B EXIT Panel
AMMUNITION ENEMY SPAWN which numerous tacticals begin to spawn. Nail the
teleporter with machine gun fire, defeat the tacticals
ARMOR WAYPOINT with a few more blasts, and turn around.
1 Three fearsome Nexus protectors crawl out from the
pits near the central elevator, one at a time. Keep your
HEALTH A CONNECTION
distance and use your hyperblaster to help Sledge
solid line = wall/object on upper floor defeat each one but don't let Sledge do too much of the
dotted line = wall/object on lower floor work, as he can be killed. Whenever a Nexus protector
small, thin rectangle = door opens fire, strafe around a corner and into a side hall
to avoid serious
damage. After
Waypoint #7 defeating all three
enemies, nab more
Collect the many pick-ups in this room, then activate
pick-ups and then
the control panel in the east alcove to call the elevator
use the central
you seek. It takes a while for the elevator to arrive;
elevator to exit
several enemies ambush you in the meantime.
the level. This
After calling
completes the
the elevator,
Activate Elevator
immediately equip
System objective.
your machine gun
and run northa
portion of the
wall has slid
away to reveal a
teleporter from
primagames.com
<<< 159 >>>
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Beam realignment
panel
A Beam
Lift
Waypoint #3
AMMUNITION 1 WAYPOINT As you enter this chamber, defeat the gunner and
numerous tacticals that attack you from the chambers
HEALTH A CONNECTION higher portion. The railgun works well here. Proceed to
this waypoint after clearing the room. Use the nearby
ENEMY SPAWN control panel to properly realign the data node on the
ceiling so that the
solid line = wall/object on upper floor data beam is fired
dotted line = wall/object on lower floor toward the sealed
small, thin rectangle = door south door (as
pictured). This
opens the south
door and lets you
continue toward
the next waypoint.
ARMOR D Lift
HEALTH
ENEMY SPAWN
Beam alignment
panel
(upper level)
Control
5 Panel
Waypoint #4 Waypoint #5
Equip your lightning Use the control
gun, then activate panel here to
the control panel realign the data
near this waypoint. nodes so that the
This opens up data beam is fired
this chambers toward the sealed
large central north door (as
portion, revealing pictured). This
several misaligned unlocks the door
data nodes. A and allows you to
sarcophagus rises proceed.
from the center of Follow these
the data node clusteran iron maiden materializes from four steps to align the data nodes properly:
it and attacks. Zap her until she drops, then use the
north lift to reach the chambers upper balcony. 1. Rotate the lower-left node twice.
2. Rotate the middle-left node three times.
3. Rotate the middle-right node once.
4. Rotate the top-middle node twice.
ARMOR e
Lift
HEALTH
F
Wrecked flight pod
ARMOR
HEALTH
ENEMY SPAWN
1 WAYPOINT
A CONNECTION
Control
Panel
Waypoint #7
Defeat the gladiator that attacks you in the hall as you
head to this waypoint. Two iron maidens materialize from
the east and west sarcophagi as you enter this
chamber. Defeat them both in turn and then activate the
control panel in the chambers center. This lowers the
central platformwhich youre standing onand recon-
nects the data beam in the chamber below, completing
the Realign the Data Nodes objective. Equip your
rocket launcher, follow the data beam, and proceed
through the now-open north door.
9 H
8
Teleporter
ENEMY SPAWN
Waypoint #8
From this walkway,
fire a rocket at
the teleporter in
this chamber to
destroy it before
it spawns any
enemies. Switch to
your lightning gun Snag the large health pack and large armor vest hidden
and head farther under the stairs in this room. There are armor shards
into the chamber. and small health packs near the west door as well.
Defeat the two Collect these pick-ups and join Sledge on the west
iron maidens that elevator.
emerge from the north and south sarcophagi. After you
kill the iron maidens, a light tank enters the chamber
from the east door. Keep your distance and use your
machine gun or hyperblaster to quickly cut it down.
10
13 H Lift
I
Locked
Lift
WEAPON
Waypoint #10
Cougar Squad has been decimatedtheir gruesome
remains lie strewn about this room. Avoid the rooms
machinery as you collect the multitude of pick-ups
here; then proceed through the east door.
Waypoint #11
Two heavy tanks and a Start attacking the northernmost heavy tank (on your
gladiator ambush you the left as you enter) and then move to defeat the central
moment you step onto the gladiator and the heavy tank to the south. While you
towers rooftop. You will battle your targeted foe, move about the rooftop and
not get through this fight use the surrounding walls and objects as cover to
unscathed. Your hyper- shield yourself from enemies youre not currently
Control
Panel
12
11
ENEMY SPAWN CONNECTION He then orders you to return to the tram station so you
A can travel to the third and final security tower. Sledge
WAYPOINT must remain here to guard the tower.
1
Objective:
Return to Tram Station
Waypoint #12
Move to the control panel
located here, and activate
it to disable the Data Backtrack across the rooftop and use the lift to return
Processing Towers to the floor below. Collect pick-ups as you cross the
security system. This floor and head to this waypoint. Step onto the nearby
completes the Proceed to elevator to travel down toward the tram station and
the Tower Rooftop exit the level.
objective. Strauss radios
in and congratulates you.
EXIT Lift
START
Teleporter
Teleporter Teleporter
2 Lift
B
A
Teleporter
Lift
MEDIC 1 WAYPOINT
TECHNICIAN A CONNECTION
Waypoint #1
Raven Squad
finishes off a
small group of
Strogg marines as
you enter this
large chamber. The
chambers lights This dark room is free of enemiesuse the Strogg
then shut off, and Health Station to heal up, then call the elevator in the
two teleporters chambers center. Two walls slide away to reveal two
become active, teleporters, one at the room's northeast corner and
one at either side another at the southeast corner. Immediately equip your
of the room. Two machine gun and fire at the teleporters to destroy
sentries enter the chamber through openings in the them. Help Raven Squad defeat the enemies that
north wall as well. Let Raven Squad deal with the spawned in, then use the central elevator to proceed.
sentries and use your machine gun to quickly destroy
both teleporters before too many Strogg spawn in. Help
Raven Squad secure the chamber and then continue to
the next waypoint.
ARMOR 1 WAYPOINT
EXIT
HEALTH A CONNECTION
ENEMY SPAWN
7
Teleporter
B 4
Teleporters
Waypoint #3 Waypoint #5
Equip your machine gun as A berserker rushes you
you ride up the elevator to from the right as you
reach this room. A light enter this chamber. Avoid
tank attacks you here, but his first attack and fire
ignore him at firstRaven your machine gun at the
Squad keeps him busy. nearby teleporter. Quickly
Blast the rooms teleporter backpedal into the
and then help Raven Squad previous room and fire at
finish off the light tank. Kill any Strogg marines that the advancing berserker
spawned in and grab the rooms large health pack. until you drop him.
Continue to the next waypoint. Reenter the room and
defeat the two tacticals
that enter through the
Waypoint #4 north door to attack. Move
Tacticals spawn from the to the small health pack in
distant teleporter at this the room's southeast
dark chambers far end. corner and take cover
Pepper the teleporter with behind the large pillar
machine gun fire and therea gladiator soon
defeat the tacticals from stomps into the room from the northeast door. Quickly
range. A gunner ambushes defeat the gladiator using powerful weaponry and then
you from an alcove as you proceed to the next waypoint.
move farther into the
roomkill him, grab the rooms large armor vest and
proceed.
Data Networking
Security
Overview
The enraged network guardian has damaged much of the
third and final security towers higher floors, yet you The network guardian has ruined most of this floor of
still must find a way to reach the towers rooftop and the tower. As soon as you teleport in, watch him wreck
disable its security system. Fortunately, combat stuff through the window, then turn left and jump up
scenarios here arent nearly as difficult as the ones the bent steel plate to proceed.
youve overcome on your journey herethe network
guardians unfocused rage has killed many of the Strogg
forces. Use lighter weaponry and conserve ammunition Waypoint #1
as you head to the roofyoull need all the spare ammo This footbridge lies in ruins. Equip your shotgun and
possible once you reach the top. carefully proceed across. Defeat the gunner that
ambushes you
ENEMIES ENCOUNTERED from the right
Berserkers after you cross
Gunner the footbridge.
Network guardian Use the nearby
Tacticals Strogg Health
Station and
WEAPONS ACQUIRED continue into the
Machine guns next room.
UPGRADES ACQUIRED
None
AMMUNITION ACQUIRED
Clips Waypoint #2
Dark matter cores
Grenades A berserker
Lightning coils charges at you
Nails from this rooms
Rockets far end. Avoid the
Shells berserker and
Slugs destroy the rooms
far teleporter.
ITEMS ACQUIRED Then defeat the
Armor shards berserker and
Armor vest, large proceed.
Armor vest, small
Health packs, large
2 3
Teleporter
START
4
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
EXPLOSIVE BARREL
Waypoint #3
The network guardian hovers just outside this damaged
curved corridor. He begins to attack you from range as
you navigate through the wreckage. Run through quickly
to avoid taking much damage. The far door doesnt open
all the waycrouch and crawl through.
Waypoint #5
When you enter
this room, fire at
the far explosive
barrels to weaken
or kill the two Waypoint #7
tacticals that
engage you. Finish
them off if
necessary and
then continue
onward.
The short crawlspace spits you out here. Jump onto the
bent portions of the floor above to exit the crawlspace.
Use the north elevator to proceed.
AMMUNITION WAYPOINT
Waypoint #8
1
ARMOR A CONNECTION
HEALTH
Control
Panel
10
Eventually, the
network guardian
begins to fly You defeat the network guardian after you inflict
about the rooftop enough damage to empty his Health meter. Collect the
at low altitude, surrounding pick-ups and approach this waypoint. Use
attempting to burn the nearby control panel to disable the third and final
you with the security tower. This completes the Proceed to Tower
flames that shoot Rooftop objective. Strauss praises your efforts and
from his awesome tells you to use a now-active teleporter to reach the
jetpack. Though Nexus Core. Backtrack across the rooftop and use the
the damage from lift to return to the floor below.
11
EXIT
START
ARMOR 1 WAYPOINT
HEALTH A CONNECTION
Waypoint #1
ARMOR 1 WAYPOINT
HEALTH A CONNECTION B 5
Waypoint #4
The elevator stops in a
large room. A gladiator
attacks you from the
rooms far end, and two 6
iron maidens materialize
from the north and south
sides of the elevator.
Ignore the distant C
gladiator and use your lightning gun or hyperblaster to
defeat each iron maiden in turn. Then switch to your
nailgun or rocket launcher and defeat the gladiator. Kill
the lone tactical that rushes in after you drop the Waypoint #5
gladiator. Collect the many pick-ups in this room. You enter this circular chambers lower portion.
Many tacticals spawn into the room from the central
teleporter, one at
Objective: Find Elevator a time. Stand
behind the
Equip your grenade launcher and then open the rooms
stacked barrels
west door. A tele dropper immediately ambushes you
that are directly
backpedal and lob grenades at it until it dies. Use the
in front of you
Strogg Health Station in the next room to heal up. As
and rail each
you cross the room, you
tactical that
receive a new objective:
warps in.
Find an elevator that leads
deeper into the Core. Equip
your railgun and proceed
to the next waypoint.
Waypoint #6
Use this elevator
to head deeper Backpedal out of the elevator and move to your right.
into the Nexus Quickly defeat the two tacticals with your railgun and
Core. This then kill the gladiator. An iron maiden then smashes a
completes the hole in the chambers floor and attacks. Kill her with
Find Elevator your lightning gun and look down through the hole she
objective. created. You see several thick pipes below that lead
into a crawlspacedrop onto the pipes and enter the
crawlspace to proceed.
Waypoint #8
[Please refer to Map on pg. 185] Use the ladder you
find to climb out
Objective: of the crawlspace
Scan FailedLockdown and enter this
room. Collect the
Waypoint #7 rooms pick-ups,
equip your
railgun, and then
continue toward
the next waypoint.
Waypoint #9
Several tacticals,
a gunner, and an
iron maiden
ambush you as you
enter this area.
Backpedal toward
the previous room,
and use your
railgun to kill the
first few tacticals
A scanning device surrounds the elevator, and its that chase you.
inspection finds you to be a threat. A gladiator and two Switch to your
tacticals storm into the room, and the elevator doors lightning gun and defeat the iron maiden, then use your
open. The chambers doors seal shut, however, locking railgun to defeat the rest of the tacticals and the
you in. gunner. Head into the next room afterward, and use its
lift to reach the next waypoint.
Control
Panel
10
C 7
Waypoint #10
AMMUNITION ENEMY SPAWN Kill the lone tactical in this room and activate the nearby
control panel to disable
ARMOR 1 WAYPOINT the Cores security system.
This completes the Scan
HEALTH A CONNECTION FailedLockdown objective.
Backtrack toward the
=denotes item below or behind an object elevator chamber where
you fought the gladiator a
short time ago.
10
11
unlocked the chambers doors. Enter this hallway Heavy tanks: Two spawn in after you kill all three
instead of the crawlspace and pass through its now- light tanks. After you defeat one heavy tank,
unlocked north door to return to the elevator chamber. a third spawns in. You must keep moving or their
Cross the chamber and use its northernmost door to heavy tracking missiles will devastate you.
reach the next waypoint. Circle the pillars and try to keep track of the
missiles theyve fired. Kill the first two heavy
tanks with your DMGyou cannot afford to mess
Waypoint #12 around. Use your rocket launcher or nailgun to
This long chamber is a kill the third.
virtual deathtrap.
Here you face several Nexus protectors: Two spawn in after you kill all
powerful enemies that three heavy tanks. Keep your distance from both
spawn in two at a time and pound them with grenades. After you kill one,
from the teleporters use lighter weaponry such as your machine gun
at either side of the or hyperblaster to finish off the other.
room. Break out the
big guns and There are plenty of pick-ups in the chambertake
constantly run about advantage of them.
or youll never Nails and rockets are
survive this assault. Circle around the chambers the most plentiful
pillars to keep your enemies guessing and unable to sources of ammo. You
track you effectively. also find several
Heres what youre up against: small health packs at
the rooms far end.
Light tanks: Two spawn in. After you defeat one, Proceed through the
a third spawns in. Use your rocket launcher to east door after
defeat each one in turn from range. If they clearing the chamber
close in, use your nailgun. of enemies.
D 12 E
14
13
15
16 F
Locked Locked
Waypoint #14
ARMOR A CONNECTION Cross the first
set of pipes and
1 WAYPOINT fall to land on this
lower balcony.
solid line = wall/object on upper floor
dotted line = wall/object on lower floor
small, thin rectangle = door
Waypoint #13
You must navigate
a series of pipes
and beams in Carefully jump
order to pass onto the lower
through this balconys railing.
chamber. Falling From there, jump
means death, so to the set of
move carefully and pipes that travel
decisively. Your upward.
goal is to reach
the highest
balcony, which
features an unlocked door. Start by climbing down the
nearby ladder to reach the first set of pipes below the
entrance walkway.
[For waypoints 15 and 16, please refer to Map on 188] Waypoint #16
Waypoint #15
Move up the pipes
to reach an alcove
in the wall. Enter
the alcove and
climb the ladder
to reach a higher
balcony above.
18 EXIT
17
[Please refer to Map on pg. 189] must battle the supreme leader of the Stroggthe
awesome Makron. Theres no need to conserve
Waypoint #17 ammunition anymore: throw everything youve got at
A large group of tacticals ambushes you as you head the Makron and then destroy the Nexus once and for
down this long corridor. Most of them are armed with all. The fate of all mankind rests in your hands,
railguns, so take cover behind a crate. Use your own Corporal Kane.
railgun to pick each one off and duck for cover after
each shot. Collect the many pick-ups in the hall as you ENEMIES ENCOUNTERED
continue to the next waypoint. Berserkers
Gladiators
Grunts
Waypoint #18 Gunners
Climb down the utility ladder here to sneak under- Iron maidens
ground and collect a small armor vest. Return to the Light tanks
ladder afterward and continue through the long Makron
chamber that follows. Sentries
A gladiator, a light tank, Strogg marines
and a few tacticals attack Tacticals
you from the chambers far WEAPONS ACQUIRED
end. Keep your distance None
and lure them all into one UPGRADES ACQUIRED
of the chambers side
None
halls. Unleash your DMG on
them and strafe out of the AMMUNITION ACQUIRED
side hall to avoid their fire. You can wipe out this whole Batteries
group of enemies with two well-timed DMG shots. Collect Clips
pick-ups from the rooms far end, then pass through Dark matter cores
the east door. Activate the control panel inside the Grenades
door to exit the level. Lightning coils
Nails
Rockets
The Nexus Shells
Slugs
Overview ITEMS ACQUIRED
This is ityouve breached the Nexus Cores defenses Armor vest, large
and have finally arrived at the chamber that houses Health pack, large
the Nexus itself. This is the games final level; here you Health packs, small
AMMUNITION WAYPOINT Grab all the ammo you can carry from
1 this first long footbridgeyoure going
to need it. Collect the health packs and
ARMOR A CONNECTION
large armor vest as well, then equip
your dark matter gun and proceed
HEALTH through the far door to enter the
solid line = wall/object on upper floor Nexus Chamber.
dotted line = wall/object on lower floor
small, thin rectangle = door
Multiple enemies
begin to randomly
spawn in from the
chambers
teleporters. Just
about any type of
enemy can spawn
intacticals, iron
maidens, and
sentries are some
of the most common.
Immediately run to the nearest teleporter to reach the
upper balconyyoure an easy target on the ground floor.
After youve Fire a single rocket at the ceiling directly above the
chopped away Nexus to destroy its energy shield. Switch to your DMG
most of the and strafe back and forth a bit as you wait for the
Makrons health, energy shield to shatter; then fire your DMG at the
he begins to draw Nexus itself. Quickly switch back to your rocket
energy from each launcher and continue to pound the Nexus until its
of the chambers shield is restoredyou dont have enough time to hit it
four central with two DMG blasts. Repeat this process until you
pillars and heals achieve victory.
himself. The
Makron cannot
attack you while
hes healing, so switch to a rapid-fire weapon such as Bring up your DMG right after you fire a rocket at the
the hyperblaster, stand still, and pelt him repeatedly to ceiling so the DMG can reload as you wait for the
quickly defeat him. shield to shatter.
MULTIPLAYER
Multiplayer
Game Modes
The Quake series practically defined online multiplayer
gaming, and Quake 4 carries on that tradition with five
killer multiplayer modes, each of which can be played
via system linkage or over Xbox Live. Most of what
youve learned in Quake 4s single-player mode still
applies in multiplayer, so make sure youve mastered
the strategies and techniques covered in the Basic
Training section at the beginning of this guide.
Tournament
Tournament mode pits players one-on-one against each
other in a single elimination tournament. If you win, you
proceed to the next round and face the winner of
another bracket until youre the championor a
steaming pile of meat on the arena floor.
Ammo-Regen Increases rate of fire for all your weapons and slowly regenerates ammo for all your
weapons over time
Guard Increases your armor to 200 when picked up and raises your max armor to
200 without decreasing over time; regenerates 15 health/sec when your
health is below 100 and 5 health/sec when its over 100
Scout Increases your speed and rate of fire but prevents you from using armor
Environmental Objects
Be aware of the following three objects, which appear Teleporters
in multiplayer maps but not in single-player.
Most multiplayer maps have teleporters placed in
strategic locations around them. Entering into a
Jump Pads teleporter either sends you to a corresponding
teleporter
elsewhere on the
map or to a
teleport location
somewhere on the
map. See the maps
at the end of this
chapter for the
corresponding
teleporters and
teleport locations.
Ten Killer
Multiplayer Strategies
This chapter goes into detail on a wide variety of
killer multiplayer strategies, but if you cant wait to
jump into multiplayer combat, heres the quick and
dirty low-down on the most important things to know:
Sound is an often overlooked advantage in multi- Another reason to keep moving is you dont want to be
player games. Pay careful attention to it so that you standing still while your opponents are running around
can anticipate nearby situations. If youre low on picking up weapons, ammo, health, armor, and power-
health and armor, for instance, dont run toward the ups. One of the worst things you can do in multiplayer
sound of gunfire or explosions. If you catch the is let yourself get outgunned, and thats exactly what
distinctive sound of an opponent picking up items will happen if youre twiddling your thumbs while your
behind you, you know that theyre right on your tail, foes are gearing up for battle.
so be ready. Was that the sound of some luckless
sucker respawning near you? Take him out before he
gets a chance to armor up! In some cases, your ears Face One Way, Run the Other
can be just as important as your eyes in Quake 4
multiplayer. Another absolutely essential technique to master is
the ability to run in one direction while facing another,
And heres a tip for the sound-conscious: You dont because you cant expect your opponents to conve-
produce footsteps when you walk instead of run. Is niently rush you from the front. Practice using g in
sneaking around silently worth not moving quickly? conjunction with k until moving in any direction while
Not always, but it can be especially useful when looking in a different direction becomes second nature.
youre trying to ambush an opponent.
For example, if you want to keep running in the current
direction but also look to see if anyones behind you,
you must instantly switch from t to b while quickly
moving k in a 180 degree arch to spin yourself around.
If you do it properly, you keep moving in the same
direction you were moving in originally, but you can
see if theres anyone behind you.
Jump Pads and and shooting than you are running forward with a
Accelerator Pads waste me sign slapped on your back. Remember, the
best defense is a good offense.
As mentioned previously, jump pads send you flying
vertically, while accelerator pads fire you horizontally And while youre running, zigzag like crazy and jump
at high speeds. Both are great for moving quickly, but around like you just stepped knee-deep into a beehive.
you cant just ride them out if you want to survive and Granted, its not as easy to shoot your pursuer while
succeed. Control your motion in the air to keep jinking like this, but if youre having that much trouble
yourself from traveling in a predictable arc and hitting them, imagine how much trouble theyre having
getting blasted by an opponent who was just waiting hitting you!
for someone to use the pad.
No trick is too dirty when it comes to shaking an
Also, when youre in the air, look around in all direc- enemy off your tail. Heres one that wont catch many
tions. This keeps others from making an easy kill of multiplayer veterans but is worth trying as a last-
you and lets you get the drop on unwary foes who ditch effort: While being pursued, duck around a blind
werent expecting someone to come up on them so corner and wait for your opponent to hopefully rush on
quickly. by. If theyre stupid enough to take the bait, you might
just frag them and save your own skin. If not, well, it
was nice knowing you.
Escaping Pursuit
A quick change of vertical positioning is also a great
Even if you master all of the preceding techniques, way to escape a pursuer. Ideally, you want to move up
there will be times when an opponent gets the drop on quickly, not down (see the Higher Ground sidebar).
you, and your options are limited to running and But if dropping off a ledge is your only hope and youve
getting fragged. Theres no shame in retreating if got the health to survive it, do it. Every second youre
youre outclassed, but for frags sake, do it under out of your opponents line of sight is a second that
cover fire! Theres no reason not to backpedal and they cant shoot at you.
return fire. You wont be moving any more slowly, and
its not like youre less of a target running backward
Higher Ground yourself up. Once youre loaded, get back into the game
and prove that your last death was just a fluke.
Generally speaking, the higher you get in a Quake 4
multiplayer map, the better positioned you are to
frag your enemies. Its much easier to hit a target Pick-Ups, Power-Ups,
below you than it is to hit a target above you. Also, and Weapons
if youre in a tight spot, its much easier to come
down from high ground than it is to jump up from a The importance of controlling the map cannot be
lower area. overstated. You absolutely must know where the
biggest and best power-ups and weapons are and
Some players base their entire strategies around constantly move from one to the next. Momentum is the
capturing and holding the higher ground, raining key. Every pick-up you grab makes you that much more
down death from a narrow perch. These players are of a threat.
called campers. They suck, and everyone hates
them. Do us all a favor and blast the hell out of Keep picking up weapons, ammo, power-ups, health, and
anyone who engages in this lame tactic. Youll be armor, fragging opponents as you go. You should be
fighting an uphill battle (literally), but consider this: moving from pick-up to pick-up, not from enemy to
Unless theyve chosen their campsite well, theyll run enemy. Remember, snagging pick-ups denies them to
out of health and ammo sooner rather than later. your opponents while enhancing your own abilities, so
keep collecting them!
Health
Respawning
As in single-player, your health is a measurement of
So you got fragged. Well, it happens to the best of how far from death you are. Your maximum health is
ususually multiple times per game. When you respawn, 100, but there are power-ups and pick-ups that can
you lose all of your armor, power-ups, and weapons boost you over that limit. If your health reaches zero,
(except the gauntlet and machine gun). On the bright youre fragged, sunshine. There are four varieties of
side, you start with 125 health (which is more than you health pick-ups in Quake 4 multiplayer. Each is repre-
had a second ago) and machine-gun ammo. sented by a different-color cross.
Power-Ups
Armor POWER-UP NAME EFFECT
Armor in multiplayer works the same way it does in Haste Increases rate of fire and
single-player. Its an additional layer of protection movement speed
against mortal wounds. Each time youre hit, your
armor soaks up some of the damage, reducing the
attacks impact on your health. Your maximum armor Invisibility Makes you nearly invisible to
value is 200, but it drops by one point per second until other players
it reaches 100.
Rocket Jumping
Rocket jumping is an alternative use for the rocket
launcher that sends you leaping high into the air for
pick-ups and ledges that would normally be out of
reach. And all it costs you is a little health or armor
(okay, a lot of health or armor). But if a rocket jump
will launch you up to a perfect sniping post or a mega
health, dont you think its worth it? No pain, no gain!
Multiplayer Maps
The following section contains top-down views of all 13
multiplayer maps in Quake 4, with every weapon, power-
up, and pick-up labeled on each. These are enough to
get you started, but having these maps alone wont
make you a multiplayer expert. When youre in the thick
of battle, you wont have time to consult this guide to
find out where you are on the map.
Grenades Rockets
Bloodwork
Bloodwork is a tight, complex Deathmatch map filled with narrow winding corridors that present endless opportu-
nities for ambushes. Its two open areas are surefire locations for intense combattry not to end up at the bottom
of these zones.
Death before Dishonor is a fast, multilevel Capture the Flag map with a plethora of jump pads that make it easy to
bounce from the lower level to the upper level. If you want to get even higher, how about using some precision
rocket jumping to reach the two vertical pillars on either side of the map? Even the most fervent anticamper will
have to admit that the grenade launcher, nailgun, health packs, and small armor vest on the ledges near the pillars
make these areas very tempting campsites.
The Fragging Yard lives up to its name. If ever a map was designed to take advantage of every weapon in the game,
it was this one. Wide-open spaces alternate with claustrophobic corridors, meaning you must be quick on the weapon
switching if you want the right tool for the job. Make a special effort to memorize the locations of the teleporters
and the pick-ups they lead to.
This special bite-sized version of the Fragging Yard is designed for Tournament and Deathmatch play only (no Team
Deathmatch, though). Most of the sprawl of the larger version has been eliminated, leaving only a lean, mean circuit.
The small armor vest in the maps wide-open center is a tempting pick-up, but if your opponent is on the ball, hell
be waiting for you to make that exact move.
Heartless
Heartless is one of the smallest and most straightforward Capture the Flag maps, but theres a surprising amount of
complexity in its simple design. The open area in the levels center mirrors the open areas around each teams flag.
Any player whos a crack shot with the railgun (found near either side of the maps center) will rack up the frags in
short order. Controlling the central area is key, as it must be crossed in order to move from one base to the other.
1
1
1 1
A few Tourney rounds on this map will seem like a long day
indeed. The map itself is so tiny that amateurs will find
themselves falling off of it repeatedly into the abyss below.
With very few places to hide, its perfectly suited to the
rocket launcher and the railgun, but even the machine gun
and shotgun are lethal weapons when you factor a quad
damage into the mix. Make good use of the machine gun and
railguns scopestunnel vision isnt such a big deal when
youre only facing one opponent at a time.
1 1
This tiny Deathmatch map favors those skilled in close-quarters combat. The looping corridors create natural
circuits through the map, all of which meet in the spiraling pathways at one end of the map. The shotgun and
lightning gun are the obvious choices here, but dont overlook the nailgunthe splash damage its nails create can
be quite effective.
No Doctors
No Doctors is a Deathmatch map divided into three main areas, with two levels of pathways joining them. Its the
ideal map for a novice to begin on, as its a relatively painless introduction to all of the features of your typical
multiplayer map, including jump pads, acceleration pads, and teleporters. Its also one of the easier maps to
memorize and control, especially after you learn all of the ways to move from the lower level to the upper level.
Ice Edge
This Deathmatch map will warm the hearts of Quake II veterans, who will instantly recognize it as an updated version
of the classic Deathmatch map, the Edge. If youre a newcomer, you might be overwhelmed by the complexity of this
uncommonly vertical arena, and even veterans might have to play a few rounds before remembering where all of the
twisting corridors lead. The giant circular area that dominates one half of the map is a sure-fire hotspot if youre
looking for some frenzied combatand if youre not, stay the hell away!
Relativity
Relativity is one of the most complex CTF maps in the game. It is a maze of right angles and staircases, and most of
it is three levels deep, making it very difficult to track enemy flag carriers. On the bright side, if you manage to
snag the enemy flag, you can lose yourself in the maps complexity as well.
The Rose
Its hard to say what exactly earned the Rose its name: the intricate pathways that resemble the delicate folds of
the flower, or the crimson smears of blood that stain its every surface. Theres no doubt that the Roses winding
pathways and multiple levels make it a confusing map to newcomers, but you should be more concerned that its
largely open to the void surrounding it. One well-placed rocket or grenade (and even a near miss) can send a player
hurtling helplessly to their demise.
Sandstorm
Sandstorm is a good test of your close-quarters combat abilities, and the nailgun and shotgun are your best friends
in its tight corridors. The rocket launcher comes in handy in the two outdoor areas at the maps corners, but you
might find that the splash damage does more harm than good anywhere else. Novice players should hone their skills
on this map, as its one of the easier maps to memorize and master.
Speed Trap
Like the name implies, Speed Trap is one of the fastest CTF maps in the game. The trap part of the name becomes
obvious when you realize that each teams base features a massive bottomless pit. Falling (or getting blasted) into
either of them results in instant termination. Fortunately, once youve made off with the enemys flag, its fairly
easy to give pursuing opponents the slip due to the maps many angled corridors and the fact that its quite easy to
move between its upper and lower floors. Defenders have their work cut out for them on this fast map.
GAMERSCORE
ACHIEVEMENTS
There are fifty achievements you can complete in Quake 4 Single-Player
to boost your Xbox 360 profile's Gamerscore. Some Campaign Acts
achievements are harder to accomplish than others, but
completing all of them increases your Gamerscore by a Certain single-player achievements are automatically
total of 1,000 points, making it a worthwhile effort. Here met when you complete each "Act" in the single-player
we list each single-player and multiplayer achievement campaign on different difficulty levels. The single-
in the game, along with their point values, and the player campaign is divided into three separate Acts,
requirements to complete each one. Check off each as follows:
achievement as you complete them to keep track of
what you've accomplished and what you've yet to do. Act 1: from the start of the single-player campaign to
the end of the MCC Landing Site level.
Single-Player Achievements
ACHIEVEMENT POINTS AWARDED DESCRIPTION COMPLETED?
Untouchable 10 Completed a single-player level without taking damage
PrivateAct 1 15 Completed Act 1 with the rank of Private
PrivateAct 2 20 Completed Act 1 and Act 2 with the rank of Private
PrivateDefeated the Strogg 25 Completed the game with the rank of Private
CorporalAct 1 25 Completed Act 1 with the rank of Corporal
CorporalAct 2 25 Completed Act 1 and Act 2 with the rank of Corporal
CorporalDefeated the Strogg 30 Completed the game with the rank of Corporal
LieutenantAct 1 25 Completed Act 1 with the rank of Lieutenant
LieutenantAct 2 25 Completed Act 1 and Act 2 with the rank of Lieutenant
LieutenantDefeated the Strogg 30 Completed the game with the rank of Lieutenant
GeneralAct 1 25 Completed Act 1 with the rank of General
GeneralAct 2 25 Completed Act 1 and Act 2 with the rank of General
GeneralDefeated the Strogg 30 Completed the game with the rank of General
Full Arsenal 20 Landed a shot with every weapon in a full arsenal on a single-player level
Blaster Master 15 Completed a single-player level using only the blaster
Multiplayer Achievements
ACHIEVEMENT POINTS AWARDED DESCRIPTION COMPLETED?
The Bronze flag 5 Over 100 captures in ranked matches
The Silver flag 10 Over 500 captures in ranked matches
The Gold flag 25 Over 1,000 captures in ranked matches
Viper Squad 5 Over 100 frags in ranked matches
Warthog Squad 10 Over 500 frags in ranked matches
Raven Squad 50 Over 5,000 frags in ranked matches
Rhino Squad 75 Over 10,000 frags in ranked matches
Basic Training 5 Played over 100 ranked matches
First tour of duty 10 Played over 500 ranked matches
Combat Veteran 25 Played over 1,000 ranked matches
Seasoned warrior 50 Played over 5,000 ranked matches
The Golden Gauntlet 20 Over 250 players have been humiliated by you
PrivateMultiplayer 5 Over 100 Win points in ranked matches
CorporalMultiplayer 10 Over 500 Win points in ranked matches
LieutenantMultiplayer 25 Over 1,000 Win points in ranked matches
GeneralMultiplayer 50 Over 5,000 Win points in ranked matches
Perfect Win 5 Won a ranked match without being killed
Number 1 20 Reached number one on the All Gametypes ranked leader board
Top Ten 15 Was in the top ten on the All Gametypes ranked leader board
The Best Impression 10 Over 250 Impressives in ranked matches
Your Excellency 10 Over 500 Excellents in ranked matches
Guts but no Glory 10 Over 100 Assists in ranked matches
The Defender 10 Over 250 Defense awards in ranked matches