-------------------------------- Quake 4: Enemies / Weapons Guide Created By: MGPythagoras Copyright: January 19, 2006 -------------------------------- Version -------------------------------- Version 1.0 All enemies sections and weapons were added with a brief description and or strategy provided. ------------------------------- Contents ------------------------------- FOR PICTURES OF THE ENEMIES VISIT… http://www.planet quake.com/quake4/sp/guide_s3p1.shtml Standard Enemies 1. Strogg Marine 2. Strogg Tactical 3. Berserker 4. Grunt 5. Gunner 6. Gladiator 7. Heavy Hovertank 8. Iron Maiden 9. Light Tank 10. Stream Protector 11. Teleport Dropper 12. Slimy and Failed Transfer 13. Scientist 14. Sentry Vehicle Enemies 1. Harvester 2. Drop Turret 3. Rolling Turret 4. Hornet Bosses 1. Stream Protector 2. Cyber-Voss 3. Network Guardian 4. Stroyent Processing Creature 5. Makron 6. Nexus Weapons 1. Blaster 2. Machine Gun 3. Shotgun 4. Hyper blaster 5. Grenade launcher 6. Nail gun 7. Rocket launcher 8. Rail gun 9. Lightning gun 10. Dark Matter gun ------------------------------- Standard Enemies ------------------------------- Strogg Marine Difficulty: Very Easy Damage: Light Description: The basic Strogg grunt, these are the first monsters you encounter in Quake 4. They have robotic arms and legs, with a weapon, usually a rifle or shotgun, mounted onto their arms. They come in two varieties, the only difference being their color. Strategy: These monsters have very little health and will usually go down with a good burst from the assault rifle or two to three shotgun blasts. In a one on one encounter, it is best to use the pistol to conserve ammo. In group attacks, stick with a heavy weapon like the assault rifle or shotgun, as their attacks do little damage but can quickly add up. Strogg Tactical Difficulty: Easy Damage: Medium Description: The same Strogg Mathew Kane is eventually turned into, the Tactical Strogg are much more flexible in the field. They are easily spotted wearing orange armor, and can launch crude flanking maneuvers and take cover frequently. They are more dangerous as they almost always launch attacks in groups of two or more and can carry heavy weaponry like the rail gun and assault rifles. Strategy: These monsters have more health than the Strogg Marine, but not by much. Despite being more mobile, these Strogg usually hide behind boxes a lot, allowing you to snipe them from a distance. Up close, the shotgun or assault rifle can easily down these monsters before they cause any serious harm. Be careful though, as their may be more Strogg hiding while you take down the first few. Berserker Difficulty: Easy Damage: Medium Description: A strictly melee monster, the Berserker prefers to attack you with its blade but can also deliver an annoying electrical shock which is damaging and causes an annoying blur effect. Strategy: The best thing to do is stay back from this Strogg, because if you maintain a distance none of its attacks can reach you. This creature can soak up a few shotgun blasts before going down, so it is better to just unload with the assault rifle to make sure this beast goes down ASAP. Grunt Difficulty: Easy Damage: Medium Description: Similar to the Berserker, the Grunts also prefer melee combat but have a mounted shoulder machine gun you must deal with. They can also make a leaping attack if you stray to far away. Strategy: Like the Berserker, the Grunts soak up shotgun shells. So it is best to rush in, fire off a few rounds, and pull back before its melee attack connects. Then, move back in and fire off a few more rounds. By constantly moving towards and from the Grunt, you prevent it from activating the chain gun and from clawing you. Gunner Difficulty: Medium Damage: Medium - Heavy Description: Returning from Quake 2, the Gunner still has a rail gun and grenade launcher. Coated with armor, these Strogg are deadly in a group but simple in a one on one confrontation. Strategy: The Gunner has more health than any enemy encountered so far, and can quickly dish out the damage. Remain mobile and choose a powerful weapon, like the shotgun or rocket launcher, and unload on the Gunner. The grenades are not extremely damaging with their splash effect, but if they hit you can quickly watch your health drain. A good tactic is to try to catch the Gunner around a corner or wall so you have extra time to shoot it before you are damaged. Gladiator Difficulty: Very Hard Damage: Very High Description: Perhaps the most annoying enemy in the game, the gladiator sports a rail gun, blaster, and, if that wasn’t enough, a shield. That’s right. The gladiator can shield itself from all attacks, but must occasionally power the shield down to fire its rail gun. Strategy: One on one, the gladiator isn’t much of problem. Using the assault rifle or rail gun, you can quickly pick out its once weakness; the Gladiator’s rail gun in always uncovered, even when the shield is up. Fire at the rail gun, and when the shield goes down don’t let up. For the impatient types, you can also use the lightning gun to overpowerand short out the shield momentarily. When you encounter more than one of the Gladiators, and usually a few Strogg Marines, the best strategy is to never, EVER, stop moving. If you have the heavy guns, use them. The Dark Matter gun works wonders when their shields are down, but chances are you don’t have it yet. If so, be patient, take cover while moving, and aim at the rail gun. It is possible to destroy it. When the shields go down, switch to the nail gun or hyper blaster and fire away. Heavy Hovertank Difficulty: Medium Damage: Heavy Description: Usually this monster is only encountered during rail segments and doesn’t appear in a normal level until towards the end of the game. Being a flying creature, it can dodge slow projectiles like rockets and is equipped with a blaster and rocket launcher. Strategy: Despite having a lot of health for a normal monster, the Hovertank can be easily dispatched in vehicles, and even more easily so on foot. All it takes is mobility and a decent gun, like the hyper blaster, and the rockets will fly right past you. The blaster can be ducked or dodged, either way doesn’t really matter. Make sure you do not get hit by the rockets, as they are very damaging. Also, if you are up for living dangerously, you can shoot the rockets out of the sky before they hit you, but watch out for splash amage. Iron Maiden Difficulty: Medium Damage: Heavy Description: Almost looking like a ghost, the Iron Maiden hovers around after emerging from its pod and teleports after awhile, only to sneak up behind you. Strategy: Iron Maidens are equipped with a rocket launcher, and typically fire off two to three rounds at a time, which can quickly kill you or leave you near death. A simple strategy is such: the Iron Maidens almost NEVER appear from nowhere. They usually come from a pod on the wall which you can hear open. As soon as you see or hear this, switch to your nail gun. With its lock on feature, which you have bnow, you can strafe and fire blindly, knowing all the shots will hit regardless. Light Tank Difficulty: Easy Damage: Medium Description: Almost exactly like the Berserker, the Light Tank is larger and now has a flamethrower and lots more health. Strategy: The Light Tank really isn’t much of a threat. Even when fighting two of them, the threat is minimal. The Light Tanks follow you with speed, but never move fast enough to catch up with you for a melee attack. While moving, fire your hyper blaster, rail gun, or nail gun to inflict a lot of damage. If you do get caught in an attack, the flamethrower is pretty weak. The melee attack, however, is punishing. Never use weapons with splash damage as the Light Tank moves fast enough to make sure you take some splash damage. Stream Protector Difficulty: Medium Damage: Medium Description: A giant spider similar to the one in Doom 3, the Protector ALWAYS has a least one companion. Despite their size and arsenal (a blaster and rocket launcher), these Strogg aren’t much of a threat. Strategy: Always remain moving and jumping to dodge most projectiles. When you first encounter these foes, your arsenal is limited so use your machine gun and shotgun. This will take awhile but if you keep moving you should take little damage. Upon meeting the Protector later in the game, the hyper blaster or nail gun will obliterate them in a matter of seconds. If you get cornered, switch to the Dark Matter gun. Two shots will be enough to defeat the Protector. Teleport Dropper Difficulty: Medium Damage: Light Description: A four legged beast similar to Doom’s Pinky, these monsters only attack you when they get close. Normally, they run and shoot out orbs that teleport Grunts in. Strategy: Kill these quick. The rocket launcherworks well since the Droppers run away from you, making sure you avoid splash damage, as does the hyper blaster since it inflicts damage quick. Make sure you keep an eye on the Dropper if you get caughtfighting Grunts, as they can keep appearing, forcing you to fight and endless wave. Slimy and Failed Transfer Difficulty: Easy Damage: High Description: A failed Strogg experiment, these zombies lurk the sewers. Strategy: The Transfers come in two versions; with and without guns. The ones with guns are like your normal Strogg Marine dealing minimum damage and having little defense. However, the unarmed ones deal serious damage with acid vomit which keeps burning away your health until you move. Dispatch of the unarmed version from a distance. Also, make sure to avoid piles of already spit acid until they disappear. Scientist Difficulty: Medium Damage: High Description: The doctors that perform the Strogg experiments, these monsters are very annoying. Their melee attack is damaging, but the real pain in the gas grenades they throw which cause major damage quickly and are hard to avoid. Strategy: When you see a scientist, try some duck and fire tactics to avoid the grenades. Use the rail gun or nail gun and its lock on feature so you can spray and run knowing all your shots connect. These enemies are very rare. Sentry Difficulty: Medium Damage: Medium Description: A floating organic mass with a chain gun. Strategy: The Sentry is a weak foe with an obvious weak point, the bubble on its bottom side. The only problem is the chain gun, which eats through your health quickly. On top of that, the Sentry are usually in groups. As usual, remain mobile and target the bottom for quick kills. Use a long distance gun, like the hyper blaster, as the shotgun and a ssault rifle’s rounds spread out over a distance. ------------------------------- Vehicle Enemies ------------------------------- Harvester Difficulty: Medium Damage: Medium Description: A gigantic red machine spider. Strategy: Maintain a distance from the Harvester and force it to use its missiles, which can easily be shot out of the sky with your chain gun. Once the missiles are dealt with, switch to your own missiles and fire away until the Harvester counter attacks, forcing you to shoot its missiles out of the sky. The key here is to always maintain a distance forcing the Harvester to use missiles. Drop Turret Difficulty: Easy Damage: Medium Description: A large gun turret dropped from the sky Strategy: These are fairly annoying as they can build drain health quickly. When they appear, usually dropped through ceilings, they can also be camouflaged in the smoke that results. Use your machine gun to quickly eliminate these before they drain any serious health. Roller Turret Difficulty: Medium Damage: Light Description: An orb dropped from Hornets. Strategy: These things are a pain as they roll around a lot and always come in groups. Fortunately, damage is light and a few machine gun rounds can destroy them. Avoid using missiles as for some reason it takes many to destroy the Turret. Hornet Difficulty: Easy Damage: Medium Description: A Strogg spacecraft that also drops Rolling Turrets and Drop Turrets. Strategy: The Hornet usually attacks in groups or waves. It has both machine guns and missiles and causes an average amount of damage. Your own missiles or machine guns are both equally effective in taking down the Hornets. ------------------------------- Bosses ------------------------------- Stream Protector Difficulty: Medium Damage: Medium Description: A giant spider similar to the one in Doom 3, the Protector ALWAYS has a least one companion. Despite their size and arsenal (a blaster and rocket launcher), these Strogg aren’t much of a threat. Strategy: Yeah, I already listed it but the first encounter is basically a boss fight as you’re inexperienced and your weapons are weak. Always remain moving and jumping to dodge most projectiles. Run betweenthe pillars and fire off rounds rapidly, pausing only to reload. This will take awhile but if you keep moving you should take little damage and can get away with wasting only assault rifle or shotgun ammo. You are usually safe from the Protector’s attacks behind the pillars, as they don’t move much when they can’t see you. Cyber-Voss Difficulty: Medium Damage: Medium Description: Lt. Voss turned into a Strogg. Awesome looking creature. Strategy: Don’t forget there is ammo and health scattered in the room. Anyhow, Voss isn’t the real problem in this fight. While his melee attack is crippling, his ranged attacks don’t come into play often. His main offense is teleporting in monsters to do the dirty work. Remain mobile and fire at Voss first with the nail gun. As you may notice, you must first deplete his shield before you begin doing any real damage. After ridding him of his shield, you can temporarily harm him before he recharges the shield so make every shot count. Basically, you can ignore most of the monsters that teleport in, as they usually can’t hit you when you are running. If some annoy you, take them out then. When your nail gun runs out, and it will, switch to the rocket launcher. If that runs out, which it may depending on your reserves, make a good judgment call and pick your next best long range weapon until the fight is over. Network Guardian Difficulty: Medium Damage: Medium Description: A cave troll with a jetpack. Seriously. Strategy: Don’t be intimidated. This creature is VERY SLOW. It has a blaster which rarely hits and its only other noteworthy attack is a ground pound. Use that to your advantage and never stop moving. Health and ammo are scattered throughout the field so use them if you need. Start things off with the nail gun, as its homing nails allow you to run and gun without aiming effort. When the nails are gone, the hyper blaster for its speed and the rocket launcher for its damage are your next best choice. When the Guardian’s health is low, it will follow you relentlessly and attempt to burn you with its jet pack. I have yet to find a way to dodge this so keep firing away rapidly be fore your health is gone, as the Guardian is near death anyhow. Stroyent Processing Creature Difficulty: Easy Damage: High Description: A fat, immobile beast with metal arms. Looks similar to the Mancubis of Doom. Strategy: You can’t actually defeat this monster with brawn, so use brains. Run to the other side of the room, hiding behind pillars to dodge the very deadly jabs from the Creature. Hit a switch at the end and the creature smashes a hole in the wall. Go through it, through the destroyed door, up a floor, and dodge the claws again behind the pillars on the second floor. Make your way forward until you come to a console. Activate and the Creature is pumped full of stroyant until it dies. Makron Difficulty: Medium Damage: High Description: A gigantic, spider-legged Strogg with a human head. The leader of the Strogg. Strategy: This fight is actually quite easy and disappointing, and is divided into two parts. As does every enemy in this game, the Makron has trouble targeting Kane while he moves. The problem in this fight is the Makron teleports all kinds of annoying enemies into the fight. Usually these can be ignored, but if to many appear you will have to takeout some to prevent your death. As soon as the battle starts, use your nail gun or rocket launcher for maximum damage. If you run out of rounds, switch to the Dark Matter gun, which will easily end the fight. The Makron then leaves its legs and becomes a flying boss. Run to one of the teleporters in the corner and teleport to the second floor. Dodge the Makron’s damaging projectile while you pepper it with Dark Matter shots and, if ammo becomes scarce, use hyper blaster rounds. The fight will end hastily, exposing the Nexus. Nexus Difficulty: Easy Damage: None Description: A gigantic brain or organ with a shield?!?! Strategy: If you are not on the second floor, quickly teleport on up. Look at the top of the Nexus and you will see a colored rod. Shoot it and the Nexus’ shield goes down. Then, unload with you rockets, Dark Matter gun, or anything really. Rinse and repeat. Your only obstacle is the robots that occasionally come out and heal the Nexus, but if you pepper the beast its health will never really recover. The other problem are the creatures left over from the Makron fight. However, they pose little threat as they usually can’t hit you on the second floor and also can’t follow you up their. On hard mode though, the Strogg Tactical can follow you up their and must be dealth with. ------------------------------- Weapons ------------------------------- Name: Blaster w/ Flashlight Ammo: Energy Cells? Ammo on pickup: N/A Clip capacity: Infinite Ammo cap: Infinite Primary fire: A single fast bolt. Very weak against anything but basic Strogg Marines. Secondary fire: A slow bolt that has a small area of effect upon impact. Damage is surprisingly high but still useless. Name: Machinegun w/ Flashlight Ammo: Clips, +50 bullets Ammo on gun pickup: +40 bullets Clip capacity: 40 (80 with the extended clip mod) Ammo cap: 300 Primary fire: Standard machine gun with fast rate of fire and medium damage. Secondary fire: Scope. Name: Shotgun Ammo: Shotgun shell box, +10 shells Ammo on gun pickup: +12 shells Clip capacity: 10 Ammo cap: 50 Primary fire: A single burst. Extremely punishing at close range. Effectiveness diminishes as distance increases. Secondary fire: None. Name: Hyper blaster Ammo: Batteries, +20 battery power Ammo on gun pickup: +60 battery power Clip capacity: 60 Ammo cap: 400 Primary fire: Energy bolts that are shot with high rate of fire and can easily incapacitate many foes. Secondary fire: None. Name: Grenade launcher Ammo: Grenades, +10 Ammo on gun pickup: +10 grenades Clip capacity: 8 Ammo cap: 50 Primary fire: Shoots a grenade that bounces unless it makes a direct hit on someone in which case it explodes immediately. Beware of splash damage. Secondary fire: None Name: Nail gun Ammo: Nails, +40 Ammo on gun pickup: ? Clip capacity: 100 Ammo cap: 300 Primary fire: Rapid nails that explode upon impact. Secondary fire: Lock on with scope. Extremely useful for later in the game. Name: Rocket launcher Ammo: Rockets, +6 Ammo on gun pickup: +6 rockets Clip capacity: 3 Ammo cap: 40 Primary fire: Fires a rocket. Beware of splash damage. Secondary fire: Locks onto target. Name: Rail gun Ammo: Slugs, +5 Ammo on gun pickup: +10 Clip capacity: 3 Ammo cap: 50 Primary fire: Shoots a rail very slowly. Secondary fire: A scope for sniping! Name: Lightning gun Ammo: Lightning coils, +80 energy Ammo on gun pickup: +100 Clip capacity: N/A Ammo cap: 400 Primary fire: Shoots a beam of lightning capable of disrupting the Gladiator’s shield. Secondary fire: None. Name: Dark Matter Gun (BFG10K replacement) Ammo: Dark Matter Cords, +5 Ammo on gun pickup: +10 Clip capacity: N/A Ammo cap: 25 Primary fire: Shoots an orb that obliterates any non boss creature it hits. Any nearby enemies will receive a lot of damage. Secondary fire: None. ------------------------------- Thanks ------------------------------- Id – for creating Quake. Raven – for making Quake 4. Planet Quake – for giving me the names of all the Strogg. Copyright MGPythagoras 2k6. May only appear on GameFAQS.com unless permission is obtained from me, the author.