hide results

    Enemy/Boss/Weapon FAQ by MGPythagoras

    Updated: 01/26/06 | Search Guide | Bookmark Guide

    Quake 4: Enemies / Weapons Guide
    Created By: MGPythagoras
    Copyright: January 19, 2006
    Version 1.0
    All enemies sections and weapons were added with a brief description 
    and or strategy provided.
    FOR PICTURES OF THE ENEMIES VISIT… http://www.planet
    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
    1.    Stream Protector
    2.    Cyber-Voss
    3.    Network Guardian
    4.    Stroyent Processing Creature
    5.    Makron
    6.    Nexus
    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.
    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 
    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 
    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.
    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.
    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 
    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 
    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.
    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
    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 
    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.
    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.
    Difficulty: Medium
    Damage: Medium
    Description: Lt. Voss turned into a Strogg. Awesome looking 
    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.
    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.
    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.
    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
    Secondary fire: None.
    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.

    View in: