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     Cheat codes for

 Quake 4

XBox 360
 

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Cheats
While playing press BACK (next to the X-GUIDE button) and input the following codes:
Load up :UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, RED, GREEN

Restore life :RED, GREEN, RED, GREEN, UP, UP, DOWN, BLUE

Restock ammo :RED, GREEN, BLUE, YELLOW, LEFT, RIGHT, LEFT

Invulnerability :DOWN, UP, DOWN, DOWN, UP, RIGHT, LEFT, RIGHT, YELLOW, BLUE, BLUE, GREEN

Unfortunately, your problems aren’t over when you destroy the Tanks. You won’t have a chance to heal or retreat before the Makron pops out of the far wall and starts firing at you. Now, you can’t defeat the Makron here, but you can definitely die
if he hits you too much, and he’ll be almost unstoppable at close range, between his multi-grenade launch and his other projectile attacks. What you have to do here is hide behind the pipes on the far side of the room and fire at him when you have a sliver of body to look at between a pair of pipes;
hopefully he won’t be able to fire directly back at you. If you can deal enough damage to him, he won’t die, but rather will unleash an incapacitating attack on you, aunching into the next level.


Code Effect
give item_health_mega+100 health up to 200
com_showfps #1 to show framerate, 0 to turn it off
pm_thirdperson #1 turns third-person mode on, 0 turns it
off
give allAll weapons with full ammo, health and armor
com_allowconsole 1Allows console opening and closing
with just ~
killcommit suicide
give weapon_dmgGet a dark matter gun
give weapon_grenadelauncherget a grenade launcher
give weapon_hyperblasterget a hyperblaster
give weapon_lightninggunget a lightning gun
give weapon_machinegunget a machinegun
give weapon_nailgunget a nailgun
give weapon_railgunget a railgun
give weapon_rocketlauncherget a rocket launcher
give weapon_shotgunget a shotgun
give weaponsget all weapons without any ammo
give ammogive ammo
pm_crouchspeed #How fast you move when crouched
pm_speed #How fast you move when running
pm_jumpheight #How high you can jump
quitimmediately exit from game
g_fov #Makes your field of vision wider.
give armormax armor
give healthmax health
killmonstersremove all monsters and NPCs from current
level
g_knockback #Set to 0 to keep monster attacks from
knocking you around
g_stoptime #Set to 1 to stop time (can only move around)
and 0 to restart time
spawn char_marinesummons a marine who'll help fight
spawn char_marine_medicsummons a medic who can heal you
spawn char_marine_tech_armedsummons a tech who can fight
and restore your armor
nocliptoggle ability to fly and move through solid
objects
GODToggle GOD Mode
notargettoggle invisibility
pm_runbob #When set to "0", your character will stop
bobbing when you run.
pm_walkbob #When set to "0", your character will stop
bobbing when you walk.

Watch It After heading through the nearby corridors, which
should be uneventful, you’ll come to a large open room with a
terminal in the center. This couldn’t possibly be a trap,
right? No! As soon as you activate the terminal, the two
Tanks that have been waiting in the wings, and which curiously
did nothing to stop you from shutting down the coolant pumps,
will pop out and begin firing at you. While they are
intimidating, they’re not unstoppable; just hide behind the
coolant vents that line the room, and strafe out to fire
grenades or any of your other weapons at them. They have a
number of powerful attacks, so be sure to stay behind cover.
However, they can’t follow you behind the pumps, so you should
be able to retreat to cover whenever you like to reload or get
ready for the next attack run.
Dispersal Facility You’ve got a fight against other recently
Stroggified humans at the beginning of this level, as well as
another Gladiator. You’ll also finally pick up a railgun,
although you may be surprised to find that it really doesn’t
do all that much damage to your foes, at least not on Hard
difficulty. You’ll be better off letting your enemies get
close for use with the shotgun, or accurately placing rocket
launcher rounds.
Start fighting your way through the facility here, ignoring
the Harvester when it appears; just run past it and duck under
the crushed portion of the walkway to move on. There’s a
difficult sequence of fights a bit later, where you have to
take on a squad of Stroggified soldiers in a stairwell full of
explosive barrels. Most of the soldiers have shotguns, but one
has a hyperblaster, and another packs a railgun. Try to lob
grenades off the stairs and hope that a few of them get caught
in the explosions, then head down and clear the area out.
Eventually, you’ll reach the facility’s pulmonary station.
This is quite literally pulmonary, as it’s a giant heart
suspended by cables. You’ll find two switches nearby that
control voltage going into the heart; flip them both, and an
access hatch will pop open. You can kill the floating
mechanics if you wish, but they won’t attack you. Drop down
into the hatch and crawl into the pipe to move on.

Hyperblaster
The hyperblaster is functionally similar to the hyperblaster
from Quake II, for those of you who remember it. It's
essentially a rapid-fire laser that shoots energy bolts that,
all things considered, do pretty decent damage. The bonuses
here are a large ammo clip, plenty of overall ammo capacity,
and efficient damage dealing. The drawback is that the bolts
travel somewhat slowly when you're attempting to hit something
at long range, making it easy for your targets to dodge. This
is more of a problem in multiplayer than in singleplayer, of
course.
Anyway, in multiplayer, you're probably going to want to use
the hyperblaster as primarily a defensive weapon. If you find
yourself losing the upper hand in a fight, find a corridor to
retreat through, and waggle your hyperblaster's beam back and
forth across the corridor so that anyone attempting to follow
you can't help but take damage. Even opponents with good
health and armor will often prefer to simply try their luck
elsewhere rather than pursue you through an almost unstoppable
stream of plasma. The hyperblaster can still do excellent
damage in close-quarters combat, as well, though, especially
when paired up with a quad damage mod.

Strogg Medical Facilities
This section of the game was a horribly ill-kept sequence, so you probably won’t be too surprised to find yourself Stroggified by the end of it. Fortunately for you,
your Rhino Squad buddies will get to you just before your neural implants go online, freeing you from complete slavery at the hands of the Strogg hive-mind. When you do regain control of your body, though, you’ll notice that you have a slightly higher health capacity than before, and that you move much more quickly than you normally would.
Now that you’re a super-soldier, you’ll be able to really rip up some Strogg. When you split off from the main group with Medic Anderson, get ready for a fight, because you’ll soon be launched into combat with Strogg Medbots, which prefer to attack with melee strikes, but whom can also throw poison grenades that deal small amounts of damage to you over time.
Still, they shouldn’t be too difficult to take down due to their charge-ahead movement; just let them come to you and shotgun them in the body.
When you’re past the medical bay (click on the panel near where Anderson was taken to unlock the doors, and grab his machinegun while you’re at it), follow the path until you
reach a lift. Take it up, and start fighting your way through the numerous Strogg guards of the facility. You’ll find your first rocket launcher at the top of the lift, which will come in handy against the Gladiator nearby. Just be sure to aim at
its feet to bypass its shield and get some splash damage in on the Enforcers near it.

'Killian! I'll be back!'Eventually you’ll reach Voss, who’s stuck behind a door that won’t open. In order to reach him, you’ll have to backtrack past the two soldiers in vats, through the door there, then down the lift. Don’t miss the semi-hidden ladder at the top of the stairs a bit further on, which will let you collect some more armor and rocket ammo.
You’ll meet up with Voss shortly thereafter, but it’ll be a quick reunion.
When you reach the room with the Gunners and the two large blocks in the center, you’ll find that there are a couple of paths leading on. If you go past the Medbots in the autopsy room, you’ll find the correct path; the other corridor,
leading to a pair of Gunners, will net you another Rocket Launcher. Likewise, in the room overlooking the vat processing machine, head left to get some armor and health before moving on through the right door.
Eventually, you’ll come to a set of crawlspaces where you’ll find a hyperblaster, as well as more ammo for most of your weapons, which should be a welcome sight. Be sure to reload your weapons before heading into the next room, because the Parasite that pops out will have a new trick up its sleeve: it can launch as many as four teleport beacons when it spots you, which will pop out two Humanoids and two Berserkers. Five’s a
party, obviously, so strafe around the edges of the room, and try to take out the Berserkers first, preferably with rockets from long range.

Singleplayer
Know Your Teammates
Your Marine friends in Quake IV are going to be a big help;
with their extra firepower, you'll be able to handle fights
that would normally prove to be quite difficult for you. The
trick here is knowing when to try and keep them alive, and
when to try and hang back and let them do the fighting for
you.
Video Walk-through
It'll take a while to destroy this Stroggified version of
Voss, but it can be done.

Shotgun
The Shotgun doesn't appear until you pass through a few trials
by fire, but it'll be a welcome addition your arsenal when you
do finally pick it up. It's similar in nature to the shotguns
found in most other games, and if you've played Doom III, then
it should feel especially familiar. There's nothing
exceedingly special about the weapon; you point it at
something and a bunch of pellets hit it. Obviously, the closer
you are to your foe, the more pellets will connect, and the
more damage you'll do. This isn't a weapon to use on something
at long distance, in other words.
When you get your Shotgun upgrade, which doesn’t occur until
fairly late in the game, you’ll be able to load clips of
shells, instead of having to load them in individually. This
will increase the ammo capacity to 10 rounds, as well as
greatly shorten the reload time on it.

Tip
Be very, very careful when you get to the section of the level
with the numerous scrapers moving around on the floor. The
scrapers themselves aren’t difficult to dodge, but when you
climb the ladder here, you’ll face a large Strogg Marine
ambush from all directions. You’ll want to duck into one of
the smaller rooms here and use it as cover while you plunk
your foes from long range with your hyperblaster, railgun,
rocket launcher, or something else that’s suitable.
After extending the bridge and walking across, you’ll hit a
trapdoor that’ll place you in the line of fire with more
zombies. Take them out as best you can, then make your way
past the acid trap until you meet up with Private Lanier. He
says that his squad is regrouping near the entrance to the
facility, so join up with him and head out. You’ll have to
fight your way through a large number of Marines, most of whom
are going to be packing hyperblasters, so use your own
hyperblaster on them, since you’ll have a constant supply of
ammo for it.
When you reach the end of this little shooting gallery, you’ll
come across more Marines that are attempting to get through a
laser security grid. You can head through just fine, thanks to
your Strogg implants, but as soon as you head through, you’ll
run up against Voss, who begs you to run before he kills you.
Heh, it’s gonna be the other way around if you have anything
to say about it.

Blaster
The Blaster is the first weapon you'll wield on Stroggos, but isn't as piddling as you might think at first glance. While it's certainly a weak weapon when compared to almost anything else, it's still quite capable of taking down weaker foes, especially if you click the fire button like a madman; it has no automatic fire capabilities. That said, its rate of fire is excellent, allowing you to pop off simultaneous shots with
almost no downtime between them. The blaster also has no ammo requirements, making it a workable sidearm for occasions when you want to preserve ammo.
The blaster also has a secondary firing mode, allowing you to charge up a shot by holding down the alt-fire button, then letting loose with one massive blast of energy. This is rarely going to be worth the time it takes to fire, though, at least
not on the higher difficult levels, where you'll be better served by just jamming down the primary fire button and taking people down with a stream of weaker fire.

Look Around
There are all kinds of little hiding spots built into these
levels, usually in crawlspaces under stairs or hidden beneath
low walls that you can crouch under. Most of these spaces have
extra armor, ammo, or health for you, so be sure to peek
around for extra supplies whenever you see a likely hiding
spot.

Grenade Launcher
The unpredictability of the grenade launcher can make it a
liability in some combat situations, where you may wind up
hurting yourself or your AI teammates just as much as the
enemy. When you fire a grenade, you'll lob an explosive
projectile up into the air with a parabolic arc. If you get
good at aiming these, then you can usually place them where
you want them with a good degree of precision. Alternatively,
you can just lob grenades like a crazy person into the middle
of a group of enemies and wait for them to detonate. Grenades
explode on impact with a target; otherwise they take around
four seconds after firing to explode.
One of the best ways to use grenades, since they don't travel
very far, is to get the attention of an enemy, then back away
from it while laying grenades in their path. You can bounce
them off walls to try and lob them around corners, as well. In
multiplayer, grenades are best left in the hands of the
professionals. If you become a master at predicting the arc of
a launched grenade, then you may be able to get a good number
of frags with it, but if you're a more casual player then its
unpredictability may make it difficult to get frags. On tight
maps with a bunch of players, though, it can sometimes be
profitable to just chuck grenades all around the map,
especially on maps with walkways above lower battlegrounds.
Random frags still count
Also note that you can use grenades for grenade jumping, just
like rocket jumping, but it's much more difficult to time the
explosion correctly.

Video Walk-through
Two Tanks and a Makron

Nailgun

The nailgun works well against Gladiators, since it isn't
reflected by their energy shield.Ah, the nailgun. This
delightful little piece of Strogg weaponry fires, well, nails,
or at least shards of metal, at your opponents. It does a bit
more damage than the machinegun, although its projectiles do
travel much more slowly. Like the hyperblaster, then, it's a
bit more difficult to actually hit people with, especially
over long ranges. Since the machinegun is hitscan, it'll
likely be a better weapon for most multiplayer encounters,
excepting those that take place at close range.
In the singleplayer game, you'll eventually be able to upgrade
your nailgun with extra firing speed and an extra-large clip,
and then, later on, actually mod it further to allow you to
lock on to enemies with your scope and let the nailgun's
projectiles home in on them. After it's fully upgraded, it's a
pretty decent weapon for dealing with low-level Stroggs, but
is definitely not something you want to be using at anything
beyond medium range.


Waste Processing Facility

Waste Processing Facility is where the Strogg dump Marines that didn’t quite
make it through the Stroggification procedure; they’re much
weaker than normal Strogg, but have some unique attacks, such
as puking acid all over you. Still, most of these guys can be
taken out with your blaster, so save your ammo for the
creatures that actually carry shotguns.

Watch Anyway, the basic sequence of events here is: attack
Voss until his shields drop, kill the Strogg he summons in
while he regenerates his shields, attack him again until his
shields drop, etc. When he has no more power conduits to
recharge at, you can unload all of your ammo on him to finish
him off. This is a pretty simplified checklist of actions of
course, and we recommend that you check out the video on this
page for a better idea of how to take him down. We will say
that your lightning gun seems to be the most efficient way to
punch through his shields, with your hyperblaster or rocket
launcher usually best for taking out the Strogg before Voss is
done recharging. Any kind of weapon will take down Voss’
health, but if you have any remaining rockets, then that’s
probably what you’ll want to use, or grenades if you can
launch them into his path while backing away.
So far as avoiding Voss’ attacks, the homing rockets are going
to be trouble for you, since they move so much more quickly
than other homing missiles have done so thus far in the game.
You’re obviously going to have to strafe away from them; it
helps to just try and get up next to a wall, around the corner
from Voss, as soon as he starts firing them. The Black Hole
Generator, though, is going to be more problematic. When it
comes out, it’ll attempt to suck you towards it, and if it
does so, you’ll take severe damage, with more damage incoming
the closer you get to the center. A direct hit is usually an
instant kill. There isn’t a lot you can do about this except
try to stay as far away from Voss as possible and strafe out
of its way; he doesn’t have a distinctive windup animation for
this fire, or anything.
When you’re done with Voss, deactivate the security grid and
start fighting your way up the stairs beyond. You’ll
eventually reach a dropship that’ll take you back up to the
Hannibal.

Boss Fight: Voss
Which isn’t to say that Voss is going to be easy; he
definitely won’t isn’t. Integrated into his little mech suit
is a lightning gun, a homing rocket launcher, a Black Hole
Generator, and a teleportation device that can summon in
multiple Strogg to help him in this fight. He also has shields
which prevent damage to his real health meter, and which he
can recharge by overloading the power conduits in this room.
He’s got three of these recharges, so you’ll need to finish
off his shields three times before you can actually kill him.
Just before each recharge, he’ll chuck a bunch of teleporters
out onto the ground, so you’ll have plenty of enemies to kill
instead of just him. Luckily, there are also a few health
packs in the arena, so be on the lookout for them when you
take damage.

Machinegun
Although the machinegun is another weapon you'll acquire early
on, it's likely going to be one of the weapons you're going to
be using the most. There's not much to say about it, really;
if you press and hold the attack button, you'll send out a
stream of pretty accurate fire at a target, doing good damage.
You also don't have to reload very often, allowing you to keep
up a stream of fire in a firefight for a long while. Although
these don't sound like particularly impressive benefits, the
machinegun is powerful enough and accurate enough to be a
standby weapon for most of the game. When you consider that it
can also be used as a quasi-sniping rifle with its alt-fire,
and that it has an underslung flashlight, you'll probably come
around to the strengths of the weapon. Know it, love it.

The machinegun will come in handy throughout the singleplayer
portion of Quake IV.The machinegun upgrade that you eventually
obtain will double the clip size of the weapon, allowing you
to dish out much more hurt before you have to reload.

Nexus Hub Tunnels
Now that you’ve reached the hub, you’ll have
to try and get into the subbasement of the Tetranode, where
your team has been asked to set off its EMP. All of the other
convoys have been destroyed, so it’s up to you to strike at
the heart of the Strogg communication network.
After a while, you’ll have to break off from the main group
and escort Strauss to the temperature control room. You’ll
come across another Gladiator here. With the upgrades that you
got a couple of levels ago, your Nailgun will work well
against it, especially since it can’t be reflected by the
Gladiator’s power shield. Kill it and the other Stroggs in the
room before moving on. Be sure to constantly ask Strauss for
armor fill-ups when you run low.
When you reach the temperature controls, you’ll have to
protect Strauss while he overrides the freezing temperatures
that block the convoy’s progress. More Icarus (Icari?) will
attack you at this point, although these guys don’t have any
missile attacks; they’ll just pound you with machinegun
attacks. When they’re dead, you’ll have to leave Strauss
behind and fight your way back to Voss, where you’ll continue
further into the facility.

These are arguably the most annoying enemies in the game, so
kill them quickly.The major fight with these guys occurs when
you get back on the transport path. You’ll have to take down
five or six humanoids, as well as another Guardian. If
possible, try to stay in front of Voss and the other soldier
here; they can do good damage against your foes, and if you
can get up front and take cover, most of the enemies will fire
at you, letting your teammates expend their ammo while you
just sit around and wait for the enemies to do. You might need
to fire a few grenades at the Gladiator to hasten its demise.
Afterwards, you’ll be sent into a sideroom to deactivate the
forcefield within. In the rooms with the large piping, you can
jump onto the pipes and head into a little alcove underneath
the upper walkway to find some armor and health; the upper
walkway itself leads to a little ammo cache, which is helpful.

When you return to the convoy, things will start to go south
right quick. After the Harvester passes by, you’ll be asked by
Voss to reach Strauss somehow and help him get to the center
of the Tetranode so that he can destroy the facility. It’s a
long, linear fight to reach Strauss, with more than a few
annoying Icari in your way, but you will find a hyperblaster
lying in one of the crawlspaces to bolster your arsenal.
Nexus HubThe very first small access corridor you come across
here has some armor shards hidden beneath it, but those are
kind of pointless when Strauss is along, since he can restore
your armor at any time you’re not fighting.
After fighting your way through the many enemies between you
and the power station, protect Strauss while it activates it
and sets it to generate excess power. If you can then return
to the Tetranode and disable the emergency shutdown
procedures, it’s possible that the resulting energy overflow
will result in the destruction of the facility. A Gladiator
will appear to harry your progress as soon as Strauss is done
with the power station, though; hide behind the control panels
and use your shotgun to take it down.
When that’s done, fight your way to the override station,
which will require a bit of backtracking to the room where you
entered the level. When you reach it, Strauss will send you to
find and shut down the coolant pumps. Without coolant, the
energy core will overheat and hopefully cause a chain
reaction. Note the huge ammo and armor cache near where
Strauss parks himself, and outfit yourself as best you can.

Cheat Codes
There are plenty of codes in Quake IV, most of them familiar
to players of earlier Quake engine games. To enter these
codes, you need to open the console by pressing ctrl + alt + ~
while in game. Type these into the console, and you should
notice the effects immediately. If you want to turn off the
effects, type them into the console again
Operation: Last Hope
There are some amusing dialogues when you
return to the Hannibal; although most of the Marines you’ve
fought alongside after your Stroggification have miraculously
not shot you on sight, no one on board the Hannibal seems to
recognize you as Matthew Kane, and will treat you as if you’re
a Strogg. If you wait around long enough, you’ll even hear the
PA announcer say "Security report to Deck 2. A Strogg Warrior
has been sighted."
Shortly after your briefing, the Strogg will launch an all-out
assault on the Hannibal. You can’t stick around and fight,
because you have to go after the Nexus Core. Apparently your
attack on the Tetracore was unsuccessful, because the Nexus is
still up and running. Since you’re the only Marine with Strogg
physiology, it’s thought that you might be able to penetrate
the Strogg defenses and shut down the security grid on the
three towers around the Core, which might let you enter the
Core and disable it for good. Personally, we say take off and
nuke the site from orbit; it’s the only way to be sure.
Apparently that’s not an option, though, so you’re going in
and doing it manually.




Map Names
If you open up the console, as described above, then type in
"map game/mapname" (without quotes), then you'll be
transported to the level of your choice. For instance, to warp
back to the beginning of the game, you'd type map
game/airdefense1 and poof! You're back in the Air Defense
Base, just like that.
Construction Zone
The Walker's shields will go down quickly, but recharge just
as fast.Well, it’s time for you to take out the Walker for a
spin; this bipedal mech will encase you in the usual shields
and armor you’ve come to expect from a tank, and also give you
the machinegun turrets and rockets that you know and love.
It’s not as powerful as a hovertank, mostly due to the fact
that its shields drop much more quickly and it’s much more
slow, but as per usual, if you sit out of combat for a few
minutes, your armor and shields will regenerate. Even if your
shields do go down, they recharge quickly, and you’ll have
plenty of armor to back yourself up with.
Despite the relative ease with which you’ll be blasting your
foes, this is still a lengthy level, mostly because of how
slow the Walker is. The only real challenge will come near the
end of the level, when you have to take on a Harvester. Hide
in the bottom of the pit near where the Harvester is stalking,
and fire at its legs with your missiles to take it out. When
that’s done, you can leave the mech and head out to the exit
of the level.

Weapons
Quake IV has a good collection of classic Quake weapons
for you to play around with. Most of the weapons are the same
in singleplayer or multiplayer, but the singleplayer weapons
will eventually be upgraded with modifications, while the
multiplayer weapons won't need to be reloaded.

It's actually not as tricky as it sounds if you're fighting alongside someone from Rhino squad, then chances are they're almost unkillable, so you can let them do the bulk of the fighting while you hang back and pick off any enemies that are
easy shots. If they're not from Rhino squad, then they'll probably die after a Berserker gets a hold of them, so try to stay out in front and distract any enemies and hope that your teammates manage to keep up and lend you support fire before you die.

Rhino Squad teammates are virtually unkillable, so keep them in front of you and let them do the work.What's also important is to note that, when you have a Tech or a Medic in your little band, you'll be able to ask them for refills of armor or health, respectively. To do this, wait until you're out of combat, then click your fire button while you're standing right next to one of these soldiers, and they should hit you
back with a refreshing spray of cool, clean energy.

Code Effect
airdefense1Air Defense Base (beginning of game)
airdefense2Air Defense Trenches
convoy2Aqueducts
convoy2bAqueducts Annex
convoy1Canyon
walkerConstruction Zone
network2Data Networking Security
network1Data Networking Terminal
process2Data Processing Security
storage2Data Storage Security
dispersalDispersal Facility
process1game/process1
storage1game/storage1
hangar1Hangar Perimeter
hangar2Interior Hangar
mcc_landingMCC Landing Site
core1Nexus Core
hub2Nexus Hub
hub1Nexus Hub Tunnels
mcc_1Operation: Advantage
mcc_2Operation: Last Hope
building_bPerimeter Defense Station
putraPutrification Center
recompRecomposition Center
medlabsStrogg Medical Facilities
core2The Nexus
tram1Tram Hub Station
tram1bTram Rail
wasteWaste Processing Facility

 

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