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Recap / Quake IV Operation Advantage

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Recap pages are Spoilers Off by default, so in all these pages all spoilers are unmarked. Proceed with caution. You Have Been Warned

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Out of his armor, Kane reports to mission briefing.

Intelligence division has discovered that the Strogg function through a massive communication system called the Nexus. With it, Strogg leaders can instantly send instructions to soldiers in the field, and although it's their strength, it's also their Achilles' Heel.
Lieutenant Voss

Operation: Advantage is an intermission chapter, offering respite from the battlefield and the chance for Kane to learn some lore in Quake IV.

Kane emerges in the Hannibal's hangar riding its main freight elevator up. Inside, SMC Walkers are serviced and diagnosed for troubles. Tech Judd notes that the Walkers are taking more abuse than they were intended for, while Cpl. Morois and his unseen partner diagnose a Walker with a faulty shield emitter.

After Kane enters the nearby decontamination chamber, he is free to roam about the ship with the exception of a few restricted areas like the gun pods; as he does, he overhears various conversations among other Marines. The Hannibal is such an old ship that one Technician has a grandfather who served on it. The systems are antiquated and need of careful service to avoid accidental shocks.

Sgt. Scott has heard rumors that the Strogg are super soldiers that were left from a major war in another part of the galaxy and that Earth is a strategic location where they can launch invasions against more civilizations. He considers how much humans rely upon technology, making the Strogg like the next step in the species' evolution. Medics are also examining the corpses of a Strogg Guard and a Grunt in their facilities. The metals are highly advanced, and the human cutting tools cannot hack them.

If Kane explores the mess hall, Pvt. Babcock recounts how Bitterman killed the Makron, deserving a chest full of medals and a year of rest and relaxation. Here, Cpl. Spence and Ssgt. Nomo are enthralled to see Kane in person because of his legendary status as the only survivor of the Armstrong incident.

Once Kane reports to the briefing room, General Harper warns Rhino Squad that their mission details are highly classified and must not be discussed outside of the briefing room. The death of the Makron came at a very opportune time, he explains, and they must press the advantage. Lt. Voss outlines the plan for Rhino Squad to escort an EMP bomb to a sublevel of a building known as the Hub that houses critical communication lines to the Nexus, a system that allows Strogg leaders to give instant orders to their soldiers. Once the bomb detonates and fries a device important to the Nexus called the Tetranode, the Strogg will be cut off and left in disarray, making it easier for the SMC to end the war. Three additional EMP bombs will also be escorted to the same location by three other squads to maximize the operation's chance of success.

This chapter introduces the Extended Clip Mod for the Machine Gun. It doubles the magazine capacity from 40 to 80, making the weapon excellent for extended periods of fire and therefore more like a true light machine gun. Kane obtains the upgrade on his way back to the hangar elevator, after which he returns to the battlefield to carry out his orders.


This Chapter provides examples of:

  • Boring, but Practical: The Extended Clip Mod simply doubles the magazine size of the Machine Gun to 80 rounds. Not very flashy like some other mods, but this makes it an effective bullet hose.
  • Cool, but Inefficient: In-universe, the SMC Walkers pack a mean punch with their rocket pods and heavy machine guns, but they're having trouble against the advanced weaponry of the Strogg. Their servos also require additional maintenance and later, you'll find they're much slower than the speedy SMC Hover Tank.
  • Easy Communication: Made possible for the Strogg In-Universe thanks to The Nexus and the Tetranode. A major strength of the Strogg but also a glaring weakness the SMC is targeting.
  • Foreshadowing: Medics are shown examining the corpses of a Strogg Guard and a Grunt. On the next visit to the Hannibal, the medical team examines Matthew Kane due to their conversion to a Tactical Strogg, to ensure that they won't turn hostile.
  • Gameplay and Story Segregation: The SMC Walker is described as having poor protection against Strogg weaponry but when you later pilot one, they have fully Regenerating Health and suffer no ill-effects from Strogg attacks. It's only when their Hit Points reach zero that they completely disintegrate.
  • Horsemen of the Apocalypse: The four EMP bombs are codenamed as such.
  • Killed Offscreen: Supposedly, a Squad meets this fate due to being cut off from backup. A dispatcher on Hannibal informs them that help is unavailable.
  • Major Injury Underreaction: A poor marine out in the field has been wounded so badly in the chest that they're looking at their Medchip implanted on their heart. They're calm as if they've made peace and wish to Face Death with Dignity.
  • Mr. Exposition: Sgt. Scott has heard rumors that the Strogg are a force left over from a major war somewhere in the galaxy. Earth is supposedly desirable as a staging area for invasions of additional civilizations.
  • Neglectful Precursors: Whoever's responsible for the Strogg program probably didn't realize their creation would go on to wreak havoc around the galaxy. Now it's up to humanity to shut them down once and for all.
  • Nonindicative Name: Finally averted for the Machine Gun. The weapon is initially more an assault rifle but the Extended Clip Mod doubles the magazine size making the weapon true to its name.
  • Scenic-Tour Level: No combat at all. Feel free to mostly explore and learn some lore.
  • Series Continuity Error: Kane enters the Hannibal in his full suit of armor, but he never visits a dressing room to unsuit. Yet, he arrives at the mission briefing in a shirt and pants.
  • Villain of Another Story: The rumored creators who unwittingly set the Strogg loose on the universe.
  • Walking Tank: The Walkers thanks to their heavy machine gun and multi-rocket launcher. They're also equipped with deflector shields but these can sometimes malfunction. Their armor isn't especially good against Strogg weapony either.
  • What a Piece of Junk: Discussed casually by a technician who receives an electric shock while servicing a console and notes how ancient the internals are. The Hannibal may look futuristic by 2005 standards, but it's old enough that one technician had a grandfather serve on ship.

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