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Grimmy
11-12-2002, 07:48 AM
For those still learning UT, I found this and it has some interesting stuff here about the weapons, the adrenaline and what it does. Hope this helps ya get started. It is long, but has usefully stuff. Pretty detailed about the weapons and stuff.


Table of Contents
-----------------
1. Introduction
2. Advanced Movements
2.1. Dodging
2.2. Double Jump
3. Adrenaline
3.1. Speed
3.2. Booster
3.3. Invisible
3.4. Berserk
4. Weapons
4.1. Translocator
4.2. Shield Gun
4.3. Assault Rifle
4.4. Shock Rifle
4.5. Link Gun
4.6. Bio-Rifle
4.7. Minigun
4.8. Flak Cannon
4.9. Lightning Gun
4.10. Rocket Launcher
4.11. Ion Painter
4.12. Redeemer
5. Bombing Run
5.1. Rules
5.2. Scoring
5.3. The Radar
5.4. Carrying the ball
5.5. Touchdown Survival
5.6. Tips
6. Communication
7. Misc.
7.1. Single player tournament


---------------
1. Introduction
---------------
This FAQ was originally a quick write up targeted for players of the Unreal
Tournament 2003 demo. The full version of the game is now out, and it's really
good. In essence, it's a better looking, more balanced version of the original
Unreal Tournament. There's nothing incredibly ground breaking, but the
graphics are amazing on fast/powerful computers, the AI is extremely deadly
at certain levels, and Bombing Run is soooo addictive.

I'm sure there's plenty of reviews on the game out, so I won't talk much more
about it's good points. If you don't have the game, find the demo somewhere.
The demo is a good hint of what the full game will be like, but with only
a few maps and models. The full version has a good number of maps, and I like
pretty much all of them, they're very well designed. Someone also told me
that the textures are better in the full version, which I think is true, but
can't really say since I don't have a computer powerful enough to run the
game with the graphics cranked up.

The demo version comes with no instructions, and the readme file mostly
contains technical info on running the game. The full game doesn't fair much
better. I heard that some copies of game were rushed out without manuals,
and that a digital manual is available at
http://www.unrealtournament2003.com as a result. The manual isn't very
helpful, though, it's very basic. I know there's a strategy guide available
for $10-20, but I think it's silly to pay good money for something that doesn't
do much more than state the obvious and show you maps. There's a fair amount
of things that are new in UT 2003, so I want to pass on what I've learned.

Please keep in mind that whatever is stated here is based solely on my
observations. It's quite possible that I have some information wrong. Feel
free to send additions/corrections to ut2003@chibiknights.com. If I make a
change to this FAQ, I will try to credit individuals to the best of my
abilities.

---------------------
2. Advanced Movements
---------------------
Advanced moves include dodging and double jump, and can be incredibly
important during play.

2.1. Dodging
------------
To dodge, double tap one of the four directions (forward, backward, strafe
left, strafe right). This should cause your character to make a small but
quick leap or roll in that direction. While your character is performing this
dodge motion, you cannot move in any other direction.

Some players may find dodging to be annoying when trying to outstrafe an
opponent back and forth, but note that you cannot otherwise move as quickly
as you can while dodging. Dodging creates a slight pause at the end of your
motion, so you cannot use forward dodging to quickly run faster.

2.2. Double Jump ***Very important!***
----------------
To double jump, press the jump key once (spacebar by default), and press it
again quickly at any point AFTER reaching the peak of your jump.

This technique is extremely important to master as not only can it make you
more difficult to hit, but also allows you to reach some places that are
otherwise inaccessible.

If you double jump while being lifted by an elevator platform, you will be
boosted even higher.

It is almost impossible to score a "touchdown" in Bombing Run without
performing a double jump.

-------------
3. Adrenaline
-------------
Adrenaline is probably the most unusual change to Unreal Tournament. When
you get your adrenaline up, you can press a key combination to generate
different "powers" that I will describe below.

To increase your adrenaline, collect the adrenaline pills scattered around
the map. They are big red and white pill capsules. Each pill increases
adrenaline by 3, and your total adrenaline count is displayed in the
upper-right corner of the HUD (conveniently, with a picture of a pill).

You can also increase your damage by killing opponents. It appears that you
get 5 adrenaline points for killing a basic opponent, but the value increases
based on certain factors. For example, killing the ball carrier in Bombing
Run nets you 12 adrenaline points. Killing basic opponents in Bombing Run
seems to only net 3 adrenaline points.

You CANNOT use any of your "powers" until you have full 100 adrenaline. You
also cannot collect more than 100. However, while a power is in effect, your
adrenaline will quickly drain, but the effects can be prolonged by picking
up more pills to keep your adrenaline up.

Power effects end when your adrenaline reaches zero (0), and I do not know
of any method to cancel a power once it is in effect, short of dying. If you
die while using a power, the power effect ends and your adrenaline resets
to 0.

So long as you're not currently using a power, your adrenaline count stays
that same when you die (if you had 33 adrenaline and died, you will still
have 33 when you respawn), which is good because collecting full adrenaline
can take a while.

Here are the powers I have found so far:
- Speed (press forward 4 times)
- Booster (press backward 4 times)
- Invisibility (press strafe right 2 times, then strafe left 2 times)
- Berserk (press forward 2 times, then backward 2 times)
Remember you must be at 100 adrenaline before these will work.

3.1. Speed
----------
To activate Speed, press the "Forward" direction quickly four (4) times at
full adrenaline. By default, "foward" is the 'W' key, this is the key that
makes you move in the direction you're facking.

While speed is in effect, you move at a quicker rate, probably at or below
twice normal speed. I do not believe that you fire quicker.

3.2. Booster
------------
To activate Booster, press the "Backward" direction quickly four (4) times
at full adrenaline.

While Booster is in effect, your health regenerates at a rate of about 5 hit
points per second. Your health will max out at 199, at which point your shields
will increase, to max of 150. While your stats will no increase beyond this
point, the effect will not wear off until your adrenaline runs out. So if
you get shot while Booster is still working, you will quickly regenerate lost
hit points.

You can tell Booster is in effect by an "aura" of small green plus (+) signs
that appear around its user. It is not impossible to kill someone with Booster
in effect, though definitely more difficult, for obvious reasons.

3.3. Invisible
-----------------
To activate Invisible, press "Strafe Right" twice and then "Strafe Left"
twice quickly. Strafe left and right are the 'A' and 'D' keys by default.

Invisibility makes you (mostly) invisible. You appear as a ghostly shimmer,
which is pretty much impossible to see unless you are looking for it, and
still incredibly difficult to pick out in a fight even when you are.

I'm pretty sure that if you're carrying the ball in Bombing Run that everyone
will still see the ball carrier aura, which might be a bit eerie, but not
very effective. =)

3.4. Berserk
------------
To activate Berserk, press the "Forward" key twice, and then "Backward" twice
quickly.

Berserk increases your firing rate, so that your weapons take less time
between shots.
"Berserk + Chaingun = Swiss Cheese. =)" - Damage

----------
4. Weapons
----------

Here's a quick description of each weapon in the game. Of particular interest
may be the Link gun's "team linking" capability, as well as some of the uses
of the shield gun (jackhammer). Players should also read up on the highly
useful translocator as well if they are unfamilar with how it works.

4.1. Translocator
-----------------
Technically speaking, the translocator isn't a weapon, but a transportation
device. Fire a translocator with the primary fire key, and then hit the
secondary fire to teleport to where the translocator is located. In terms
of physics, Translocators act similar to a launched grenade.

After a translocator device has been deployed, you can press the same key
used to equip the translocator (the 'Q' key by default) to switch your
viewpoint to that of the deployed translocator, as if it were a remote camera.
Hit the key again to switch out of the camera view. Alternatively, you can
hit primary fire to recall the translocator, or secondary fire to teleport
to its location.

You start with an inventory of 5 translocators. One is used up each time you
teleport. At this point a bar begins to fill in your weapon ammo display in
the bottom right corner of the HUD. When the bar fills, a translocator is
regenerated. If you use up all of your translocators in inventory, you won't
be able to fire one until one has regenerated.

Note you can telefrag someone by teleporting to a translocator while another
player is standing on it.

4.2. Shield Gun
---------------
The shield gun is the 2003 version of Unreal Tournament's original jackhammer.
By holding down the primary fire, a bar fills in the weapon ammo display in
the bottom right corner of the HUD. A close range burst of energy is released
when you run into another individual or when the primary fire is released.
At full power, the shield gun does extreme damage, enough to instantly kill
most unshielded opponents.

If you point the shield gun at the floor and release a burst, you can propell
yourself into the air, a trick borrowed from UT. In UT 2003, double jump is
usually just as effective, however.

The secondary fire of the shield gun projects (surprise!) a shield. This field
protects you from most basic damage from projectiles and explosions. While
in use, the weapon's charge will quickly drain. The charge begins at 100,
and regenerates when the shield is not in use.

The shield can be a very effective tool, particularly in Bombing Run. It can
be used to act as, well, a shield for the ball carrier. Firing back may
distract defenders and send them back to their spawn points, but being able
to intercept projectiles and weapon fire can be extremely useful too.

Lord_Hades adds that you can use the shield gun to prevent fall damage. To
do so, just use the secondary shield function and point down to the ground
when you land. In testing, I've been able to completely prevent damage from
falls that would otherwise cause 20 damage.

4.3. Assault Rifle
------------------
The assault rifle is the basic offensive starter weapon. Primary fire acts
as a machine gun. The secondary fire acts as a grenade launcher. You start
with 4 grenades. Holding down secondary fire determines how force is used
to propell the grenades.

4.4. Shock Rifle
----------------
The primary fire of the shock rifle is a high powered laser. It does slightly
less damage than the lightning gun sniper weapon, but has a higher rate of
fire.

The secondary fire projects a sphere of energy. Energy spheres move in a
straight line in the direction they were fired, and aren't very quick. The
sphere will burst when it contacts an object for moderate damage. You can
also set off a sphere by hitting it will the primary laser fire of the shock
rifle, which causes a much larger and more damaging explosion.

4.5. Link Gun
-------------
Similar to the plasma gun in the original UT, the Link gun's primary fire
consists of rapid firing bullets of green plasma energy. At close range, the
damage is comparable to that of the minigun, but it can be easier to hit the
target due to the width of the projectiles.

The secondary fire projects a green plasma beam of medium length. The button
must be held down to be used effectively, and the beam damages any opponents
that come in contact with it. Think of the beam as a long lightsaber or focused
flamethrower. Damage is somewhere between low and medium, but can kill an
opponent relatively quickly when constantly focused upon them.

In a team based effort, link guns can combine powers between teammates. Just
fire the secondary beam fire at a teammate equiped with another link gun.
The beam should be the color of the team you're on. This will increase the
power of the person being linked, and will not use up any of your link gun
ammo. The person being linked will shoot a yellow beam of plasma than does
intense damage.

4.6. Bio-Rifle
--------------
The Bio-Rifle shoots out blobs of damaging ooze. The blobs cannot be projected
far at all (maybe 10 feet max), but do extreme damage to anyone who is hit
by them. Blobs that hit the ground will stay there for a few seconds before
dissolving, but anyone who walks over them before then will take damage.

Holding down secondary fire will fill the Bio-Rifle's chamber with the ooze,
and will be released in one big burst when released. If hit, this will kill
most unshielded opponents instantly. Be very careful however, as the burst
will almost definitely kill you as well if you are at actual melee range when
fired. Practicing enough to know the range of the weapon can make it quite
effective, particularly on defense. Most players ignore it for weapons with
better range, however.

4.7. Minigun
------------
The minigun is just as the name implies. It acts as a quick firing high powered
machine gun.

The primary fire uses uncased rounds, which fires at a faster rate but is
less accurate. The secondary fire mode shoots cased rounds, which are slower
but does more damage and is more accurate.

4.8. Flak Cannon
----------------
The flak cannon is a high powered variation of a shotgun. Primary fire
projects a burst of flak projectiles in a shotgun-type spread. Flak bullets
will bounce slightly off walls. At close range, this attack will do extreme
damage.

The secondary fire launches a flak grenade, which explodes and does decent
splash damage when it hits an object, including the ground. Flak grenades
are effected by gravity, and must be heavy because they won't go very far.
A direct hit by a flak grenade does extreme damage, and splash damage is
somewhere above medium.

The primary and secondary fire modes both use 1 unit of flak cannon ammo.

4.9. Lightning Gun
------------------
The lightning gun is the new variation of a sniper weapon. Primary fire shoots
a burst of lightning that is completely accurate over a long distance.
Secondary fire activates the scope. Hold secondary fire down to zoom, and
release at the desired setting. Click secondary fire again to leave the zoom
mode.

The lightning gun can do insane damage, and is an instant kill when fired
at the head of an unshielded opponent. It has a very low rate of fire.

The lightning gun is considered to be a balanced sniper weapon, because while
it continues to be effective over long distances, the arc of lightning is
quite visible in the air, preventing snipers from hiding in corner where no
one can see them while they constantly pick off players.

4.10. Rocket Launcher
---------------------
The primary fire of the rocket launcher fires a rocket. Rockets travel at
a medium rate, and do high damage and medium to high splash damage. As it
can be hard to hit a player dead on with a rocket, it is usually a good strategy
to aim for where their feet will be. The splash damage will also push them
away from where the blast occured, which can be helpful to keep someone away
from a certain target.

Holding down secondary fire will load up to 3 rockets into the launcher. Once
3 rockets are loaded, remaining ammo is used up, or the secondary fire is
release, the rockets will fire simultaneously. 3 rockets will spread out
slightly to do damage over a larger area.

If you hold the primary fire while the rockets are loading, the rockets will
spiral in towards a single point, which can do more damage in a small area.
This also occurs if you lock onto a target. To do so, keep the targeting cursor
over the target for a short period of time, at which point a red lock-on cursor
will appear over the target. When locked on, rockets will spiral in towards
the target.

4.11. Ion Painter (not in demo)
-----------------
The ion painter is used to "mark" a target. Shortly after a target has been
marked, an *orbital weapon* will vaporize the target! Secondary fire will
zoom in.

4.12. Redeemer (not in demo)
--------------
The ultimate weapon of UT returns! The redeemer can be fired only once, but
launches a small, slow moving nuclear warhead. When runs into an object, a
blast the size of a small house does insane damage to anything in its radius.

Secondary fire can be used to switch a fired nuke's camera, at which point
it can be guided around using the same controls for player movement.

--------------
5. Bombing Run
--------------
Bombing Run is basically Unreal Football. And as silly as that might sound,
it's insanely addictive!

5.1. Rules
----------
- The ball appears in the center of the map, players in their base
- There is a gateway in each team's base, these serve as Goals
- When the ball is scored, the ball reappears in the center, and players are
teleported back to their bases
- If the ball is somehow lost (ex: falls into a bottomless pit), it will
reappear in the center WITHOUT resetting player positions. The announcer will
declare when this is about to happen

5.2. Scoring
------------
- You score 7 points for carrying the ball through a goal
- You score 3 points for shooting the ball through a goal

5.3. The Radar *** VERY IMPORTANT! ***
--------------
- At the very top of the screen between the team scores is the radar.
- The picture of a ball will be orange if no team has the ball, red if the
red team has it, and blue if the blue team has it.
- A yellow dot indicates what direction the ball is from you, like a compass.
If the dot is at the top of the circle, the ball is in the direction you are
facing. If it is at the bottom of the circle, you must turn around.

5.4. Carrying the ball
----------------------
- Run over a loose ball to pick it up
- Kill an enemy ball carrier to make him/her drop the ball
- While carrying the ball, you cannot use weapons or the translocator
- While carrying the ball, you will slowly regenerate up to 100 health
- Firing will shoot the ball. This can be used to pass to another player or
shoot the ball into the goal. You can use secondary fire to target a teammate.
This will help auto-aim a pass to a limited degree. Targeting does NOT work
on the goal.
- The ball IS affected by gravity! You cannot shoot it very far. Fire like
you would a grenade.
- While you cannot use weapons, you CAN use your adrenaline powers while
carrying the ball!
- Ball carriers are worth 12 adrenaline points if you kill them

5.5. Touchdown Survival
-----------------------
In the Bombing Run map included with the UT 2003 demo (Anubis), it is almost
impossible to score a "touchdown" through the goals without double jumping!
And to make matters worse, below each goal is a pit of death.

If you are not sure you can make it through, you should consider shooting
the ball through the goal for less points. I'm not sure there's quite anything
more humiliating than running towards the goal to win the game and falling
to your death instead. But remember that the ball is affected by gravity,
so take this into consideration when aiming.

It is difficult (though possible, see next paragraph) to score a "touchdown"
without falling into the bottomless pit below immediately after. If you die,
you lose any weapons you're carrying. If you shoot the ball through the goal,
so long as you survive the next 3 seconds before the board resets, you'll
start out with your weapons and ammo stores intact. Keep in mind that if you're
using an adrenaline power, you reset to zero adrenaline when the board resets
after scoring, regardless of who and how it was scored.

Lord_Hades notes that you can successfully score a touchdown and still
survive to the next round. He suggests jumping at a 45 degree angle towards
the goal, rather than head on. If you can manage to actually land IN the goal
ring, jump backward onto the ground to save yourself. Another trick is that
when using the Speed adrenaline, you can jump through the goal with a single
jump. After passing through, use your double-jump and you can land on a very
narrow ledge behind the goal. Or after passing through, double-jump to either
side to land on the ground.

When defending, pick up the shields in the last arena before the goal room.
It's not very bright to let an enemy ball carrier pick up your own shields
on his run to your goal.

Here's a survival run down for the Bombing Run maps:
Anubis - See above, jump carefully, land more carefully
Bifrost - No death penalty for scoring
Disclosure - If you inch into the goal, you can score without getting chewed
up in the fan immediately behind it
IceFields - No death penalty for scoring
Skyline - I don't know how you could survive, you basically have to drop into
the goal to score a touchdown, and a pit is just below
Slaughterhouse - Same situation as Skyline
TwinTombs - No death penalty for scoring


5.6. Tips
---------
For obvious reasons, the Speed adrenaline effect is one of the best for
Bombing Run. Grab the ball and run for it! =)

Consider using the jackhammer (weapon 1) when you don't have a better weapon.
The jackhammer's secondary fire is a shield you can use to screen ball
carriers on your team, and the primary weapon does excellent melee damage
while also knocking the enemy away. This can also be helpful when defending
a ball carrier because it screws up the enemy's aim, compared with most other
weapons that simply do health damage.

Passing the ball to an enemy player can sometimes be a useful strategy.
Assuming you're well armed (or maybe because you were going to die otherwise),
pass to an enemy, which prevents him or her from shooting back while carrying
the ball. You can then kill the player, take the ball, and carry on with one
less obstacle. I have seen this strategy backfire, however. Passing to
someone who has 100 adrenaline who then uses Speed and runs away can be pretty
embarassing. =)

----------------
6. Communication
----------------
I believe by default, 'T' is the global chat key, and 'Y' is for team chat.
Press the key, type a message, and press Enter to send it.

Since it can be hard to pay attention to text messages during the heat of
battle, you can use the 'V' key to bring up the pre-recorded voice chat
commands. By cycling through the menus, your character will "speak" an audio
message to other players. Orders will only be heard to the players on your
team they are directed to.

The voice command menus are rather poor compared to games like Tribes. Order
types aren't categorized separately from each other (no defensive or
offensive categories). Perhaps worst of all, when sending a message to All
players on your team, the "All" group is not the first selection on the target
list. This prevents you from memorizing a voice key combination, as you must
pay attention to see who is getting the message. I do believe you can rebind
these commands however, although I have not tried this yet.

--------
7. Misc.
--------

7.1 Single player tournament
----------------------------
To be honest, I haven't had the time to go through the entire single player
tournament tree yet. Here's a tip from Eric Walker:

"It has to do with single player. I don't know how far you have progressed
in it, but the last two rounds are fighting against classic UT fighters (they
are in the intro to the single player campaign). The last fight, against
Malcolm in the serpent maze level, is insanely tough. That is, if you don't
know the secret.

Malcolm automatically adjusts his skill setting depending on how well you
are doing against him. If you are doing well for the first couple of frags,
he will all of a sudden get insanely good and make it nearly impossible to
kill him. Very frustrating! So the secret is, let him win. For a while, at
least.

Just stand in front of him and get killed until the score is around 7-0. Then,
kill him with a vengeance. He will be so much easier now (the computer thinks
you are a really sucky player and set its skill just above sucky) so you should
get your required 10 kills with no problems at all, maybe he will get one
more kill.

After you beat him, you will get to pick from the Lauren, Brock, and Malcolm
models to play in both MultiPlayer and SinglePlayer from now on."

OUTLAWS Ada
11-12-2002, 01:24 PM
Thanx Grimmy!

Snip3r
11-12-2002, 05:37 PM
I wonder how many people ACTUALLY read that WHOLE thing :D

Grimmy
11-12-2002, 06:09 PM
dunno, but it tells you about the weapons and stuff, and I think it is a good start for those that are beginning.

666vicious666
11-12-2002, 11:57 PM
Nice job Grimmy :D