===============================================================================
Unreal Tournament 2004:  Editor’s Choice Edition Changes FAQ
Author:  Mortal Quietus
GameFAQs username:  rg998
E-mail: rg998(at)hotmail(dot)com

Copyright 2005 Mortal Quietus

Version 1.3
===============================================================================

Version History:

8/31/05 - Work on FAQ begun.
9/04/05 - PrattDaBard contributes extensive strategies for the ECE vehicles.
9/05/05 - Version 1.0 of FAQ completed, posted on GameFAQs.
9/07/05 - Allowed NeoSeeker to host FAQ.
9/16/05 - Completed a few minor changes to the FAQ, updated to version 1.1.
8/18/06 - Added disk space requirements for full game and expansion pack.
2/13/07 - Added information about Unreal Anthology.

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The most current version of this guide can always be found at GameFAQs first.

Websites allowed to host this FAQ:

http://www.gamefaqs.com  <GameFAQs>
http://www.neoseeker.com <NeoSeeker>
http://dlh.net <DLH.net>

If you'd like permission to host my work on your site, please e-mail me first.
It must be kept in an unaltered format.

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::Table of Contents::


Section 1:  Introduction

1.A  What's the purpose of this FAQ?


Section 2:  Technical Information

2.A  What is the Editor's Choice Edition (ECE) of UT2004?
2.B  What's the difference between the UT2004: ECE DVD and the downloadable ECE
        bonus pack?
2.C  What about Unreal Anthology?
2.D  Disk space requirements 


Section 3:  Additions and Changes Made in the ECE

3.A  Vehicle Additions/Changes
3.B  Map Additions/Changes
3.C  Character Additions/Changes
3.D  Additional Game Mods (UT2004: ECE DVD ONLY)
3.E  Other Additions/Changes Made in UT2004: ECE


Section 4:  In-Depth Strategies

4.A  SPMA <contributed by PrattDaBard>
4.B  Paladin <contributed by PrattDaBard>
4.C  Cicada <contributed by PrattDaBard>


Section 5:  Comments, Corrections, and Additions

5.A  Have a comment, correction, or something to add?  Contact me!


Section 6:  Acknowledgements

6.A  Acknowledgements


-------------------------------------------------------------------------------
Section 1:  Introduction
-------------------------------------------------------------------------------

1.A  What's the purpose of this FAQ?

This FAQ was designed primarily for one reason - to explain the differences 
between the original Unreal Tournament 2004 retail package and the more recent
Editor's Choice Edition.  The ECE was originally released in a 2 DVD package,
with Disc 1 containing the UT2004 installation files and other game data, and
Disc 2 containing 11 different unofficial user-made game modifications for the
player to install and try out if he or she so chooses.  Because this release
is not a new game in itself, but rather an updated version of UT2004 with 
some additional features, many gamers are still a bit confused as to what the 
ECE actually is.  This FAQ aims to clear up any further mysteries about
UT2004: ECE.



-------------------------------------------------------------------------------
Section 2:  Technical Information
-------------------------------------------------------------------------------

2.A  What is the Editor's Choice Edition (ECE) of UT2004?

Reiterating what I said above, the Editor's Choice Edition (ECE) of UT2004 was 
originally released in September 2004 as a two-DVD package.  Disc 1 had the 
UT2004 installation files and other game data, and Disc 2 contained 11 
different unofficial user-made game modifications for the player to install and 
try out if he or she wanted to.  Three new vehicles (the Cicada, the SPMA, and 
the Paladin), four new Onslaught levels (ONS-Urban, ONS-Tricky, ONS-IslandHop, 
and ONS-Adara), and three new character models (Necris, Metal Guard, and 
Mecha-Skaarj, each with two skins) were added to the original game.  The Disk 2 
mods were standalone games which competed in nVidia's "Make Something Unreal" 
competition, and were completely optional to install.

Soon thereafter, a bonus pack was released for users with the original UT2004
which included all of the ECE content (sans the eleven game mods on the second
DVD, which are freely downloadable anyway).  This bonus pack was updated to 
version 1.1 in November 2004 to fix a few glitches.  Finally, the UT2004 Mega 
Bonus Pack released by Epic in December 2005 also included the ECE content. 
Now, everyone with a legal copy of UT2004 is free to play online and offline 
using the ECE vehicles, characters, and maps.


------------------------------

2.B  What's the difference between the UT2004: ECE DVD and the downloadable ECE
     bonus pack? 

UT2004: ECE was released first in a two-DVD format, and included several new 
vehicles, characters, and maps, along with eleven optional user-made game mods 
which competed in nVidia's "Make Something Unreal" competition.  The 
downloadable ECE bonus pack released for the non-ECE UT2004 includes all of the
ECE content, but not the game mods.  Thus, the only real difference between the
two packages are the inclusion of the mods in the DVD release.  If you really
want to try the mods, but do not have the DVD release of UT2004: ECE, they're
all free downloads.  


------------------------------

2.C  What about Unreal Anthology? 

Unreal Anthology was released in October 2006 as the definitive compilation of
all Unreal PC games (including Unreal, Unreal Tournament, Unreal II: 
The Awakening, and Unreal Tournament 2004: Editor's Choice Edition) on a single
DVD.  However, the version of UT2004: ECE contained on this disc has a few
glaring (though easily fixable) omissions.  Missing are all of the the user-
made modifications found on the original UT2004: ECE package as well as the
ONS-Aridoom and ONS-Ascendancy maps.  While these levels and modifictions are
freely downloadable, it's puzzling that Epic decided not to include them.



------------------------------

2.D  Disk space requirements

Full UT2004 game with ECE content:  ~5.5 GB
Downloadable ECE bonus pack:  84 MB download (~200 MB unpacked)


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Section 3:  Additions and Changes Made in the ECE
-------------------------------------------------------------------------------

3.A  Vehicle Additions/Changes

One of the most anticipated changes made in the ECE of UT2004 was the addition
of three new vehicles to be used in Onslaught mode.  They include two ground 
vehicles, the SPMA and Paladin, and an air vehicle, the Cicada.  As you might
expect, each vehicle has unique weaponry and can thus be utilized for many
specialized situations.

----------

::SPMA::

The SPMA, or Self-Propelled Mobile Artillery, is a large truck with a ponderous
mortar strapped to its back.  This mortar can be fired in both guided and
unguided fashions, and can unleash an explosive rain on your opponents from a
rather long distance.  It's also pretty maneuverable for its size.


Health: 600

Available seats:  2  


Driver

     Primary Fire:    The primary weapon on the SPMA is a simple unguided, 
                      very inaccurate high-explosive shell that arcs upward 
                      before falling.  It's best to forsake this function 
                      unless a desperate situation requires it. 

                      Damage/Vehicle Damage:  250/250
                      Rate of Fire:  1 shot/4 sec
 
     Secondary Fire:  The secondary function is infinitely more useful.  It
                      launches a camera in a slow parabolic trajectory over
                      the battlefield.  At any point during the flight of the
                      camera, the player can stop it by right-clicking, after
                      which it will unfold and hover in midair.  A targeting
                      reticule will appear on the landscape, which can be 
                      moved around using the arrow keys.  When left-click is
                      pressed, a volley of high-explosive shells will be 
                      launched from the SPMA to the location of the targeting
                      reticule, and a somewhat lengthy reload period will 
                      ensue before another volley can be launched.  In this
                      fashion, a player can use the SPMA to fire shells at an
                      enemy emplacement from the other side of a map, or even
                      over a mountain.  

                      Damage/Vehicle Damage:  250/250 (5 shells)
                      Rate of Fire:  1 shot/4 sec                      
                        

Passenger

     Primary Fire:    The passenger seat of the SPMA is essentially the same
                      as the side turret of the Hellbender.  Primary fire
                      launches slow-moving balls of plasma that generally
                      aren't too effective by themselves.  However, used in
                      combination with the secondary fire, the passenger can
                      trigger some monster shock combos to defend the SPMA 
                      while the driver attacks from a distance.

                      Damage/Vehicle Damage:  25/25
                      Rate of Fire:  2.5 shots/sec   

     Secondary Fire:  The secondary fire of the SPMA, much like the primary 
                      fire, isn't particularly helpful in itself.  It simply 
                      projects a relatively weak plasma beam that hits 
                      instantly (like the Shock Rifle).  However, connect with
                      a plasma ball from the primary fire, and you'll set off
                      a devastating series of shock combos that'll ensure your
                      opponents keep their distance.

                      Damage/Vehicle Damage:  25/25
                      Rate of Fire:  1.33 shots/sec 


----------

::Paladin::

The Paladin is a slow, hulking beast.  It has a nice balance of offensive and
defensive ability, with both a powerful main cannon and a rechargeable energy
shield.  Its armor is comparable to that of the Goliath.


Health:  800

Available seats:  1  

Driver

     Primary Fire:    The primary fire of the Paladin is immensely powerful,  
                      launching unstable plasma cores at a relatively high 
                      speed.  These cores explode upon impact, and devastate
                      both vehicles and players alike.  However, as with the
                      Goliath, there is some lag time between shots, so make
                      them count.

                      Damage/Vehicle Damage:  150/150
                      Rate of Fire:  1 shot/~2.4 sec

     Secondary Fire:  The Paladin truly shines with its unparalleled defensive
                      capacity, though.  Use of the secondary fire activates
                      an energy shield, which is impenetrable by both small 
                      arms fire and tank shells alike.  However, the shield 
                      does not impede the progress of other players or 
                      vehicles, and its strength dissipates over time.  The
                      shield is also weakened each time it is hit by incoming
                      fire, and it fails if its energy runs out (though it is
                      able to recharge).  When the shield is struck by the 
                      primary fire, a small, yet devastating shockwave erupts
                      from the vehicle, annihilating nearby players and 
                      severely damaging most vehicles. 

                      Damage/Vehicle Damage:  N/A
                      Rate of Fire:  N/A


----------

::Cicada::

The Cicada is an airborne ground-attack vehicle.  It should be used in much the
same way as an attack helicopter - pop up from under cover, fire, and duck back
down.  It also has a co-pilot's seat with flares and a laser turret for 
protection against incoming missiles.


Health: 500

Available seats:  2  

Driver
     Primary Fire:    The Cicada is meant as a ground attack vehicle, and its 
                      primary weapon is well suited for such a task.  If the
                      fire button is held down, the Cicada unleashes a constant
                      barrage of rockets similar to the ones launched by the
                      Leviathan.  However, the rockets in the Cicada are only
                      "dumb-fire"; that is, they don't track their targets.  
                      Though this weapon is not meant to attack moving 
                      targets, the rockets can occasionally disable other
                      vehicles in a pinch.

                      Damage/Vehicle Damage:  50/50
                      Rate of Fire:  3 shots/sec

     Secondary Fire:  By holding down the right-click button, the Cicada will
                      lock on to wherever the target reticule is currently
                      aimed.  Please note that this lock is also meant for
                      non-moving ground targets, and as such the lock, once in
                      place, is immobile.  In fact, the lock stays in place
                      even if a wall is placed between the Cicada and the
                      the area it's locked on to.  As the lock is held, 16 
                      rockets move to a firing position within the aircraft, 
                      and after the 16th is loaded, they all fire at once in an
                      impressive show of force.  The secondary fire is 
                      particularly useful for heavily-defended ground targets,
                      as you can get a lock and immediately pursue evasive
                      action without breaking the lock.

                      Damage/Vehicle Damage:  50/50
                      Rate of Fire:  N/A
                      

Passenger
     Primary Fire:    The passenger resides in the underbelly of the Cicada,
                      and his or her primary role is to defend the rather large 
                      aircraft.  The passenger's primary weapon is a weak, yet
                      rapid-firing laser turret. It'd not difficult to use, and
                      the fire button can be held down to lay down a barrage of 
                      cover fire.  Since the lasers hit instantly, they can be
                      used effectively on moving targets.

                      Damage/Vehicle Damage:  25/25
                      Rate of Fire:  5 shots/sec

     Secondary Fire:  An interesting characteristic of the Cicada is the 
                      passenger's ability to achieve a lock on incoming homing
                      missiles.  They appear as exclamation marks onscreen and
                      are very easy to detect.  The secondary fire of the 
                      passenger allows him or her to fire a flare when a 
                      heat-seeking missile is detected, which usually draws
                      it away from the vulnerable aircraft.  The missile will 
                      go after the slowly falling flares rather than the 
                      aircraft itself, allowing it to make a quick getaway.

                      Damage/Vehicle Damage:  N/A
                      Rate of Fire:  N/A


------------------------------

3.B  Map Additions/Changes

Four new Onslaught maps were added in UT2004: ECE.  A brief description of each
can be found below.

----------

::ONS-Adara::

Description:  Seismic tremors and eons of erosion forged this battlefield. 
Adara Canyon is nature at its most awe-inspiring. But don't let the beauty fool
you. Long drops claim lives and the corridor-like nature of the canyon makes 
AVRiL avoidance somewhat difficult.

My take:  Adara is essentially a long, narrow canyon, and there aren't too many 
open spaces to roam around in.  There are boost arrows on the canyon floor that
allow ground vehicles to zip along towards the opponent's nodes, and enough
cover for Raptors and Cicadas to weave in and out of danger.  There's a large
iron bridge near the center of the map that connects the two sides of the
canyon, and ramps allow Scorpions and Mantas to fly from the top of one cliff
to another.  If you like close range, in-your face battles in a constricted 
battleground, you'll probably like Adara.


----------

::ONS-IslandHop::

Description:  This volcanic archipelago served once as a gateway in the human 
wars of the 21st century. Transformed for tournament use, a series of bridges 
now connects the islands. These bridges, though excellent use for ground based
vehicles, do not provide a direct path to battle. Mantas will be the primary 
choice for transportation.

My take:  A lot of people liken this map to something out of Far Cry, and I'd
say that they're not too far off.  IslandHop is a bright, cheery map with a 
great deal of water.  As the description states, you're best off using Mantas 
here, though Scorpions can also get over the bridges pretty quickly.  If you 
decide to take something slower, such as a Goliath, to attack a node, make sure
you have some backup.  You're generally a sitting duck as you slowly make your
way around the various islands. 


----------

::ONS-Tricky::

Description:  "THIS SATURDAY, ONE DAY ONLY, AT THE M-M-MONSTER VALLEY ARENA, 
WITNESS THE AAAAWESOME SPECTACLE OF ONSLAUGHT TOURNAMENT COMBAT!!! TWO TEAMS 
AND 65 TONS OF BALLS TO THE WALL GUN SLINGING VEHICULAR MAYHEM! BE THERE FOR 
THE FLAMING HOOPS, THE MONSTER JUMPS, THE HALFPIPE OF BLOOD, AND THE INSANITY 
OF THE 150 METER TALL TOWER OF DOOM! BE THERE!!!"

My take:  Tricky is an interesting map.  It's a massive dirt stunt arena, 
complete with inverted loops, flaming rings to jump through, half-pipes, and 
lots of ramps.  Stunt driving is the name of the game here, and the 
possibilities are virtually endless.  If you do something spectacular, you can 
even set off fireworks!  Sure, it's an acceptable Onslaught map, too.  But why 
go after the enemy nodes when you can see how much of a Daredevil ranking you 
can achieve with your Scorpion?


----------

::ONS-Urban::

Description:  Once the pinnacle of modernized civilization, this dense urban 
center has since fallen victim to crime, corruption, and civil war. Now mostly
vacant, it has become a haven for underground criminal activity and 
lawlessness. LMC organizers jumped at the opportunity to own this prime piece 
of real estate.  Instead of leveling the area and constructing a new arena, 
they decided to let the combatants do the demolition work themselves.

My take:  Urban is a pretty standard, though well-designed, city map.  There 
are burned-out building to navigate, rubble piling up in the streets, and 
highways to roll out the Leviathan on.  It's considerably darker than the other
new maps, thus providing a completely different atmosphere.  Being in a city, 
the battles are usually in pretty confined spaces, so make sure you don't back
yourself into a corner.  Sniping won't be too effective, so continually press
forward for your best chance at victory.


----------

::(Bonus Vehicles) Maps::

Several slightly tweaked Onslaught maps based on the originals were included 
along with the four brand-new Onslaught maps in UT2004: ECE.  These maps can be
found under their predecessors on the list of Onslaught maps, and are exactly 
the same in terms of landscape and node placement.  However, certain vehicle 
spawn points are altered, and now spawn one of the three vehicles added to the 
game through the ECE content.  For example, some Raptor spawn locations on the 
original maps may be replaced by Cicada spawn locations, some Goliaths with 
Paladins, and so forth.  They include:


ONS-ArcticStronghold (Bonus Vehicles)
ONS-Crossfire (Bonus Vehicles)
ONS-Dawn (Bonus Vehicles)
ONS-Dria (Bonus Vehicles)
ONS-Frostbite (Bonus Vehicles)
ONS-Primeval (Bonus Vehicles)
ONS-RedPlanet (Bonus Vehicles)
ONS-Severance (Bonus Vehicles)
ONS-Torlan (Bonus Vehicles)


----------

::Windows XP Maps (UT2004: ECE DVD ONLY)::

Finally, the Onslaught maps originally contained in a separate bonus pack were
also thrown on the UT2004: ECE DVD for good measure.  There's nothing here that
you couldn't get before, but they're certainly fun maps to try if you haven't 
played them before.

ONS-Aridoom (UT2004: ECE DVD ONLY)
ONS-Ascendancy (UT2004: ECE DVD ONLY)


------------------------------

3.C  Character Additions/Changes

Six new character skins and three additional character models officially make 
their appearance in UT2004: ECE.  You may recognize the character models, as
they have all appeared in games in the Unreal and/or Unreal Tournament series.

----------

::Necris::

The Necris are a group of humanoids with very pale skin, dark black or white 
hair, white eyes, and mostly black clothing.  They were somewhat of a fan 
favorite in the original Unreal Tournament, and have thus made a reappearance 
in UT2004: ECE.  As with the Metal Guard and Mercha-Skaarj, Kragoth and Thannis 
both share the same character model, but have different skins.


Kragoth

Age: 127
Race: Necris
Data: After an absence of several years, the Necris are preparing a return to 
the Tournament. Known as the 'Star Slayer,' Kragoth is a dread Necris Phayder 
assassin. He is rumored to have single handedly killed the entire crew of an 
ICV Star Cruiser.

Thannis

Age: 93
Race: Necris
Data: After an absence of several years, the Necris are preparing a return to 
the Tournament. Thannis is participating to scout the competition.

----------

::Metal Guard::

The members of the Metal Guard are also holdouts from the original Unreal 
Tournament.  Barktooth and Karag are easily recognizable by their unusual 
facemasks and elaborate metal armor.  Like the Necris, they're humanoids, but 
noticably larger due to their aforementioned heavy armor.


BarkTooth 

Age: 32
Race: Human
Data: Barktooth would rather rip an opponent to shreds with his bare hands 
than fight from afar. He also finds close range Flak shots very satisfying.

Karag

Age: 42
Race: Human
Data: Before joining the Iron Guard, Karag honed his weapon handling skills 
during a long stint as a Marshall for the Terran Colonial Authority. His style
and panache already have the the Tournament audience abuzz.

----------

::Mecha-Skaarj::

As their name implies, the Mecha-Skaarj are not humanoids.  Rather, they are 
Skaarj warriors that were injured in battle and outfitted with the latest in
cybernetic battle armor.  Originally appearing in Unreal 2, the Mecha-Skaarj 
are my personal favorites of the six new characters.

Mekkor

Age: Unknown
Race: Skaarj
Data: Mekkor is from the Black Fist Clan, sworn enemies of the Iron Skull Clan.
Severely injured in battle, he is testing his new cybernetic armor in the 
Tournament.

Skrilax

Age: Unknown
Race: Skaarj
Data: Skrilax is from the Black Fist Clan, sworn enemies of the Iron Skull 
Clan.  Alongside his brother Mekkor, he was severely injured while fighting 
the Iron Skull Clan.


------------------------------

3.D Additional Game Mods (UT2004: ECE DVD ONLY)

These modifications are included on DVD 2 of UT2004: ECE, but not in the bonus
pack.  However, if you have the bonus pack and want to try one, they're freely
downloadable. I've only played two of these, so the accuracy of these
descriptions isn't guaranteed.  Credit for the descriptions goes to the website
directly above them.

The links are accurate as of the first writing, let me know if they become
broken.

----------

::Air Buccaneers::

http://ludocraft.oulu.fi/airbuccaneers/

Description:  AirBuccaneers is a modification for Unreal Tournament 2004. It 
contains a new multiplayer game type with airships, cannons, airmines and 
various other pseudo ancient gadgets. The game is a compelling combination of 
graceful air ballet, fierce pirate-like action and 3D tactical maneuvering.

The game is designed for LAN/Internet multiplayer games but can be also 
practiced offline by using bots as opponents. 


----------

::Alien Swarm::

http://www.blackcatgames.com/swarm/

Description:  Alien Swarm is an overhead view tactical squad-based shooter for 
UT2K4. Set in the distant future, the players take the role of a Commander
in the Interstellar Armed Forces. They must guide their squad of marines 
through Swarm infested colonies, overrun bases and outposts, to achieve a 
variety of objectives. Featuring Assault Rifles, Heat Tracking Guns, Sentry 
Guns, Flamethrowers and more. Supports co-operative multiplayer.


----------

::Chaos UT2::

http://www.chaoticdreams.org/


I couldn't find a description for Chaos UT2 on their site, but it seems to 
feature a wide variety of weapons and utilities, such as a crossbow, railgun,
and grappling hook.  It plays similarly to the original game.


----------

::Clone Bandits::

http://www.demiurgestudios.com/CloneBandits/gameplay_over.htm

Description:  Clone Bandits is a mod created for Unreal Tournament 2004.

In a post-apocalyptic future, two warring clans of ruffians and ne'er-do-wells
have built their outposts over the ruins of an abandoned military research 
compound, which just happens to be stocked with life-giving clones. Sweet, 
sweet clones!

As a "Bandito de los Clones" it is your duty to steal this precious genetic 
cargo from the other team, lest they sully the delicate ribonucleic strands 
with their inferior (dare I say - scurvy?) adenine and thymine. Check out the 
"How to Play" section for more details on how to steal clones.

Capture the Clone Pumps to siphon clones from your enemy's supply or boldly 
invade their compound, grab Clone Jars, and hightail it back to your own base 
in a selection of tricked-out vehicles. Drop 'em off at your own Jar Points to
complete the transaction. Trafficking in human flesh was never so easy or fun!


----------

::Deathball::

http://www.deathball.net/

Description:  DeathBall is a top class First Person Sport Game that combines 
elements of Football, Rugby and Handball. It's a mod for UT2004, but it has 
nothing to do with a shooter (a pure sports game).

So you got these football pitches, and you have to get the ball into the enemy 
goal. You have a melee weapon and a ball launcher. With your weapon you can 
kick other players around, kill the enemy ballowner with 2 hits and also kick 
the ball away (volley).

In your own penalty zone you can kill all enemy players with one hit. With the 
ball launcher you can charge up a shot, the longer you hold it the harder it 
will be and you can even add spin to the ball, so it will curl in the air.

Just like in football you should have a keeper in your goal. He has some 
special abilities like he's 30% faster than others, he can dodge and jump 
higher.  Death Ball should be played with 5 players on each team, but a few 
maps also support lower player counts.

The gameplay is very easy too learn, but it's hard to master. At first it seems
to be pretty simple, but the more you play the more you realise how complex it
is and how many possibilities your team has. The ways to score are infinite. 

 
----------

::Domain 2049::

http://www.domain2049.com/

Description:  Domain is a tactical, team based FPS, set in the year 2049 in a 
totalitarian world of a dominant global government, underground rebellion and 
sinister corporations.

Featuring 4 unique teams:  the USE, Rebels, Corporations, and Gangs.

Gameplay modes:

In the released public alpha there is only one gameplay mode example:

Objective match: 2 teams fight to achieve a chain of objectives to win the
match.

We have more gameplay modes planned:

Resource control: Up to 4 teams must collect and return to their homebase a set
value of resources which have to be collected from a central location, this 
mode is best described as capture the flag with a twist.

Hostage rescue/VIP escort: As seen in other tactical team games

We are also working on developing other gamemodes, with maps for 2-4 teams 
according to the scenario/gametype. 


----------

::Frag.Ops::

http://www.frag-ops.com/index.php

Description:  Frag.Ops contains realistic environments, physics, weapons, and 
characters, however it is not for hardcore realism fans. Our game focuses more 
on action and intense firefights than simulating realism, thus we would be 
considered semi-realistic.

[However] there are many realistic features that appeal to realism fans as 
well; that is to say, we have spent a lot of time ensuring that skill of both 
mind and twitch play large roles during play. An extra gametype has also been 
added to cater to a more realistic audience, without breaking the intensity of 
our combat. This gametype is called WAR.


----------

::Jailbreak2004::

http://www.planetjailbreak.com/

Description:  Jailbreak is a gametype modification: it adds a new gametype, 
"Jailbreak", that sits alongside DeathMatch, Capture the Flag, Domination and 
so on. It introduces new rules and new effects, and maps specific to the 
gametype.

In Jailbreak, like in many other game types, your objective is to frag the 
opposing players — but unlike other game types, fragged players go straight 
into safe custody in the enemy jail when they're killed. To get them out of 
there, one of their teammates will have to fight his way into the enemy base 
and trigger the jail release switch that's hidden there (Jailbreak!). It is 
your task to defend your prison release switch and to free your own teammates 
when they're in jail. If your opponents manage to get all members of your team
in prison, the opposing team will score a point, and your team will die a 
horrible death.

Jailbreak strongly focuses on team play and forces players to take on different
roles for their team as the game goes on: defending their release switch, going
into offense to frag opponents, or attacking the enemy base to release your own
team members from prison. You'll have to be a versatile player to survive and 
win a game of Jailbreak.


----------

::Red Orchestra::

http://www.redorchestra.clanservers.com/

Description:  Red Orchestra: Combined Arms is a game of infantry, mobile and 
armoured warfare, based on the Eastern Front in World War II.

With the stunning attention to detail, you'll feel the immersion from
the word “go”. Take up rifle, SMG, light machine gun and a host of other 
infantry weaponry. Get mobile in trucks and half-tracks. Or learn what the 
much-vaunted tanks of the era were really like – lethal when well-directed, but
surprisingly vulnerable to infantry.

The maps are based on authentic battles, some of them well known in the West, 
others much less so. Across open Steppes, in the heat of summer or the snows of
winter – from the ice in front of Moscow to the final, desperate, climactic 
battles in Berlin. You'll have the chance to choose your allegiance, to pick 
your role as infantry, engineer, tank crew and many others. Chose your weapons.
And then fight – shoot the enemy, grenade them, bayonet them if it comes to 
hand-to-hand – but take your objectives and win the battle!


----------

::Rocketeer::

http://www.unreal.fr/rocketeer/

Description:  
ROCKETEER is a mod for Unreal Tournament2003/04 implementing Rocket Arena's 
gameplay.  Rocket Arena was originally written by crt for Quake2/3, and then by
Mongo for Unreal Tournament.

For those of you already familiar with ROCKETEER, this new version has been 
augmented with multi-arena support, team line, revised rocketjumping, link 
climbing, "native" brightskins support and a voting/admin system.

ROCKETEER is a round-based team/1on1 game where all players spawn with the same
inventory (health, armor, and weapons.)

The inventory is votable and several presets exist for having RA:UT1 gameplay,
ROCKETEER gameplay, etc. Maps don't have any pickups since the players already
have at spawn everything they'd need during play. There is no self-damage nor 
team damage. As in most round-based games, when a player dies, he won't 
respawn until next round. A round ends when everyone of the teams has been 
eliminated. When a team has won a set number of rounds, this team wins the 
game, and the next game can start: the losing team is put back at the end of 
the line and the winning team plays with the team at the head of the line.


----------

::UnWheel::

http://unwheel.beyondunreal.com/about.html

Description:  UnWheel is a driving modification for Unreal Tournament 2003/2004
with a focus on fun driving.

Rather than just racing, many different vehicle-based gametypes are on offer, 
giving the player an assortment of different styles of play and environments in
which to drive.

Along with this wide range of modes of play, UnWheel features every type of 
four-wheeled vehicle you could think of, from sports and rally cars, to monster
trucks and massive mining trucks. Each vehicle can be customised to suit the 
driving envinronment or your driving style.


------------------------------

3.E  Other Additions/Changes Made in UT2004: ECE

I'm not aware of any other major changes (not including bugfixes) that were
made in UT2004: ECE.  However, if you know of any, please let me know so I can
add them to this guide.


-------------------------------------------------------------------------------
Section 4:  In-Depth Strategies
-------------------------------------------------------------------------------

4.A  ::SPMA:: <contributed by PrattDaBard>

The SPMA is possibly the least useful of the vehicles introduced in ECE. Unless
playing in high-player count games (>20, say), its long-distance mortars are 
simply too slow and random to be effective against most targets. Infantry will 
tend to reappear quickly and will shoot down misplaced targeting drones 
swiftly. Vehicles, even slow vehicles, tend to move aside much more quickly 
than they can be targeted. And, nodes tend to fall too slowly to long-distance 
mortars. Now, all caveats aside, the SPMA can offer reconnaissance and 
offensive power for isolated locations rather rapidly. Its primary mortars 
are powerful ordinance, capable of devastating infantry and vehicles if 
well-aimed. The primary can also do some decent damage to nodes. Now, mortars 
have a rather large minimum range, which makes them useless in close quarters.
However, the side turret is identical to the one found on the Hellbender; its 
efficacy in clearing out infantry ought to be well-known by now. In addition, 
the side turret's combos can rapidly destroy nodes. However, the side turret is
rendered largely useless when the primary gun is rocking the boat. Drivers 
would do well to point their tails (or noses) in the general direction they 
intend to fire, as this greatly reduces the gun's knockback. The great 
advantage of the SPMA, once again, is its speed. Its node-destruction capacity
is equal to that of a Hellbender and it can traverse some terrain that may 
trouble the Bender. Mid/long-range firing aside, it can blow up nodes faster 
than Mantas, Raptors, and Scorpions. And, it will arrive at its destination far
more quickly than will the Goliath. Don't expect miracles, and you might be 
pleasantly surprised.

Scrapping the SPMA is generally quite easy at mid-range. Vehicles should simply
shoot it to pieces -- many SPMA pilots can't line up consecutive hits with the 
primary while moving. Infantry needs to either kill it swiftly close-up or load
it with projectiles from a distance. As for SPMA units that are using their 
targeting drones, make a fast visual sweep to see if the targeting drone is in 
plain sight. If you don't see it right away, watch/listen for the next volley 
so you can tell which direction the mortars are coming from, then look more 
carefully in that direction. If you see the drone, shoot it down with hitscan 
if it presents a real threat (if the node is about to die); otherwise, toss an 
AVRiL at it and go about your business. Most drivers aren't too keen about 
sitting still for AVRiL abuse. If the SPMA continues to be a nuisance, grab a 
Manta, Raptor, Cicada, or Scorp/Bender and chase the mortars to their source. 
Give the dweeb the 8-'nade salute and go do something else with your car. Keep
in mind, the real risk presented by mortar fire is distraction. If a team fails
to see a Goliath rolling down the valley toward their vulnerable node because 
everyone had their eye sockets pasted to sniper rifles looking for the next 
clay pigeon/drone...they deserve what comes to them next.


------------------------------

4.B  ::Paladin:: <contributed by PrattDaBard>

Piloting the Paladin is tricky. It is slower than the Goliath, backs up even 
more slowly, and its main gun tends to wound rather than kill. Its advantages 
are its shield and its accuracy. Where the Goliath's shots are inaccurate over 
moderately long ranges, the Paladin's cannon is as precise as the Shock Ball it
resembles. Also, the Paladin can park on top of the node, raise its shield, and
hammer the node into oblivion with combo bursts. Furthermore, the Paladin can 
make up for its poor acceleration and normal top speed by using slopes or 
getting a push from a friendly vehicle. A few seconds used in climbing a rise 
to roll down the other side can save many more in overall travel time. Overall,
I believe that the Paladin is mischaracterized as a "defensive" vehicle; use 
of its shield prevents the use of its main cannon at a distance, meaning that 
any meaningful defensive retaliation will have to come from the Paladin's 
allies. Furthermore, Goliath users familiar with the tactic of turning the tank
body to accelerate the turret and pin down circling Mantas should note that the
Paladin must move to turn.

Killing the Paladin is usually a matter of circumventing its shields. The Manta
ought to treat the Paladin as a modified Goliath; circling and hopping over the
vehicle while watching the turret's position will be as effective as ever. 
Further, Mantas can generally survive a hit from the Paladin's gun. Scorpions 
can devastate the Paladin if they approach undetected or with cover. Five 
little plasma ribbons or one big ribbon and 2-3 little ones ought to toast the 
Paladin. Spraying them from a distance can be effective as well, since the 
Paladin is slow. The Raptor can attack with impunity as long as it keeps 
moving; stationary Raptors are vulnerable to its cannon. Cicadas need to get a 
missile lock, then wait for a chance to blast the beast. Vertical movement will
suffice for avoiding the shock cannon. Goliaths need to stick to their main gun 
and keep the pressure on the Paladin's shield. Eventually, the driver will 
either retreat or drop the shield; the Goliath has the advantage in either of 
these cases. Hellbenders are probably in trouble; my best luck has actually 
come from ramming the Paladin in front and bailing out to take my chances on 
foot. Infantry can do a "delayed-lock" trick with the AVRiL to bypass the 
shield -- fire the missile over the vehicle, intentionally missing the target, 
then target the Paladin once the missile is past the shield. Or, old-fashioned 
circle-strafing can work wonders. Also, don't underestimate the value of 
sniping the vehicle from a distance, especially if allied vehicles are 
attempting to attack the same location; you'll either do damage or divert the 
shield, which is probably just what the Goliath on the hill behind you would 
like...


------------------------------

4.C  ::Cicada:: <contributed by PrattDaBard>

The Cicada is probably the most difficult vehicle in UT to gain proficiency 
with. One-seating the Cicada to maximum effectiveness will require swapping 
seats on occasion to use its turret and decoy weapons when appropriate. 
Further, its missiles are one of the quirkier weapons in UT; their non-linear,
non-tangential flight path definitely take some getting used to. The Cicada's 
missiles travel some distance forward from the vehicle before turning to 
beeline toward their target, making a tight spread on impact. This firing path 
allows the Cicada in some cases to lock on to a target, then gently move around
a corner or behind a slope to wait for a full load -- or even to fire from 
behind cover! The Cicada's missiles can be extremely effective in sets of 4-6
against any large vehicle; they are generally too slow to be effective against 
infantry, Scorpions, or Mantas. Further, they are an excellent response to the
ground-crushing power of a well-piloted Leviathan. On that note, the Cicada 
pilot must be cautious when approaching a Leviathan; the Cicada may have more 
difficulty in avoiding Leviathan missiles than does the Raptor. The Cicada 
actually flies forward at approximately the same top speed at the Raptor, but 
its strafing capabilities are abysmal. Its vertical movement is its fastest 
means of avoiding projectiles and possibly its best way of dealing with 
infantry (*squish*). The vehicle's second seat offers, once more, a laser 
turret and a decoy gun. The laser turret is a fairly simple beast that is 
marginally weaker than a base turret. It is the Cicada's only meaningful 
response to faster-moving vehicles. The turret can sometimes be useful in 
engaging Raptors, as well, but this requires intelligent positioning by the 
pilot. The decoy gun actually fires a little blast of hot particles that can do
a mediocre amount of damage, but mainly function to derail AVRiL missiles. 
Unfortunately, the decoy doesn't work against Raptor ATA missiles, Leviathan 
rockets, or target-locked infantry rockets. As with the Goliath's minigun 
turret, a second person in a Cicada ought to be actively firing upon menaces 
with the turret. On that note, pilots need to be considerate of their gunners;
if sniping with rockets is the best use of the vehicle, ask would-be gunners to
either find another ride or disembark somewhere useful along the way to the 
target. If carrying a gunner, try to give them decent firing angles; moderate 
distance and smooth movement improve hitscan accuracy. And remember, the gunner
is just cargo if your Cicada is on the ground.

Exterminating the Cicada requires, obviously, air-attack capacities. If you 
wouldn't shoot something at a Raptor, you might not want to shoot it at a 
Cicada. Thus, Mantas, Scorps, and SPMAs ought to find other prey or attack 
afoot. Hellbenders ought to swap to their rear turret, fire a couple charged 
shots, then change positions to avoid the Cicada's rockets. The Goliath's 
minigun is a bit too weak to kill the 500-hp Cicada promptly; the main gun may
actually be more useful, especially if the Cicada is using its rapid descent 
ability to evade attack. The Paladin's main gun can do serious damage to the 
Cicada, and its shield can block a full volley of rockets. Infantry has broad 
options here. Shock, link primary, mini, sniper/lg...all stand a good chance 
of hitting their mark at a distance. Another interesting option is guided 
rockets; while loading a volley, wait for the crosshairs to flash red and beep,
then fire a spiral at the Cicada. Often, the Cicada will be hit completely 
unaware, and again, the decoy will not deter your spread. Dodging the Cicada's
crushing attack is quite doable, and when the vehicle is near the ground, its 
large body is a natural target for flak, grenades, or even combos. Even spider
mines are an option for warding off "crushers."


-------------------------------------------------------------------------------
Section 5:  Comments, Corrections, and Additions
-------------------------------------------------------------------------------

5.A  Have a comment, correction, or something to add?  Contact me!  

I've done a considerable amount of research in designing this FAQ, but it's
very likely that there are several things which I missed.  I'm sure I also made
some mistakes.  Don't be afraid to let me know!  My contact email can be found 
at the top of the page, and I'd encourage you to use it if you have something 
related to this FAQ to say.  If I use any information which you provide, I will
credit you in the Acknowledgements section.


-------------------------------------------------------------------------------
Section 6:  Acknowledgements
-------------------------------------------------------------------------------

6.A  Acknowledgements

GameFAQS for hosting this guide and the message boards.
PrattDaBard for his excellent strategies with the SPMA, Paladin, and Cicada.
Epic Games for developing the game and ECE content, as well as the descriptions
of the maps and character data.
The websites for all of the eleven mods included on DVD 2 for providing
descriptions and/or overviews of the mods they represent.


-------------------------------------------------------------------------------

The most current version of this guide can always be found at GameFAQs first.

Websites allowed to host this FAQ:

http://www.gamefaqs.com  <GameFAQs>
http://www.neoseeker.com <NeoSeeker>
http://dlh.net <DLH.net>

If you'd like permission to host my work on your site, please e-mail me first.
It must be kept in an unaltered format.

-------------------------------------------------------------------------------

===============================================================================
Copyright 2005 Mortal Quietus

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

The preceding copyright notice was taken directly from GameFAQs (with 
permission.)