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    FAQ/Walkthrough by utuseless

    Version: 1.7 | Updated: 03/30/08 | Printable Version | Search Guide | Bookmark Guide

                      [  UNREAL TOURNAMENT GUIDE / WALKTHROUGH  ]                  
    Guide author: Useless
    E-mail: utuselessut@hotmail.com
    Guide version: 1.7
    Game version: Patch 436
    System: PC
    Copyright: Useless 2006
    This entire document is (c) 2006 Useless. All trademarks are property of
    their respective owners. No section of this guide can be used without my
    permission. This includes, but is not limited to, posting on your website,
    making links to my guide, including parts of my guide in your own, or making
    reference to any material contained within.
    Please do not email me to ask for permission to host this guide, as I will be 
    unable to give it to you. I don't have enough time to manage and upload FAQ 
    versions at any sites other than the two listed below. These sites are 
    therefore the only ones permitted to host this guide:
    	1.4 LINKS
    	1.5 CONTACT ME
    	2.1 MENUS
    		2.2.1 MOVEMENT
    		2.2.2 COMBAT
    	2.3 ITEMS
    		2.3.1 HEALTH / ARMOUR
    		2.3.2 POWERUPS
    	2.4 WEAPONS
    		2.4.1 IMPACT HAMMER
    		2.4.2 PISTOL
    		2.4.3 GES BIO RIFLE
    		2.4.4 ASMD SHOCK RIFLE
    		2.4.5 PLASMA RIFLE
    		2.4.6 RIPPER
    		2.4.7 MINIGUN
    		2.4.8 FLAK CANNON
    		2.4.10 SNIPER RIFLE
    		2.4.11 REDEEMER
    		2.4.12 TRANSLOCATOR
    		2.4.13 AMMO
    	2.5 BOTS
    		2.5.1 FRIENDLY BOTS
    		2.5.2 ENEMY BOTS
    		2.7.1 DOORS
    		2.7.2 LIFTS
    		2.7.3 SLOPES
    		2.7.4 WATER
    		2.7.5 HAZARDS
    		2.7.6 TRAPS
    		2.7.7 TURRETS
    		2.7.8 TELEPORTERS
    		2.7.9 JUMP PADS
    		2.7.10 OBLIVION
    		2.7.11 BUGS
    		2.8.1 BEFORE / AFTER GAME
    		2.8.2 DURING GAME
      3. ADVANCED
    	3.1 USER.INI
    	3.3 BOTPACK.INT
    	4.1 DEATH MATCH
    		4.1.1 OBLIVION
    		4.1.2 STALWART
    		4.1.3 FRACTAL
    		4.1.4 TURBINE
    		4.1.5 CODEX
    		4.1.6 PRESSURE
    		4.1.7 GRINDER
    		4.1.8 GALLEON
    		4.1.9 TEMPEST
    		4.1.10 BARRICADE
    		4.1.11 LIANDRI
    		4.1.12 CONVEYOR
    		4.1.13 PEAK
    		4.2.1 CONDEMNED
    		4.2.2 GHARDHEN
    		4.2.3 CRYPTIC
    		4.2.4 CINDER
    		4.2.5 GEARBOLT
    		4.2.6 LEADWORKS
    		4.2.7 OLDEN
    		4.2.8 SESMAR
    		4.2.9 METALDREAM
    		4.3.1 NIVEN
    		4.3.2 FACING WORLDS
    		4.3.3 ETERNAL CAVE
    		4.3.4 CORET
    		4.3.5 THE GAUNTLET
    		4.3.6 DREARY
    		4.3.7 LAST COMMAND
    		4.3.8 THE LAVA GIANT
    		4.3.9 NOVEMBER SUB PEN
    	4.4 ASSAULT
    		4.4.1 FRIGATE
    		4.4.2 HIGH SPEED
    		4.4.3 ROOK
    		4.4.4 MAZON
    		4.4.5 OCEAN FLOOR
    		4.4.6 OVERLORD
    	4.5 CHALLENGE
    		4.5.1 PHOBOS
    		4.5.2 MORPHEUS
    		4.5.3 ZETO
    		4.5.4 HYPERBLAST
                                |    1. INTRODUCTION    |
                                    1.1 INTRODUCTION
    Hello, and welcome to this guide. I'm an ex-online Assault player from the now 
    defunct clan {24} - {24}Useless - and I've been playing UT for about six 
    years, four of them spent online, mostly in Assault. This is the third FAQ / 
    walkthrough I've ever written.
    After so many years of playing and loving UT, I decided to attempt a guide for 
    the game, with sections on as many of the game features I could think of, as 
    well as advice designed to help new or unskilled players beat the game's 
    single-player championship ladder. I realise that the game is now very old, 
    but it's still immensely popular - certainly the best and most replayable game 
    I've ever seen - and there will still be people buying the budget version and 
    needing help getting somewhere with it. 
    I also realise that the net is heaving with UT Gods who have been playing this 
    game since it was first released, and that I, as a non-UT God, am possibly not 
    as qualified to write a decent guide as some of those people. However, this 
    guide is not meant to educate the hardcore players who know every detail about 
    every map, and who can knock the eye out of a flying shock-ball with a 180 
    degree pistol shot, blah blah whoopee-doo. Such players don't need a guide to 
    UT. This guide is for the players who have owned the game for ages but have 
    never really gotten good at it and would like some help improving their 
    skills, or for new players who need some fast help getting started in the 
    single-player game so they can take their skills and knowledge online, where 
    the real fun is. In writing this guide, I'm not putting myself forward as a UT 
    expert, just someone who has been playing it for ages and has acquired more 
    than enough knowledge about it to attempt a guide like this one. So there.
    I've tried to be as thorough as I can, while realising that a game like this 
    is very difficult to walk people through. The advice on each map in the ladder 
    is quite non-specific, since so much of a player's success or failure depends 
    on their own level of skill. All the advice in the world won't help you if you 
    can't hit the back of a double-decker bus with a second-hand bouzouki. I 
    suppose what I'm saying is: if you're crap at UT it's your fault, not mine.
    I play UT at Inhuman level, but I wrote this guide on Masterful difficulty, so 
    if you have more or less trouble than it sounds like I had, you're probably on 
    a different difficulty setting. I also gauge the difficulty of each map by how 
    I get on using my own playing style, so if your style is all close combat and 
    tight corridors you might disagree with my suggestions, since my style is 
    putting distance between myself and my opponents and hitting them from long 
    range. Or missing them from any range.
    I'm unaware of whether there are any other guides to UT that are similar to 
    this one - I certainly haven't read any. All the stuff in this guide has come 
    from my own bored brain, or from education at the hands, swollen organs and 
    console insults of other online players, mostly in the UTA community. Any 
    mistakes or moments of brilliance are all my own work, and all swear-words are 
    entirely intentional.
    P.S. I copied and pasted all map blurbs directly from botpack.int. Any errors 
    in them are Epic's, not mine; and I hope that's not copyright infringement...
                                  1.2 USING THIS GUIDE
    Please view this guide in a text viewer / editor with a set fixed-width 
    font, or else it might look a mess. I use Courier New, Size 10.
    Use the Find command (CTRL + F) with the numbered contents menu at the start 
    of the guide, in order to quickly jump to the section you want.
    I have put the main walkthrough section of the guide towards the end, after 
    all the other game information. This is not a design flaw - it's deliberate.
    I've had to use some abbreviations and acronyms when writing this guide:
    AS = Assault
    CP = Control Point
    CTF = Capture The Flag
    DM = Death Match
    DOM = Domination
    FC = Flag Carrier
    FPS = First Person Shooter
    HJ = Hammer-Jump
    LMS = Last Man Standing
    NZ = Neutral Zone
    OBJ = Objective
    R/L = Rocket-Launcher
    T/L = Translocator
    UT = Unreal Tournament
    Some of these may not correspond to the usual slang in the online community - 
    'chasers', 'neutral zone', etc. - so, if you want me to change these terms to 
    better known alternatives to make the guide clearer, please let me know.
                                1.3 DEMOS AND SCREENSHOTS
    Having reached v1.2 of this guide, I've realised that textual descriptions of 
    tricks and exploits are not always adequate, so I've painstakingly made demos 
    of the trickier things (using UDemo v3.0 BETA), and I've marked them 
    throughout the guide. If anyone is having real trouble or finds that they just 
    cannot sleep, eat or masturbate again until they know how something is done, 
    please mail me and request any of the demo files listed below:
    DOM-MetalDream_10-29_5-34-12.dem - Drop from redeemer
    CTF-Face_10-29_4-42-25.dem - T/L-launch; redeemer trick
    CTF-EternalCave_10-29_5-08-02.dem - Flag mountain drop; slope bug
    CTF-Command_10-29_5-31-46.dem - Tubing; lift bug; T/L-launch; tubing dodge 
    CTF-LavaGiant_10-29_4-32-54.dem - Redeemer trick
    CTF-LavaGiant_10-30_22-13-21.dem - Clay pigeon shooting
    CTF-LavaGiant_10-30_22-17-42.dem - T/L-launch and escape
    CTF-November_10-29_5-14-58.dem - T/L-launch
    AS-Frigate_10-30_21-14-35.dem - Roof ripper-shot *
    AS-Frigate_10-30_21-16-17.dem - Lower deck ripper-shot
    AS-Frigate_10-30_21-19-53.dem - Upper deck ripper-shot
    AS-Frigate_10-30_21-46-28.dem - Hammer-jump up side of ship
    AS-Frigate_10-30_21-54-26.dem - Route from spawn-room roof to ship
    AS-HiSpeed_10-30_21-31-47.dem - Alt route through Car 2
    AS-Mazon_10-30_21-21-12.dem - High gate ripper-shot
    AS-Mazon_10-30_21-24-06.dem - Chains block exploit
    AS-OceanFloor_10-30_18-25-40.dem - Terminal 1 grenade-shot
    AS-OceanFloor_10-30_21-26-31.dem - Terminal 1 ripper-shot
    AS-Overlord_10-30_21-28-54.dem - Alt-hammer; dodge; flag-shot *
    AS-Overlord_10-30_21-29-55.dem - Team swap exploit
    AS-Rook_10-29_18-06-54.dem - Chains ripper-shots; record time *
    AS-Rook_10-30_21-39-13.dem - Route to Escape! objective (alt-hammer-jump)
    AS-Rook_10-31_21-58-57.dem - Route to Escape! objective (ripper-jump)
    AS-Rook_10-30_23-03-37.dem - Defense exploit
    DM-HyperBlast_10-27_19-25-51.dem - Alt-hammer-jump to shield-belt
    Files marked * come with screenshots. Sorry about the filenames - the demos 
    become unreadable when I rename them.
                                        1.4 LINKS
    These are some useful links for you if you want to play UT online, or if you 
    just need to upgrade your UT installation.
    Patch 436
    Custom Maps
    Demo Manager
    Online Leagues
    UT League Assault:
    There are tons of other UT resources on the net. Please mail me and let me 
    know if there are any really good ones I should mention here.
                                     1.5 CONTACT ME
    I always appreciate feedback for any of my guides, so if you want to send 
    strategies, thanks, blame, criticism or applause feel free to mail me your 
    comments. I consider all suggestions (and playtest them if possible) and I 
    often revise and rewrite based purely on reader contributions. All feedback is 
    welcome, unless it's to tell me I suck.
    Please consider the following before mailing me:
    - Check whether your suggestions or questions are already covered in the 
    - Check whether there is a more recent version of the guide available - I 
    revise and update a lot after a first release.
    - To email me, please send your message to 'utuselessut@hotmail.com' and put 
    'UT guide' and the guide version number in the subject line.
    - I don't edit contributor emails (unless they're obscene), so please make 
    sure you won't mind seeing what you've written appearing in a future version 
    of the guide, spelling mistakes and all.
    - Let me know in your mail whether or not you want your name and email address 
    to be included with your contribution - if you don't specify then I'll assume 
    you want it included.
    Thanks for taking the time to read this.
                               |    2. GAME FEATURES    |
                                       2.1 MENUS
    Before you begin playing you'll want to customise your UT installation. Press 
    Esc from the UT logo or intro movie to get to the game desktop.
    UT has a lot of menus and submenus, but most are self-explanatory. Here are 
    some of the ones you might want to take notice of.
    Options > Preferences > Game
    These options have a big effect on your game, and I'd recommend the following  
    Weapon Hand - Center 
    This has a (small) effect on your aim and a greater effect on ripper-shots. 
    Most right-handed players will prefer right hand to begin with, as I did, but 
    centred is more balanced and is the choice of most online players. You can 
    also hide your weapon altogether, which is the same (I think) as centre-
    See section 3.1.2 for a bind which will enable you to change your weapon-
    handedness during games.
    Gore Level - Ultra-Low
    You might think gore is fun, but it isn't when it causes you to suicide.  
    Splashing lumps of gore can often get in your way while you are firing - no 
    fun if you manage to kill yourself with rockets or shock-balls just because 
    someone's ear was bouncing in front of you when you fired.
    View Bob - 0%
    I used to think this option would let me look at some guy named Bob, but no. 
    And Epic wouldn't give me a refund either. Anyway, push the slider all the way 
    to the left so that your view does not bob up and down while you move. This 
    will greatly improve your aim while moving, while also making it easier to 
    keep an eye out for Bob.
    Game Speed - 100%
    This is the default - slower is too slow and faster is too fast.
    Dodging - On
    This must be enabled to allow you to dodge. Dodging will make you a far better 
    player than merely running, jumping and standing still; also known as the {24} 
    Weapon Flash - Off
    If this is on your weapons will flash when they fire, especially the minigun.  
    This can get very annoying and can distract you and obscure your view. Even 
    when switched off, the minigun is still a little flash-heavy.
    Options > Preferences > Input
    Auto Slope - Off
    If this is enabled, your view will automatically adjust itself so that your 
    view is always at a ninety degree angle to the surface you're standing on. You 
    don't want your view to ever move unless it's you that's moving it, so turn 
    this off.
    Mouse Smoothing - Off
    This tweaks your mouse movement somehow, though I can't be more specific. All 
    I know is that this has a detrimental effect on my aim, since it seems to 
    factor inertia into it. When this is enabled your crosshair won't stop 
    precisely where you stop it, which can only be bad.
    Mouse Sensitivity
    This is up to you, and will depend on your own skill levels and weapon choices 
    etc. My setting is 3.70, which works perfectly for me - lets me miss 
    everything easily. Experiment with this value for yourself until you find one 
    which suits you.
    See section 3.1.2 for a bind which enables you to switch between two different 
    user-defined mouse speeds.
    Invert Mouse - Off
    This is the default setting, which will scroll your view upwards when you move 
    your mouse forwards, and downwards when you move it backwards. The On setting 
    is the inverse of this, which is more of a flight-sim preference.
    Instant Rocket Fire - Off
    When this is enabled you won't be able to fire grouped rockets. Your  
    rocket-launcher will only ever fire one rocket or one grenade at a time. 
    Turning this off will let you choose whether you want one or many when you 
    Options > Preferences > Controls
    This is where you set up your key binds. Fill in all the important ones, of  
    course, but I'd also recommend assigning a key to the console at the bottom of 
    the list. Pick one you will remember but are unlikely to hit by accident. I 
    chose the apostrophe key, but then my binds are extremely weird for FPS games.
    I also suggest you choose a best weapon key.
    Options > Preferences > HUD
    This is another area you will want to customise to suit yourself, but your  
    crosshair might be particularly important. Many of the better online players  
    favour the small dot. I prefer a small red cross. Apparently, the smaller your 
    reticle is, the better your aim will get with practice. Can't say it's worked 
    for me.
    Options > Weapons
    This list lets you tell the game which weapons you prefer above others. This 
    has a bearing on two things.
    One is the auto-switch weapons feature, which I suggest you disable. When  
    enabled, it will refer to your weapons list every time you pick up a weapon 
    you don't have on you, and if the new weapon is higher on the list than the 
    weapon you are using, the game will swap automatically to the higher one. You 
    will quickly find that you don't always want this to happen, especially if you 
    pick up a weapon by accident.
    The other thing is the best weapon key, which you should have assigned. 
    Whenever you press the best weapon key, this list will come into effect. See 
    section 2.4.11 for a reason to not put the redeemer at the top of this list. 
    Try putting weapons which can cause you to accidentally damage yourself nearer 
    the bottom of this list - Soldier Of Fortune calls these 'unsafe weapons'.
    See section 3.1.2 for a bind which will let you toggle between certain 
                                 2.2 MOVEMENT AND COMBAT
     2.2.1 MOVEMENT
    The thing about UT is that staying alive is nearly always more immediately 
    important than killing off an opponent. Believe it or not, it's better to be 
    running around with 10 health points and a full complement of weapons and ammo 
    than it is to be one point down, running around with 100 health points, 
    carrying only a pistol and a hammer. So what if you're low on health? That's 
    what health is for - keeping you alive. So go and find some more. If you're 
    not alive you're dead and about to respawn, which is not much use to anyone. 
    Unless you're the last man who can possibly take down that enemy flag carrier, 
    or you're one point away from winning a frantic 1v1 DM round, concentrate on 
    preserving your own life first.
    Run and hide, if necessary. Duck behind a box. Jump off a ledge and bolt 
    around the corner. Duck, feign death; anything to avoid getting gibbed and 
    letting your opponent(s) score against you. It should be common sense that if 
    you have half health and very few weapons, and you see an enemy running at 
    you, armed with a minigun and covered in a shimmering belt, the time is right 
    to scarper and wait for a better opportunity to fight. Unless you can manage 
    to knock him off a ledge and into oblivion, where belts cease to matter.
    The golden rule of UT combat is: keep moving. Both human opponents and bots 
    will have a much more difficult time hitting you if you keep moving around. 
    OK, the high-level computer bots know your movements even as you make them, 
    and will compensate their trajectory of fire on higher difficulty levels. But 
    this is infinitely better than standing still and shooting wildly. No-one 
    could expect a new player to become a flitting, ethereal shadow of the night 
    after only a couple of rounds, but at least start as you mean to go on, and 
    move your arse.
    The last time I played a multiplayer AS round I saw a newbie running around 
    the map. Running, not dodging or jumping. And when he met an opponent he 
    stopped moving and started swinging his mouse around while he held the firing 
    button down. This is the least sensible and worst possible approach to active 
    combat, which is why new players do it. So know what not to do before you 
    begin, and get jumping, jinking, dodging, ducking and running away shrieking 
    like a Feng Shui consultant in a student flat.
    I strongly, strongly recommend practicing your dodging (make sure you've 
    enabled it), especially if you're playing online games. Every decent UT player 
    dodges almost automatically, as a part of both their A to B movement and their 
    combat tactics. The worst thing you can do is stand still, and the second 
    worst thing you can do is just run in straight lines. I should know, I've done 
    plenty of both. When you're not running you should be dodging, and when you're 
    not dodging or running you should be jumping.
    If you watch online players move around, you'll notice they spend a lot of 
    time doing forward flips. This is a forward-dodge, and it is the best way to 
    move forwards, both for speed and for avoiding fire.
    When you want to forward-dodge while running forwards, release your forward 
    key at the exact same time as you press your left or right key. Straight 
    afterwards, while your strafe sideways key is held down, double-tap the 
    forward key and hold it down on the second tap so that you keep moving 
    forwards, at which point you can let go of your strafe key. Practice repeating 
    this pattern over and over until forward-dodging comes easily to you.
    When shooting at an enemy over a distance, crouching as you fire can be 
    useful, especially if you're sitting on the edge of a cliff or a ledge. The 
    crouch means you can't accidentally fall off the edge, and you can't be 
    headshotted while crouching either. You also present a smaller target for your 
    enemy's return fire. Unfortunately, on higher difficulty levels the bots 
    actually find it EASIER to hit you when you crouch.
    You are faster than the computer bots when moving, as they run from A to B in  
    straight lines, whereas you can dodge everywhere. You can also use the 
    features and terrain of each map to your advantage: jumping high off moving 
    lifts, dodging along sloped surfaces, hammer-jumping over hazards, using jump-
    boots to reach previously inaccessible places, etc.
    The thing that puts most new players off excessive movement is, of course, 
    that it's much harder to hit a moving target if you are also moving around 
    yourself. This makes it doubly difficult to score a kill, or even a hit, 
    because you're having to compensate for both their movements and yours. This 
    brings me onto to the second part of this section.
     2.2.2 COMBAT
    Unless you enjoy running through practice session maps on your own (which 
    might actually come in useful when trying to learn the layout of a new map in 
    peace), this game is based almost entirely around combat. At some point you 
    are going to have to interact with computer-controlled opponents, and by 
    'interact' I mean 'blow them to buggery' or 'get blown to buggery by them'.
    This would infer that you're going to have to learn how to aim and shoot some 
    or all of UT's substantial array of weapons, while also learning how to avoid 
    return fire from those same weapons. I've given the weapons their own big 
    section in this guide, but you can know everything about them and still be 
    generally crap at using them.
    As I mentioned, it's more difficult to hit a moving target than a motionless 
    one. Unfortunately, you will hardly ever come up against an opponent when both 
    you and he / she / it is standing still and just shooting. Even snipers facing 
    off against each other across long distances will be crawling from side to 
    side, trying to pre-empt each other's movements. 
    If the enemy is moving during combat you will have to move your crosshairs to 
    hit him. If you are moving but your enemy isn't, you will still have to move 
    your crosshairs to hit him. And if you're both moving, you will definitely 
    have to move your crosshairs, unless you're both running directly at each 
    other. So you're going to have to move your friggin' crosshairs: whether you 
    move them fast, slow, up, down, a lot or a little, crosshair movement is a 
    certainty. One or both of you will nearly always be moving, which means that 
    all that's left is varying degrees of movement.
    When it comes to hitting your opponents and avoiding their return fire, you 
    should know that there are two types of weapon, which splits combat up into 
    two areas.
    Instant-hit Weapons Combat
    This type of combat is easier if you're the aggressor, but harder if you're on 
    the defensive. You cannot dodge instant-hit fire: your opponent either hits 
    you or misses, dependent on their aim alone. Instant-hit combat relies on 
    being able to hit an opponent where he is at that moment, which means that, 
    the better your reflexes are as an aggressor, the greater the likelihood is of 
    a hit.
    The best way to teach yourself this is learning how to snipe. The rifle is the 
    quickest regular instant-hit weapon for taking down enemies, which means that 
    the results are easier to see for yourself - whether you're hitting or 
    missing. It's also very easy (especially against computer bots) to predict the 
    enemy's line of movement and just place your crosshairs over a point which you 
    know they'll be moving through. This way you don't even have to move your 
    crosshairs, never mind your body.
    In my opinion, the perfect map for new players learning how to snipe is AS-
    Overlord. Load up a practice session and play on the defending team. Grab a 
    sniper rifle and crouch in the Cavern window. From here you get to shoot at 
    bots running from left to right across the screen (behind the foxholes), as 
    well as from top to bottom of the screen (running up the ramp and the beach).
    Another great sniping map is DM-Deck16. Sit up on the sniper ledge and try to 
    take down the enemies running all over the place. This also teaches you how to 
    avoid visible return fire while you shoot (not really true of Overlord), since 
    the opposition bots will be sending plasma rounds and shock balls up at you.
    CTF-Face is another very obvious one. Sitting on top of your base's roof and 
    sniping endlessly at the respawning enemies will provide very good practice, 
    especially since your opponents will hardly ever shoot back. Plus you have 
    plenty of armour, health and ammo nearby.
    Once you get confident enough to start moving around while you fire, try a few 
    rounds of instagib (enable the instagib mutator in the list before you start a 
    practice session). This quickly teaches you all about your level of accuracy 
    and whether or not it's improving, while also teaching you how to be quick on 
    your feet and to use the cover of the map to avoid return fire.
    The minigun and secondary plasma beam are sort of halfway between the two 
    types of combat in UT. To be effective with these weapons you have to have 
    elements of both combat types in your repertoire: hitting the enemy where he 
    is currently, and also knowing where the enemy's going to be a second later so 
    you can hit him there too. I freely admit I STINK in this area, especially 
    with the minigun; but those who can't do, teach, and I at least understand the 
    theory involved in the thing at which I suck.
    The plasma beam is the easier to counteract - it has a maximum range, so just 
    back away and you can avoid it completely. The minigun is far more difficult, 
    especially since you can't see its shots in order to evade them. This works 
    both ways, however - you can only tell whether you're hitting your opponent if 
    your crosshairs are currently bang on target. And, since your target is 
    probably moving around a lot, it's a work in progress to take him down. As 
    possibly the worst minigunner in the history of mechanised conflict, I bow to 
    all those online players who were able to eradicate my sorry arse in seconds 
    with their miniguns. Don't be amazed if it takes you a long, long time to 
    learn the minigun.
    Delayed-hit Weapons Combat
    This group of weapons is much bigger, and they involve visible projectiles 
    moving at various speeds (slower than instant, anyway). Though they're harder 
    to get good at, they're also easier to avoid when one is being shot at you.
    If you're firing at someone from medium range, and that person is moving 
    across your view at a steady pace, you are obviously not going to shoot your 
    projectile at the point where they start at. Because by the time your shot 
    reaches that spot they will be somewhere else. You have to predict where your 
    opponent will be so that your projectile meets them there. So this takes into 
    account your current position, their speed of movement, the speed of the 
    projectile you're about to shoot at them, and then other things like angles 
    and elevation. The basic rule here is: shoot at where the enemy is going to 
    Another factor to take into account is splash damage, which is a side-effect 
    of some of the weapons' fire: slime, secondary ripper, flak, rockets / 
    grenades. These do not have to score a direct hit on an opponent for you to 
    harm him (or kill him altogether) - the shots just have to impact on a surface 
    near enough to him for the splash radius to have an effect. Splash damage 
    seems to be there in order to help players do damage when using delayed-hit 
    weapons - the more splash damage a weapon does, the less accurate your shots 
    have to be.
    After you've been playing for long enough, you will get to know how quickly 
    the projectiles from the various weapons travel, as well as how quickly 
    opponents move. The only thing that will remain is how to cope with these 
    things while you yourself are also moving; but learning this is unavoidable, 
    since you'll very quickly find out that shooting while standing still is a bad 
    To train in how to hit a target while moving, first go for immobile targets. 
    Load a practice session with no bots, pick a particular piece of the map (a 
    lamp post or a section of wall, whatever) and run, dodge and jump around in 
    front of it while you fire various weapons at it. Get used to your own mouse 
    speed and keeping your crosshairs fixed on the one spot while you jink around 
    and jump up and down like an epileptic sellotaped to a kaleidoscope.
    And finally, the best way to practice hitting moving targets is to face off 
    against bots. You'll learn about their movement speed and behaviour, which 
    will make it more and more easy to calculate trajectories, etc. And you'll 
    learn about keeping yourself moving, specifically to avoid their return fire. 
    Keep practicing all these things, and make sure your mouse speed is set up 
    perfectly for your own playing style and speed.
    All of the above isn't the very definition of UT combat, but it's most of it. 
    Get good at all this stuff and you will gradually come to wonder why you're 
    still playing the computer at Skilled or Adept level when you could be owning 
    the place on Masterful or upwards.
                                        2.3 ITEMS
    These are bonuses scattered around the maps, which can help you against 
    enemies or objectives. Some increase your armour or health; some boost your 
    weapons or movement capabilities; some do other things. All the game-types in 
    UT have powerups included in their maps, but you will never see UDamage or 
    Invisibility in an AS map.
    All of these pickups will be lost if and when the player dies. All of them 
    respawn at different rates, though the more powerful an item is, the less 
    frequently it will reappear.
    Vials, health packs and kegs all stack with each other, up to 199 health 
    points. Armour and pads stack with each other, but not with themselves - each 
    will reset its own effect to the default value. For instance, if you pick up a 
    set of armour for 100 armour points, then lose 25 armour points, then pick up 
    a second set of armour, your armour will reset to 100, not go up to 175.
     2.3.1 HEALTH / ARMOUR
    Health Pack
    The basic powerup is the health pack, which is a square, white box with a blue 
    cross on the top. Each health pack will boost your health by 20 points, up to 
    a threshold of 100. If your health is at or above 100 points health packs will  
    have no effect and cannot be picked up.
    Respawn rate: 0:18
    Health Vial
    Health vials can boost your health by a mere five points, though they can take  
    your health all the way up to 199 if you collect enough of them.
    Respawn rate: 0:27
    Keg O' Health
    This is a huge, white and blue box which will add 100 points to your health, 
    up to a limit of 199.
    Respawn rate: 1:40
    Thigh Pads
    These give you an armour rating of 50.
    Respawn rate: 0:27
    Body Armour
    This gives you an armour rating of 100. Wearing thigh pads and armour together 
    will give you a combined rating of 150 maximum. 
    The higher your armour rating from pads and armour, the less damage you will 
    take when sustaining injuries.
    Respawn rate: 0:27
    This is a shining, circular belt which will give you an armour rating of 150. 
    Unlike body armour or pads, the belt does not act in conjunction with your 
    health points, which makes its effect more like having 150 extra health points 
    than armour points. Until your belt is completely destroyed, your health will 
    not be reduced by taking damage. The belt negates the effects of thigh pads 
    and armour - picking up either pads or armour while you are wearing a belt is 
    pointless, unless it's to stop the enemy from getting them.
    Respawn rate: 0:54
     2.3.2 POWERUPS
    This is a rare but powerful item in the shape of the UT logo. It glows a  
    metallic golden colour. Your shots will deal heavy damage to your enemies for 
    as long as you carry it. Be careful not to harm yourself when carrying the 
    UDamage: hammer-jumps are a very bad idea, and it's important to avoid splash 
    damage from your own weapons.
    Try to avoid any enemies who are carrying the UDamage - you will see their 
    weapons glowing purple in their hands and their shots will make a distinctive 
    Duration: 0:27
    Respawn rate: 1:49
    This is even more rare than the UDamage. It doesn't make anyone totally  
    invisible, as they can still be spotted by a vague glitter as they move. It 
    does last longer than the UDamage, however.
    As far as I know, the Invisibility changes the accuracy rating of each of your 
    opponents, causing them to have more difficulty in hitting you. This effect is 
    pretty slight, however, and the best reason for taking the Invisibility in a 
    single-player game is really to keep opposing bots from getting to it first.
    Duration: 0:46
    Respawn rate: 1:49
    These boots will allow you to perform three very high jumps. You can do super  
    jumps by using your hammer-jump bind while you have the boots. Lift jumps are  
    also boosted greatly. It's also possible to rocket-launch yourself while 
    wearing boots - jump off the ground just before you release two rockets at the 
    floor, though make sure you are wearing a shield-belt.
    Boots do not stack with each other - each new pair resets your jump limit to 
    If you have boots on while you are moving through the air, your air control 
    will be greatly enhanced. They also allow you to avoid taking damage when 
    landing after a great fall - with shorter falls you will take no damage and 
    with longer you will only take very little.
    Respawn rate: 0:27
    SCUBA Gear
    This is only found in AS-OceanFloor, and it will enable you to breathe  
    underwater for far longer. It will eventually run out, at which point you will 
    hear yourself gulp and the underwater counter will begin its 18 second 
    SCUBA Gear will remain on your body for its duration or until you die, whether 
    you are underwater or not.
    Duration: 1:48
    Respawn rate: 0:18
                                       2.4 WEAPONS
    The easiest way to learn how to use each of UT's twelve default weapons before 
    you try the single-player ladder or an online game is to start a practice DM 
    session vs. three or four bots. Pick a map with all available weapons, a 
    mixture of open spaces and enclosed tunnels, as well as some z-axis angles 
    (Deck16 is perfect for all of the above). Use godmode if you like, set weapons 
    to stay and set the frag limit to 100 or thereabouts. This will give you 
    plenty of opportunity to learn how each weapon works; what their strengths and 
    weaknesses are; their range; their damage; their ammo capacities; as well as 
    which ones you like and which you don't like.
    You can never have too many weapons, and your opponents can never have too 
    few. Take every weapon you see, whether you need it or not, and steal every 
    ammo pack.
    You don't have to be good at every weapon to be good at UT, though it can only  
    help. Everyone has a favourite weapon and their reasons for choosing it. Most 
    of the weapons have characteristics which make them the best one for a 
    particular job, so it's a good idea to familiarise yourself with all of them, 
    whether you like them or not.
    Most online players, especially DMers, like to have a bind for each of their  
    weapons, so they can switch instantly to whichever one they want.
    All weapons have respawn rates of 0:27; except the redeemer, which has a 
    respawn rate of 1:48.
     2.4.1 IMPACT HAMMER
    This is a very strange melee weapon with multiple uses. Its main firing mode  
    causes the hammer to charge while you hold down the primary fire button. When  
    your charged hammer touches an opponent it will release, causing massive 
    damage. Release the hammer while you are touching the floor or a wall and you 
    will take heavy damage. Try forward-dodging into enemies with a loaded hammer 
    to catch them by surprise. This is not a euphemism.
    The primary fire can also be used to perform very high jumps, called  
    hammer-jumps, which can be done by aiming your charged hammer at the floor and  
    then releasing it as you press your jump button. Hammer-jumps also work off  
    walls and lifts, and if you have boots when you perform your floor / wall jump 
    you can get very interesting results. Try hammer-jumping up a wall then 
    tapping your hammer-jump bind off the wall a second time at the top of the 
    jump - you can often reach places using this method which just one hammer-jump 
    wouldn't allow you to reach.
    The angle at which you are facing will change the direction and trajectory of 
    your hammer-jumps. Releasing your hammer-jump when you are looking straight 
    down at the floor will cause you to jump directly upwards, whereas facing the 
    floor at an angle will give you more distance but less height, etc. This is 
    also true of ripper-jumps.
    Each hammer-jump will cost you 54 health points, regardless of how long you 
    charge your hammer for, or what angle you release it at, which means with no 
    armour and 100 health you can only do one hammer-jump and still be alive 
    afterwards. You can do many more with armour and / or a keg.
    The secondary firing mode of the hammer is less useful, but will still come in  
    handy at certain times. It's possible to deflect incoming projectiles by 
    facing them and alt-firing your hammer just before they hit you. The missile 
    will change its trajectory slightly and go past you on either side. This works 
    on any visible projectile - slime, redeemer missiles, rockets, etc. It won't 
    work on pistol, minigun or sniper shots.
    The alt-fire can also be used to slightly boost a normal jump - face the 
    ground and jump straight upwards against a wall, then alt-fire your hammer 
    against the wall about halfway up the jump. This can be used to, for example, 
    jump over the foxholes in Overlord instead of having to run up the approach 
    See section 3.1.2 for a hammer-jump bind.
    The most interesting feature of the impact hammer was never meant to be a  
    feature - Epic called it a bug and removed it in UT2003 and UT2004. It's 
    called hammer-launching, and it can be used to propel a team-mate great 
    distances across a map. This is a huge part of online AS and teams base entire 
    map strategies around it. If you don't play UT online then you might as well 
    skip this section.
    To perform a hammer-launch, aim your hammer at where you want your team-mate 
    to fly to and click alt-fire a couple of times (hold the button down while the  
    hammer clicks). Once you have set your aim in this way, release the alt-fire  
    button and press and hold primary-fire at the same time. Your hammer should 
    now be charging, and a team-mate can then jump into it to be launched to where 
    you want them to go. The longer you leave your hammer charging, the higher or 
    farther your team-mate can go (there is an upward limit on this of a few 
    seconds). A player can even jump into more than one hammer to be launched to 
    even greater distances - these are called double or triple hammer-launches.
    Hammer-launches behave differently depending on whether the launchee jumps,  
    dodges or just walks into the loaded hammer - jumps are generally used for  
    height, dodges go for distance, and walking tends to be a mistake made 
    repeatedly by a player called {24}Dutchdude, usually in important League AS 
    Hammer-launches are unfortunately not much use in the single-player game, as  
    your bots can't be instructed to jump or dodge into your hammer; but 
    occasionally you get lucky and a team-mate will hit your loaded hammer, 
    sending him soaring, emu-like, through the air.
     2.4.2 PISTOL
    This is your default weapon, which you will be given when you respawn. If you 
    pick up another one which an enemy or team-mate has dropped then you can carry 
    and fire two pistols at once. The gangster-ish alt-fire of the pistol is 
    pretty useless - just stick with primary.
    The pistol is best used like a weaker sniper rifle. Its primary fire is 
    accurate enough, though it only does 25 damage to unarmoured enemies. It's 
    less effective if you just hold down the fire button and hope that some of 
    your rounds hit your opponent - try not to treat it like a minigun, as its 
    rate of fire just isn't fast enough for this. Go for single shots based on 
     2.4.3 GES BIO RIFLE
    This is actually one of the most destructive weapons you can have. No matter 
    how well-armoured an opponent is, he will not survive a full load of 
    secondary-fire slime in the face.
    To fill the goop gun with slime, hold down the secondary-fire button until the  
    gun stops charging. When you release the button the slime will fly out in one  
    big ball, which will burst into smaller segments upon impacting on an 
    obstacle. This spray will act like a temporary minefield for both you and your 
    opponents. If a full load of slime hits an enemy, he will die without 
    The primary fire can be used to coat an area with mini-mines, though it is 
    less accurate against moving opponents.
    The goop gun is just as lethal to you as it is to anyone else, so use it with  
    You can even use the slime to launch yourself to a medium height, though you 
    will take damage, so it's best to have lots of health or armour when you do 
    Using CTF-LavaGiant as an example: try shooting two columns of primary-fire 
    slime over the lower half of one of the sloped pillars around the outer walls 
    of either flag base. Jump at the top of the bunch of slime just before it all 
    explodes, and the simultaneous burst should propel you up and over the wall. 
    This might come in handy for getting into your own base quick while carrying 
    the flag, though probably not as handy as a simple hammer-jump...
    This is probably the most popular UT weapon ever, and if you take the time to  
    learn it then the payoffs can be huge, especially online. It's perfect for 
    medium and long range combat, and it has three modes of fire instead of  
    the usual two.
    The primary mode fires an instant blue beam which causes damage to an enemy, 
    as well as knocking him backwards a few steps. It requires a high level of 
    accuracy but - unlike the sniper rifle - it has unlimited range, and it can be 
    used to knock enemies off edges or into hazards. The UDamage powerup turns a 
    primary shock beam into an instagib shot, which is extremely useful if you're 
    decent at insta.
    The secondary fire produces a slow-moving, blue ball which will burst on 
    impact, causing damage to any enemies it hits. It also knocks enemies off 
    their feet. Your shock-balls can be shot out of the air by your enemies, and 
    you can do the same to theirs.
    But it's the shock-combo feature which really makes this weapon special and  
    unlike any FPS weapon which ever came before it, as far as I can remember. 
    Fire a shock-ball using secondary fire, then shoot the ball with the primary 
    beam. This causes an extremely damaging explosion of blue, which can wipe out 
    multiple enemies caught in the blast. Shock-combos can also be used to launch 
    team-mates like a weaker rocket-launcher.
    You can cause shock-combos by shooting out the shock balls of your opponents, 
    though you have to be accurate enough to hit the very nucleus of the moving 
    ball. The balls don't need to be shot with shock beams alone - try using the 
    sniper rifle or minigun.
     2.4.5 PLASMA RIFLE
    This is a typical utility FPS weapon - it's basically a crapper, slower 
    minigun. Remember the green weapon from Doom, the one just behind the BFG, 
    with the slow, green plasma rounds? This is that.
    The primary fire churns out green blotches over a distance, but they're easily  
    dodgeable; and the secondary mode produces a constant beam of green plasma 
    which cuts through enemies, causing damage for as long as it's in contact with 
    them. The beam has a limited range, which means to avoid it you just have to 
    move backwards and away. At least the plasma beam is very much more visible 
    and well-defined than the minigun.
    In spite of its obvious drawbacks, the plasma rifle is probably the best 
    weapon in the game for combat within its secondary beam radius. It's accurate, 
    can't cause you splash damage, is very ammo efficient, and becomes an almost 
    instant-death weapon when you're holding a UDamage. Don't overlook it in the 
    small, tight maps and areas.
     2.4.6 RIPPER
    This is the requisite gimmick weapon - there's at least one in every FPS game.  
    Frankly, it's not that much use in combat - there are better weapons for 
    almost every eventuality.
    The primary blades will ricochet off surfaces until they are ruined or until  
    they hit another player. You can score headshots with the blades, but they're  
    too slow-moving to be used accurately over distances. They provide a useful  
    barrier at bottlenecks if you keep bouncing them off opposing walls, but they  
    eat up their ammo fast and there are better spam weapons. The blades are also  
    prone to bouncing back into your face unpredictably and causing you 
    considerable facial damage, much like ladies' boobies.
    The secondary fire is like a weaker rocket, with all the same characteristics,  
    except it's faster, yet can't home in. It can be fired at the feet of a team-
    mate to propel him forwards, or at the feet of an enemy to bounce him into a 
    One thing the ripper can do that other weapons can't is perform ripper-shots,  
    which are sometimes very useful in AS maps. The idea is to sit in a certain 
    spot and fire primary blades at such a place which will allow them to bounce a 
    few times and eventually hit a destructible objective. This means that you 
    don't have to get near the objective to take it out - you just have to know a 
    safe place to sit with your ripper. Ripper-shots often have to be accurate 
    right down to pixel level, but they're very satisfying when they work and when 
    they win your team an objective or a map. The accuracy and success of ripper-
    shots are also influenced by which hand you're holding your weapon in - some 
    work only with centre-hand, while others work only with right-hand, etc.
    The only maps in the single-player ladder where ripper-shots can be achieved 
    are Frigate, Rook, Mazon and OceanFloor - experiment to find your own shots. 
    The AS League has other unofficial maps such as Bridge, LavaFort and 
    SubmarineBase in which ripper-shots can be done.
    See section 1.3 for more information about demos and screenshots.
    See section 3.1.2 for a freeze mouse bind (for accurate ripper-shots).
     2.4.7 MINIGUN
    Another basic weapon, inspired by the chaingun everyone loved so much from 
    Doom. The primary mode is more accurate, but the secondary mode is faster, and 
    this is the mode you should stick with unless you're firing over a long 
    One method of minigunning is to hold down the secondary fire and try to draw  
    circles around your target as he moves. If you're good with a mini then you 
    can get amazing results, but I've always been complete trousers with it and so 
    I stick with my preferred weapons, ones I can actually hit people with.
    Being shot with a minigun makes it impossible to dodge or jump - this is 
    called 'lockdown' online (I think). This is also true of the secondary beam of 
    the plasma gun.
    Miniguns use the same ammo as pistols.
     2.4.8 FLAK CANNON
    This is the one that UT newbies flock to until they learn the other weapons. 
    Its primary spread is large enough to not require great accuracy, and it does 
    severe damage to anything in its path, within medium distance anyway. Primary 
    shots can also be bounced off nearby walls so you can shoot round corners. 
    The secondary flak balls are extremely destructive to your enemies and they 
    fire in a fast enough arc to work pretty well at short to medium distances - 
    flak balls can actually reach quite far ahead of you if you angle your shot  
    correctly. Both modes produce some splash damage which may end up injuring you  
    if you're too close.
    Try looking for the smiling faces on the flak balls just before they smack you  
    in the head.
    It's possible to launch team-mates a short distance or height by firing flak  
    balls at their feet, though this is generally not very useful.
    This one is popular for its versatility, despite its slow-moving projectiles. 
    It can fire single rockets or groups, depending on how long you hold down the  
    primary-fire button. The launcher will release its payload when six rockets 
    have been loaded, so don't be facing a wall or the floor when they go off. Six  
    rockets can kill anyone, no matter how well-armoured.
    The primary fire also has a homing missile mode - hold your crosshairs on an  
    enemy for a few seconds and a target reticle will appear, letting you know 
    that your rockets will lock on. Fire some rockets at the enemy and watch them 
    follow him until he gets under cover or until they hit him. Enemy bots do not 
    have to wait for their launchers to lock on at higher difficulty levels, which 
    sucks for you. If a rocket is homing in on you it can be made to lose its lock 
    if you can get around it at a tight enough angle - its turning circle is not 
    small enough to keep up with your movements.
    You can alternate between spread fire and cluster fire with primary rockets.  
    Load multiple rockets into the launcher and hold down the secondary button as  
    they are released - this will produce a tightly-packed cluster of missiles.  
    Leaving the secondary button untouched will result in the rockets flying in a  
    The secondary mode throws up to six grenades, which will bounce along the 
    floor or off walls until they explode - again, don't get too close. Grenades 
    are a fantastic way to cover your own back, such as in CTF-Dreary where you 
    can be running homewards with the enemy flag while bouncing grenades off every 
    facing wall, so that they will bounce back behind you and hit the chasers. 
    Grenades can also be bounced around corners or through holes to hit campers or 
    AS objectives.
    Along with the impact-hammer, the rocket-launcher is one of the two main 
    launching weapons in UT. Rocket-launches can send players soaring far across 
    great distances in certain maps, which comes in very useful in Assault. 
    Rocket-launches are pretty useless in DM and DOM, and I think they're actually 
    illegal in CTF leagues; but they're very much legal in Assault and, as with 
    hammer-launches, clans build tactics around them in many of the league maps.
    Rocket-launches can be performed in different ways, but the premise involves 
    firing multiple rockets into the bodies of your team-mates so that the 
    explosion propels them in a certain direction. Rockets can be fired at a team-
    mate's feet in spread formation; or the launcher can crouch directly behind 
    the player and fire grouped rockets into their legs / feet / buttocks / 
    whatever. Each aim and stance and distance leads to different results, and a 
    few pixels can make a big difference to whether a launch succeeds or fails.
    A combination of a launcher with an accurate aim and a launchee with smart air 
    control can lead to disastrous results for an opposing AS team, and 
    'launcher' - both with hammers and rockets - is actually a specific team role 
    for some clan players. I was a launcher and I spent hours and hours with some 
    of my {24} clan-mates in otherwise empty servers, practicing precise aims for 
    rockets and hammers; where to stand, where to look, where to set up the 
    launch, when to stay, what powerups the launchee should be wearing, etc. This 
    might sound excessive, but good launches can - and did - literally win certain 
    maps in seconds, even if they didn't quite get us out of division 4. So, if 
    you want to get into online AS but you're not that confident about your combat 
    skills, try practicing and making up your own launches instead. You might 
    become invaluable to whichever clan you join, in the same way that I wasn't.
    Unfortunately, and again like hammer-launches, rocket-launches are far less 
    useful in single-player matches. You can occasionally succeed in rocket-
    launching an AS or CTF bot team-mate in a certain direction over a certain 
    distance, but these opportunities are rare. Try a quick and optimistic rocket-
    launch if all else fails, but sometimes UT's pathnodes don't really work well 
    with launches. For example: successfully rocket-launch a team-mate from the 
    front of the castle up on to the roof in AS-Mazon, and the idiot bot will just 
    run all round the upper floor of the castle interior and drop back down onto 
    the bridge at the front door.
     2.4.10 SNIPER RIFLE
    This is by far my favourite weapon, since I suck with any weapon that isn't 
    long range - if you learn how to use both its modes properly it is easily the 
    best weapon in the game. In my opinion anyway.
    The primary mode is easy - just point the crosshairs exactly where you want 
    them and the rifle will release an instant-hit bullet when you fire.
    The secondary mode allows you to zoom in through a scope, so that you can hit  
    far off enemies with ease. Release the button when you have your desired  
    magnification. Pressing the secondary button again will remove the scope view.
    I'd strongly recommend practicing using the rifle without the scope in every  
    game-type. Believe it or not, it's often easier to hit a moving target without  
    the scope than with it, especially if you're also moving while you shoot.  
    Obviously the scope is useful and sometimes necessary, but the accuracy of the  
    primary mode is phenomenal and no other weapon is better for instantly taking  
    out any enemy from any distance with just one shot. 
    Try to aim for the heads of your enemies when you're shooting at them; don't  
    hold the fire button down - only fire when your crosshair is over your target.  
    Headshots can kill even armoured foes with one shot, whereas body shots 
    require more than one hit on enemies with full health.
     2.4.11 REDEEMER
    This is the enormous nuke gun which you can find hidden in some levels, though  
    it never turns up in AS maps. Firing its secondary mode will let you look  
    through the camera on the end of the missile, and guide it through corridors 
    and hallways until you decide where you want it to land. Just smash it into a 
    wall and watch for the kill messages. The primary mode just fires the missile 
    in a straight line until it impacts.
    The primary missile flies a bit faster than the secondary, guided missile - 
    you can test this if you ever get two redeemer rounds (max) at once.
    Firing a redeemer does leave your body standing still and vulnerable to 
    The redeemer will kill you just as easily as your opponents, though weirdly 
    enough it will harm you but not your team-mates. To avoid damage you either 
    have to be outside the blast radius when it explodes, or protected by 
    something which comes between you and the centre of the explosion. Even a 
    lamp-post will do.
    I recommend NOT putting the redeemer at the top of your best weapons list - 
    I've pressed my best weapon button a million times in DM-Liandri and tried to 
    fire the sniper rifle I expected to be holding, only to be reminded that I had 
    picked up the redeemer earlier and have now just blown myself up.
    The redeemer is placed in between the rocket-launcher and the sniper rifle 
    when using the next weapon key to cycle your weapons.
    Try secondary-firing your redeemer while you are using behindview.
    If you guide the redeemer missile into the back of one of your team-mates you 
    can launch them some distance, though the direction and height will be 
    unpredictable. Might be useful for attacking a base in CTF, though probably 
    Redeemer missiles can be shot in mid-flight to make them explode harmlessly. 
    You can also detonate your own secondary missiles by hitting the primary fire 
    while they're still in the air. Team-swapping or suiciding will also cause 
    your redeemer missile to detonate mid-flight, as will simply getting killed.
    The computer bots will never use the redeemer's guided missile - they will 
    always fire the primary.
     2.4.12 TRANSLOCATOR
    On the one hand, the translocator isn't really a weapon: on the other hand, it  
    is capable of instantly killing any enemy, no matter how heavily-armoured 
    he is. This technically makes it as destructive as a redeemer missile or a 
    full load of slime or six rockets.
    The T/L's primary use is as a means of travel. Aim your crosshairs at where 
    you want the T/L to go, then primary fire the module in an arc. Once it's in 
    place you can alt-fire to reappear at its landing spot. Clicking primary fire 
    again will simply recall the module. A dropped module will disappear if the 
    player who dropped it dies. Bear in mind that the direction you're facing in 
    won't change when you activate your module - the direction you throw the 
    module has no effect on this, which can be disorienting.
    The offensive capabilities of your T/L are invoked by firing the module into 
    an enemy's face or body, then alt-firing as it impacts. You will get a message 
    telling you you have telefragged your opponent. You can also telefrag people 
    by laying your module down on the floor like a landmine, then alt-firing when 
    you see an enemy walk over it; though this method is far more difficult and 
    almost never works online, since - with a few exceptions - UT players aren't 
    total idiots.
    You can disable the translocators of enemies which you see lying on the ground 
    - shoot at them until the light on the top goes out. When your enemy tries to  
    activate his disabled T/L he will die instead. T/L's can also be disabled by 
    shooting them into oblivion or into hazards such as lava.
    The T/L as a weapon is especially useful in DOM - some players use nothing 
    else for both movement and combat.
    I don't know if this is a bug or a feature, but a T/L module can prevent a 
    lift from falling. Send a lift up and then dump your T/L underneath it. It 
    should come down, hit the module and then rise again, and it won't stop until 
    your T/L is removed.
    The translocator can be launched by dropping the module then shooting at its 
    centre with certain weapons. T/L-launches come in very useful in big, open 
    maps such as CTF-Face or CTF-LavaGiant, when you just don't have time to run 
    or dodge all the way across.
    Some weapons can launch the T/L a decent distance, though barely farther than 
    a simple throw: primary shock-beam; secondary ripper shot; clustered group of 
    Others can launch the module over a huge distance: landing a redeemer missile 
    just behind the module will launch it very far; as will dumping a full load of 
    secondary slime onto it, though the slime has to be pretty accurate to hit the 
    module properly. You could also try dropping a full load of slime into a small 
    area, then dropping your T/L module into the middle of it - sometimes you can 
    get very interesting results when the slime bursts, the splash damage of each 
    exploding blob combining to send your T/L a great distance, though the 
    direction is unpredictable.
    Another great T/L-launcher is the shock-combo - stand at a ninety-degree angle 
    to the direction in which you want to launch the module, then fire a shock-
    combo to explode just behind it. This also needs to be pretty accurate to get 
    the flight direction right.
    But the hammer is surely the best for T/L-launches: you can be extremely 
    accurate and also achieve enormous distance; plus you always have a hammer, 
    unlike the other weapons. Drop the module then crawl up behind it with a fully 
    loaded hammer. Once your crosshairs are pointing at the centre of the module 
    and you are almost touching it on the ground, release the hammer - the release 
    should send the T/L flying high and long. This is so effective you have to be 
    careful you don't overshoot.
    Dropping your module onto an upward slope then launching it will let it reach 
    slightly greater distances, though if the slope is too steep the module will 
    only move about a centimetre.
    If you see the dropped module of an opposition player, try launching it to 
    somewhere ridiculous rather than disabling it. It's always nice to send your 
    enemies to some totally useless location without their knowing.
     2.4.13 AMMO
    Ammo packs all look different depending on the weapon, and they can usually be  
    found near to their associated weapons in each map. Ammo packs will add a 
    great many more rounds to each weapon you are holding, and can be picked up 
    and stored even if you do not have the required weapon. When you die you lose 
    all your currently held ammo and weapons.
                                        2.5 BOTS
    The bots are your computer-controlled team-mates and opponents, and the more 
    you play with them the more annoying they get. Their behaviour changes, 
    depending on the chosen difficulty setting; at low levels they are so pathetic 
    it's not true, whereas at the highest difficulties their skill level can be 
    insane, at least in terms of shooting and avoiding return fire.
    Some features about the bots never change, however, such as how they get 
    through maps. This is especially apparent when playing Assault or Capture The 
    Flag - watch them run in straight lines, only jinking around when they come 
    under fire. This mindless approach can be exploited if you can easily predict 
    where they're going.
    Bots also occasionally get stuck in some maps: this is because their 
    pathnoding - the routes they are pre-programmed to take - doesn't cover 
    certain areas. See section 2.7.11 for more information about this bug.
    When bots - both friendly and enemy - are killed they will drop their 
    currently held weapon, allowing you to pick it up and boost your ammo.
     2.5.1 FRIENDLY BOTS
    Your team-mates in the team games are not so much team-mates as cannon fodder.  
    They will always be less good at everything than you are (assuming that you've  
    chosen a difficulty level appropriate to your own skill), except possibly 
    actual combat. Playing alongside even Godlike bots can prove to you that, 
    though they may be able to take down each other and you a lot more easily, 
    they still stink at team-play. You should use your team-mates to draw the 
    enemy fire while you work on completing the required objectives.
    Your team-mates are just as unlikely to succeed as the enemy is, since they 
    all run in the same lines and react the same way to dynamics. You are your 
    team's secret weapon - bots will never send their translocators into 
    unexpected places; they'll never hammer-jump over large sections of the map to 
    take shortcuts, etc. They are programmed to behave in certain ways, and the 
    only real difference between your team and the enemy is you.
    Your bots can be given orders through the Orders menu (F12).
     2.5.2 ENEMY BOTS
    On lower difficulty settings enemy bots shoot at where you are: at higher 
    levels they shoot at where you're going to be, and these are the shots which 
    can hurt the most. The closer a high-level enemy is to you the easier it will 
    be for them to hit you, though they seem to be extremely proficient with any 
    weapon at any range. A moving target is always harder to hit, though, so bear 
    this in mind and make the enemy work to kill you.
    In team games, the enemy bots' orders will be based on counteracting any 
    orders you have given your own team, up to a point anyway. If you put all your 
    bots on Defense, you will see a lot more incursions into your base by the 
    enemy. If all your bots Attack, the enemy base will have a greater defense, 
    and so on.
    When playing Assault or CTF, it is easy to outwit the enemy team by using 
    tricks and shortcuts. They never learn from experience and they always follow 
    or defend the same paths, so exploit any holes in their defense for your own 
                                    2.6 SPAWN-POINTS
    When you die in UT the round does not end for you (unless it's LMS and you 
    just lost your last life). You just respawn somewhere in the map, with a 
    pistol and a hammer, ready to return to the action.
    Spawn-points in DM and DOM are randomised, so that no player gets an advantage  
    over the others. Each map has several preset spawn-points, and you will never  
    know which of these the computer will send you to when you die. This is so 
    that you can't just keep respawning next to the shield-belt or redeemer or 
    whatever. It also means your enemies can't know where you'll be in order to 
    get a cheap spawn-kill. Depending on luck and on the number of players in a 
    map, you can sometimes be unlucky enough to respawn right in front of a 
    heavily-armed opponent, though this is a double-edged sword.
    AS has preset spawn-points, sometimes called spawn-rooms, where you will 
    always reappear when you die. In AS, which spawn-room you respawn in depends 
    on which objectives you have completed so far: this is a big part of online 
    play, particularly in custom maps.
    CTF is more randomised than AS, but not quite as much as DM or DOM. You will  
    generally respawn inside your own base - sometimes in the neutral zone - but  
    obviously you won't be respawning in the enemy base.
    Knowing each map will be greatly to your advantage, so that you always know  
    where you are when you respawn and which way to go in order to reach the 
    nearest weapon or powerup.
                                    2.7 MAP FEATURES
    Every UT map is different, and some are more interesting than others, but they  
    all share certain essential features which you should familiarise yourself 
    with to make your transition through and around each map easier and faster.
     2.7.1 DOORS
    Most doors will open when you approach or touch them, though some are slower  
    than others. Most doors can be held open just by standing in the doorway; 
    while others can be held shut with slime (AS-Rook, for example). The final 
    door in AS-HiSpeed can be locked by a defender with a shock-ball, though this 
    is a bug.
    Some doors - notably in AS - must be opened by hitting a special button or  
    completing an objective. The three upper doors in AS-Frigate, for example, 
    will never open unless the attackers have completed the Hydraulic Compressor  
    And there are also secret doors which may be camouflaged or hidden in other  
    ways. Some may need to be touched; some need to be shot; and others must be  
    opened using a hidden button or lever. I've noted the locations of these doors  
    as they occur in the different maps, as well as the method used to open them.
     2.7.2 LIFTS
    These will take you between levels, and are usually very obvious to see.
    Depending on the speed at which a lift moves upwards, you can jump to a 
    certain height while it is moving, allowing you to reach high platforms and 
    ledges. If you are wearing boots or performing a hammer-jump off a lift, your 
    height will be even greater.
    Some lifts need to be activated by levers, and I've noted these as they occur.
    Lifts will not harm you if you are stuck under them: they will usually move  
    upwards again until the obstruction underneath them is removed. This failsafe  
    can be - and often is - exploited by online players. AS-Guardia is much harder  
    if some little tit just camps under the final lift while he goes and makes a 
    cup of herbal tea for his silver-haired grandmother, as you do.
    See section 2.7.11 for a bug involving lifts.
     2.7.3 SLOPES
    Sloped walls or supports can be dodged along or up to increase your speed or 
    to reach places you would not be able to jump to. Dodge along a forty-five 
    degree slope and you will slide along it all in the one movement. Side-dodge 
    up a sloped pillar or wall to get to the top: the AS-Overlord foxholes and the 
    pillar by the bio-rifle in DM-Liandri are good examples of this feature.
    Sloped surfaces can also help prevent the loss of health when falling from a  
    height. If you are falling from a height and you think you will lose health 
    when you land, try using your air control to fall towards a sloped surface 
    below you. Sometimes it will break your fall and save you some health, or even 
    all of it.
     2.7.4 WATER
    This is easily distinguishable from slime or lava, since UT water is always 
    blue and transparent. Once you submerge yourself in water, you have 18 seconds 
    to get your head above the surface again before you start losing health in 
    measures of five points per second (armour will not protect you from drowning, 
    though a shield-belt will).
    See section 2.3.2 for information about the SCUBA Gear powerup.
    Landing in water after a fall will enable you to avoid any health loss. You  
    cannot dodge or crouch underwater, and projectiles will be slowed down 
    greatly, which is handy since your sluggish movement necessitates more time to 
    avoid them.
    Weapon fire reacts in different ways when it hits the surface of water from  
    above: grenades and flak balls will slowly drift directly downwards before  
    exploding, slime will float on the surface like big snotty lilies, ripper 
    blades will turn into ducks and swim away very fast, quacking urgently.
    Try firing a slow-moving rocket upwards out of the water and watch as it keeps  
    moving at the same rate through the air - weird and not really all that  
    interesting, come to think about it.
     2.7.5 HAZARDS
    Remember when you were young and your mummy would tell you: look both ways  
    before you cross the road, brush your teeth before bed, don't jump into big  
    pools of lava or slime, wash behind your ears when you're in the bath, etc? 
    Well the same goes for playing UT, especially the teeth thing.
    The best way to escape from a hazard before it finishes you off is to 
    translocate out of there. You may have time and space to chuck your module to 
    safety and save yourself, though some hazards are instant death: the lava in 
    CTF-LavaGiant for example.
     2.7.6 TRAPS
    These are very rare, but keep an eye out for them anyway. There's one in  
    DM-Pressure and another in DM-Fractal. Not enough really. Try UT Bunny Track  
    maps online for some fiendish traps, as well as lots of lamers who like  
    insta-beaming team-mates directly into the traps and then cackling. And these 
    people can actually type a cackle.
     2.7.7 TURRETS
    These are just mounted guns, which will fire at anyone attacking the base or  
    spawn-room they're defending. They use the same ammo types and rates of fire 
    as the normal weapons (except in AS-Mazon, weirdly), and you can temporarily  
    disable them by shooting at them until they retract.
    AS-Overlord has a special mortar turret; though, unlike other turrets, it  
    doesn't actually target anyone - it just fires at the same patch of ground at 
    a constant rate.
     2.7.8 TELEPORTERS
    These are shimmering balls of energy which will instantly transport you from 
    one part of the map to another preset place. I'm still looking for one that 
    will take me instantly to the lavatory. Some teleporters are two-way but most 
    can only be used in one direction, much like my lavatory.
    Teleporters can be used in conjunction with a translocator to control two 
    areas of a map simultaneously, which can be particularly useful in DOM maps.
    Teleporters can also be 'hammer-camped', which is a tactic used a lot online.  
    Players can sit in front of an outgoing teleporter with a loaded hammer, so 
    that opposition using the teleporter from the other end will hit the hammer 
    before they can do anything about it. This is lame and horrible and of course 
    I've done it.
    There are certain pairs of teleporters which can catch you in an (almost) 
    unbreakable loop, because both ends are sitting too close to walls. The two 
    teleporters in DM-HyperBlast, for example: edge around the sides of one so 
    you're facing into the back of it, then walk forwards into it. You will 
    reappear facing away from the other one. Then walk backwards into that and you 
    emerge where you started. Weird.
     2.7.9 JUMP PADS
    These are basically immobile jump-boots. You can use a jump pad as many times 
    as you like and it will always propel you up into the air and in the same  
    direction. These are very rare in the single-player maps, but they can provide 
    you with alternate routes when you do find them.
     2.7.10 OBLIVION
    I don't know if this is its official name, but I refer to it quite a few times 
    in this guide, so I thought I'd better mention it here.
    Oblivion is where you die by falling into some unknowable hazard area. It's 
    not lava or slime or a trap or whatever, but you die anyway. CTF-Face, DM-
    Barricade, DM-Peak, DM-HyperBlast - these are all examples of maps surrounded 
    by an area of oblivion. There are more, I think. It's usually just a case of 
    falling into space. 
    You can occasionally get quite funny screenshots in DM-HyperBlast - if you 
    manage to die in space without getting gibbed you can take pictures of Fatboy 
    soaring majestically across the galaxy.
     2.7.11 BUGS
    UT has very few bugs, but here are some of the ones you should be aware of.
    Hall of Mirrors (HOM)
    This is a rendering glitch which occurs when textures or seams overlap on the 
    surfaces of a map, producing an effect like shards of glass lined up side by 
    side. It's rare in the single-player maps, but much more common online. You'll 
    know it by name when you see it.
    If this is a bug (and Epic says it is, which is why you don't see it in UT2003 
    or UT2004) it might be the most useful glitch ever to appear in any online 
    game. See section 2.4.1 for more information about hammer-launching.
    Lift / translocator bug
    This must be a bug, because it's too lame to be a feature. If a player drops 
    his T/L module under a lift platform, the lift will not be able to stop moving 
    up and down until the module is removed. This comes in handy in certain maps, 
    especially in DOM and CTF.
    Lockdown bug
    This is the name given to the effect which rapid-fire weapons have on a player 
    or bot. While being constantly hit by minigun or secondary plasma fire, it 
    becomes difficult to move along any surface that isn't level or sloping 
    downwards. You are also unable to jump or dodge, which makes it extremely 
    frustrating to get shot while you're trying to run up a slope or a staircase.
    Some maps have unique bugs, and this is a list of the ones I know of. I've 
    mentioned the bugs in each map's respective section, and how to use or avoid 
    DM: Fractal
    DOM: Cinder, Olden, Sesmar
    CTF: Eternal Cave, Last Command, November Sub Pen
    AS: High Speed, Rook, Mazon, Ocean Floor, Overlord
    Map completion / weapons fire bug
    When a round ends in UT everything pauses until you click your primary fire 
    button to change maps. However, you can continue to fire your weapons during 
    this stage: when the scoreboard appears on the screen, switch weapons and 
    press your secondary fire button. You can cycle through all the weapons you 
    were holding when the round ended, firing your ammo until each weapon runs 
    Pathnoding bug
    This occasionally happens to computer bots who have been propelled to an area 
    where there are no nodes to tell them how to get out of there. In AS-Guardia, 
    for example, sometimes the attackers can be accidentally bumped onto one of 
    the boxes beside the Fuse, usually by secondary flak balls. They will be 
    unable to get down off the box until you shoot them off. You don't want your 
    own team-mates getting stuck, so help them out if you see them trapped in a 
    place with no pathnodes. If it happens to an opponent, however, leave them to 
    Reconnect to ladder round bug
    This happens when you use a bind - [key]=disconnect | onrelease reconnect - to 
    disconnect from and then reconnect to a round in the single-player ladder, as 
    opposed to a practice round. The game will not spawn any bots and the round 
    will be unable to start. To restart a ladder round you have to do it manually, 
    through the menus.
    Strafing bug
    This happens when you are strafing while trying to press too many other keys 
    at once. I'm not sure if it depends on how decent your keyboard is, but it 
    will cause you to continue moving sideways even when you let go of the 
    movement keys. To get rid of it, press the strafe key again.
    Team change bug
    Once you give your bot team-mates orders, they will never deviate from them 
    until you tell them to. This means you can switch to the opposition team, tell 
    them all to hang around in a corner, then swap back to your original team, who 
    should now have little trouble completing the map.
    Team change bug (Assault ladder)
    Start an Assault round in the ladder on the attacking team, but try to change 
    teams through the Player Setup menu. Nothing will happen until your attacking 
    team completes the first round, at which point the second round will begin 
    with you on the other team... who are now attacking. In this way you get to 
    attack twice, though your second attack has to be faster than your first, so 
    you might want to make a complete trousers of the first attacking round if 
    you're going to try this bug.
    Torture chamber
    Start the game, and press suicide at the UT logo screen. Maybe not a bug, but 
    fun for about 4 seconds...
    Wall bug
    This appears on some vertical walls, and it happens when a player is falling 
    while touching the face of the wall. The clipping bug can catch the player 
    while he falls, which comes in very handy in drops which would otherwise cause 
    the player to lose health. There are examples of the wall bug in many of the 
    maps, but the most useful ones might be in CTF-November and CTF-LavaGiant.
                                   2.8 MISCELLANEOUS
    This section covers a few other things which don't really fall into any other 
    category, but which you might want to know about anyway.
     2.8.1 BEFORE / AFTER GAME
    UT Patch 436
    I suggest you download and install UTPatch436.exe. Make sure you apply this 
    patch with each installation of UT if you're reinstalling it.
    Windows Shortcut
    I made a desktop shortcut to my unrealtournament.exe, then gave that shortcut 
    a key combination so I don't have to double-click on it to open it. To do 
    this, create your desktop shortcut and open its properties. Click in the 
    Shortcut Key: box and press your desired key combination. I chose CTRL + ALT + 
    U - easy to remember and doesn't conflict with any built-in Windows shortcuts.
    The first thing you'll want to do when you play UT for the first time is get 
    your keys sorted out. You need to find a combination of keys which you can 
    memorise and familiarise yourself with quickly, so that playing games is much 
    easier and more fluid. You should be able to do anything in the game without 
    even thinking about which key to press, because bots and online opponents will 
    have a big advantage over any player who can't remember which key does what.
    Most players favour the ubiquitous WASD key combination (up, left, down, 
    right, respectively). This is the standard for any FPS game, and it works 
    well. My own setup for movement is HOME, DELETE, END, PGDOWN, with the other 
    two keys of those six used for weapon selection up and down. As far as I know 
    I'm the only one who uses these keys anywhere, which means either that I'm an 
    idiot, or that everyone else is. I know where the smart money is. 
    This setup allows me access to all the NumPad keys (more weapon selections), 
    the arrow keys (special binds: hammer-jump, teamswap, etc.), Backspace, 
    Return, Shift and Ctrl (weapon toss, jump, bestweapon, suicide). I don't 
    really need much else, so all the other incidental binds mentioned in section 
    3. are spread out in easy to remember places amongst my letter keys. And 
    because my left hand is at the right end of the keyboard, my hands are closer 
    together (right hand on the mouse - I'm right-handed), which helps my co-
    ordination. Probably. If you haven't yet set your keys up, try my arrangement, 
    because I'll swear by it after about ten years of playing FPS games from Doom 
    and Heretic to UT and Half-Life. Yes, I've been sucking at FPS games for a 
    decade or more.
    Anyway, keep your keys close together and try to be economical.
    Xan Skin
    You can apply the Xan robot skin and voice to your player sprite without 
    bothering to beat Xan in the ladder. Go to the bottom of your user.ini and 
    The skin will now be available through Options > Player Setup.
    Open Tournament Ladder
    If you feel like fighting Xan Kriegor without having to battle your way 
    through every other map in the tournament ladder, here's how.
    Find the section in your user.ini titled:
    If you have any saves already in UT then the first line will look something 
    like this:
    If you copy and paste the above line into your user.ini (place it in one of 
    the empty save lines and change the number in square brackets) this will allow 
    you to resume a saved tournament in which all the maps are open (change my 
    name to whatever name you want to use in the above line). 
    The numbers all represent different variables (skin, face, etc.), but the only 
    one I know the function of at this point is the first one after the = symbol. 
    In my example the first number is a 5, which represents Masterful difficulty. 
    If you want a Godlike save then change the 5 to a 7, and so on.
    I hope to have more information on the other numbers in the line in a future 
    Thanks to Headcase from UTA for help with this.
     2.8.2 DURING GAME
    The console is only useful if you need to type an unbound command directly 
    into the engine. You won't use it much but you should still have a console key 
    set up - don't put it too near your regular keys, in case you accidentally hit 
    it. The console window does not pause the game, it just renders you immobile 
    and helpless until you close it again.
    To input a command, type it accurately into the console and press Return to 
    execute it. There are large lists of UT commands posted online, and I've 
    included the ones I habitually use in the ADVANCED section, though most of 
    them are actually bound to a key, as opposed to being a typed command.
    The console can also provide an in-depth record of all in-game events, more so 
    than the speech window in your HUD.
    First Blood
    This totally cosmetic feature will give you an audio message whenever you are 
    the first person in the round to score a kill. This doesn't work if you 
    A successful headshot means instant death for your opponent. Even a bot 
    wearing an undamaged belt can be killed with two headshots from a sniper 
    rifle. Every time you score a headshot you will be notified of your supreme 
    accuracy via a HUD message.
    As far as I know, the only weapons you can score a headshot with are the 
    sniper rifle and the ripper (primary). There is always talk online of pistols 
    being able to do headshots but I've never seen it.
    This is another superficial but nice feature of UT, whereby a player gets 
    congratulatory messages about consecutive kills. These messages will appear 
    loudly across the player's HUD, as well as in the mini-consoles of all other 
    players in the server. To get a multi-kill message you have to kill multiple 
    opponents in quick succession (about two seconds or so maximum between each 
    Here are the various messages you will receive:
    Two opponents - Double-Kill!
    Three opponents - Multi-Kill!
    Four opponents - Ultra-Kill!
    Five opponents - MONSTER-KILL!
    Killing a sixth opponent will just repeat the MONSTER-KILL! message, and so on 
    until you exceed the time allowance for the next kill.
    These messages can be altered in botpack.int - see section 3.3.
    The redeemer is the weapon most conducive to multi-kills; and CTF-Face is the 
    best map in which to get your multis, provided you're a good enough sniper.
    Killing Sprees
    These are sort of similar to multi-kills, except that these are dependent on 
    the number of kills you can get without dying yourself. Sprees, like multi-
    kills, will be shown on your screen and everyone else's, and the best way to 
    get them is to kill lots of people while making yourself as unkillable as 
    possible. Sniping and spamming are the obvious approaches, though good DMers 
    can rack up the sprees with just a minigun and a lot of dodging.
    Here are the five levels of killing spree:
    Five opponents - Killing Spree!
    Ten opponents - Rampage!
    Fifteen opponents - Dominating!
    Twenty opponents - Unstoppable!
    Twenty five opponents - GODLIKE!
    Once you get to Godlike there are no further messages, no matter how far 
    beyond twenty five you get.
    These messages are again customisable in botpack.int - see section 3.3
    This is so worthless I almost didn't mention it, but sod it. You can jump onto 
    the heads of bots, friendly or enemy, and bounce around for as long as you 
    can. An enemy bot will gradually (very) lose health while you're on his head, 
    and you will likewise should an enemy land on yours.
    You can drop onto someone's head from above, or you can alt-hammer jump off 
    the floor to stamp on him. Told you it was worthless.
                                  |    3. ADVANCED    |
    This section describes things not mentioned in the game manual or menus. This 
    stuff can be useful online or offline, and most of it can make you a much more 
    versatile player.
    If you alter anything within any of the following three system files, make 
    sure you make copies of them before you uninstall UT. Otherwise you will have 
    to redo all your settings and binds and so on the next time you install the 
                                       3.1 USER.INI
    The user.ini file (found in your UT system folder) is a UT system file full of 
    commands which UT constantly refers to during every game. It's important that 
    you don't change any bits of this file that you don't know the purpose of. On 
    the other hand, you can insert special commands which weren't previously there 
    in order to customise your own game settings. Open the user.ini file using 
    NotePad or WordPad and you will be able to fiddle with it.
    The user.ini file is not ordered very well, so you might want to sort the 
    [Engine.Input] section into an order which will let you navigate it more 
    easily (this is the only section you'll really be modifying). I rearranged 
    mine so that mouse commands came after the Aliases, then the number keys, then 
    QWERTY, then NumPad keys, etc. This doesn't change the nature of the file, but 
    it makes it much easier for me to browse through if I want to change things.
    The [Engine.Input] section begins with the Aliases, followed by mouse and 
    keyboard commands. The Aliases section refers commands to sub-commands, and 
    should not be altered arbitrarily. The key list underneath is simpler - each 
    key or button is followed by a = sign, and then the assigned command is put 
    directly after it. If there is no = sign after a key, that key will do nothing 
    in the game. {24} had many such keys in their inis.
    The Aliases all begin like this - Aliases[##]=(Command="... (where ## 
    represents a one or two digit number) - and it's important to notice that each 
    Alias has its own number. If you have two Aliases with the same number inside 
    the [] brackets, you may experience problems. If you are copying and pasting 
    one of my listed Aliases, please remember to put the Alias into a number which 
    isn't currently being used. Unused Aliases look like this:
    so paste each new Alias over the first available unused one, taking care to 
    change the numbers to fit into the list.
    Binds are keys assigned to perform a specific function, and the easiest way to 
    assign a bind to a key is by opening the user.ini file and putting the 
    appropriate command directly after the = sign next to whichever key you want 
    to perform that function. The Controls and Speech Binder menus accessible from 
    the UT desktop will let you customise many of your key assignments, but the 
    really cool ones are done through the user.ini file.
    I've listed here the binds and tweaks which have been useful to me both 
    offline and online. Read my description of each one, then decide whether you 
    think this bind might be one you'd like to use. There are many more binds, 
    tweaks and console commands which can be typed into the console during a game 
    or inserted into your UT system files, but you'll have to find them on the 
    internet, at least until I get permissions to list other good ones in this 
    guide. If you have any fantastic binds you'd like to contribute to this guide, 
    please email them to me - I will credit you with their inclusion, though not 
    with their invention.
    To use any of these binds or tweaks, please follow my instructions carefully 
    on how to enable them. I've used ## in the Alias lines and [key] before the = 
    sign in the key lines - my ##'s should be replaced with the correct Alias 
    numbers and my [key]'s replaced with the appropriate key notations in your own 
    You want to insert the hammer-jump bind into your user.ini. Your first unused 
    Alias line is:
    and the key you want to use for hammer-jumps is currently empty:
    My bind's Alias is listed as:
    Aliases[##]=(Command="onrelease jump",Alias=hammerjump)
    and the key command is:
    [key]=getweapon Impacthammer | hammerjump | fire
    Note the ## in the Alias and the [key] in the key command.
    So to assign my bind to your B key, your Alias line should now be this:
    Aliases[26]=(Command="onrelease jump",Alias=hammerjump)
    and your key command line should be this:
    B=getweapon Impacthammer | hammerjump | fire
    I hope the above example is clear enough.
    Copy any other text EXACTLY if you're copying and pasting from here into your 
    own user.ini file. Turn off word wrap in your text viewer to make the lines 
    Do NOT mess about with any of your UT system files if you don't know what 
    you're doing.
    These are binds which might come in handy while you're in the middle of a 
    game. They can make you a more efficient and capable player, in my opinion 
    anyway. Though there's just no helping some people.
    In some of the binds and aliases I have added 'say #' commands, like this one 
    for Stop Countdown:
    onrelease say #[TIMER STOPPED]
    This part of the line will present a big, white message in the middle of your 
    screen, to let you know what you've just pressed. If you don't want these 
    messages to appear with your commands, just delete these sections from the 
    command lines.
    Weapon Toggles
    These are probably the ones you'll be using most, as a nice alternative to 
    having to laboriously scroll through all your currently held weapons using the 
    next and previous weapon keys. These binds also allow you to cut down on 
    weapon bind keys by about half, meaning that you don't have to assign pistol 
    to 1, bio to 2, etc.
    My binds are set up to alternate within pairs of weapons. I've paired rockets 
    with sniper, and pistol with hammer, and so on. These are just my preferences 
    - feel free to mess around with the pairings depending on what weapons you 
    want grouped together. The second weapon in each command is always the first 
    one the bind will select - assuming you have both weapons - so put your 
    favourite from each pair as the second weapon - I prefer sniper over rockets 
    so sniper is second in my bind.
    If you pair rockets with sniper and then press the bind when you only have the 
    sniper rifle, the rockets will obviously never be selected. If you are holding 
    neither sniper nor rockets when you press the bind, nothing will happen. When 
    you have both rockets and sniper, the bind will allow to you toggle back and 
    forth between the two.
    Hammer and Pistol:
    [key]=getweapon enforcer | getweapon impacthammer
    Bio Rifle and Shock Rifle:
    [key]=getweapon ut_biorifle | getweapon shockrifle
    Pulse Gun and Ripper:
    [key]=getweapon ripper | getweapon pulsegun 
    Minigun and Flak Cannon:
    [key]=getweapon minigun2 | getweapon ut_flakcannon
    Rocket-Launcher and Sniper Rifle:
    [key]=getweapon sniperrifle | getweapon ut_eightball
    [key]=getweapon warheadlauncher
    [key]=getweapon translocator
    Best Weapon
    I think you can configure this in one of the menus, but I'll include it 
    anyway. This key will automatically switch to whichever of your currently held 
    weapons is highest in the Options > Weapons list.
    Weapon Hand
    These binds will let you choose mid-game where you want your weapon to appear 
    in your HUD - left, centre, right or hidden - this is referred to as 
    'handedness'. This makes little or no difference to your aim (unless you're 
    doing ripper-shots), but some right-handed players would feel uncomfortable 
    with a left-aligned weapon, and so on. Try to utilise at least two of these 
    binds, since one bind alone will be superfluous after just one use.
    Left Hand:
    Aliases[##]=(Command="sethand Left",Alias=lefted)
    Centre Hand:
    Aliases[##]=(Command="sethand Center",Alias=centred)
    Right Hand:
    Aliases[##]=(Command="sethand Right",Alias=righted)
    Aliases[##]=(Command="sethand Hidden",Alias=hide)
    This automatic bind will let you perform hammer-jumps with 100% success, which 
    isn't true of the manual jumps. To use it, hold down the assigned key until 
    your hammer is charged a certain amount, then release the key while facing and 
    touching a wall or floor. Hammer-jumps will allow you to reach great heights 
    when you jump straight upwards, or large distances if you run backwards and 
    release your hammer diagonally off the floor. Experiment off walls and slopes 
    as well, especially when wearing jump-boots.
    If someone accuses you of cheating online because you're using this, they're 
    talking bollocks. It's not a cheat.
    Aliases[##]=(Command="onrelease jump",Alias=hammerjump)
    [key]=getweapon Impacthammer | hammerjump | fire
    This is my own invention and it's basically a halfway point between an alt 
    hammer-jump and a full hammer-jump. You lose less health than you do with a 
    hammer-jump, but you don't jump nearly as high or as far. It comes in handy 
    when you can't make a jump with alt. hammer but you don't want to lose 56 
    health points with a full hammer.
    Another advantage that a ripper-jump has over an alt-hammer-jump is that the 
    ripper-jump will cost you fewer health points at the shallowest angle, since 
    the secondary ripper blade explodes farther away from you, thus causing you 
    less splash damage. This means that, in order to make a jump requiring 
    distance rather than height, the ripper-jump is preferable to the alt-hammer-
    jump. Here are my comparisons:
    			0 deg	40 deg	75 deg			
    Alt-hammer-jump		16	18	25
    Ripper-jump		37	27	9
    0 degrees = looking at the floor
    40 degrees = halfway between floor and max impact angle
    75 degrees = max impact angle (any higher and neither weapon will impact)
    In other words, use the alt-hammer-jump for all but the angles furthest from 
    the floor.
    Unlike hammer-jumps, ripper-jumps don't receive a boost from jump-boots.
    Aliases[##]=(Command="getweapon ripper | OnRelease jump | OnRelease 
    This lets you switch between first- and third-person perspectives. Third-
    person is useless for actual combat, but it does let you peek around corners. 
    Try using it when you're flying a guided redeemer missile or looking through a 
    sniper scope.
    You can set this bind up for two different keys, but here I've made it a 
    toggle bind, so you can use one key to switch back and forth between views.
    Aliases[##]=(Command="behindview 1 | set input [key]= 
    Aliases[##]=(Command="behindview 0 | set input [key]= 
    [key]=thirdperson | firstperson
    Feign Death
    This lets you lie down and play dead. Doesn't work on computer bots and won't 
    fool any experienced online player either. If you feign death while carrying 
    the flag in CTF, you will drop the flag.
    Essential in online Assault, and often useful in CTF.
    Lets you walk very slowly instead of running. Hold the button down while you 
    want to walk. This is useful for traversing narrow ledges or whatever, though 
    after a while you'll be good enough not to need it.
    I've been trying to find this for ages, and finally I know how to do those 
    little jumps that I sometimes see the computer bots doing. The difference is 
    small but still noticeable. 
    Thanks to Supermic from UTA for this bind.
    [key]=walking | jump
    Mouse Speed
    This bind lets you swap between two or more different mouse sensitivity 
    settings. It helps if you need to move your mouse slow when sniping but fast 
    when minigunning, or whatever. I could set this bind up to have three or more 
    sensitivities; but no-one will really be using more than two, so I just made 
    it a toggle bind.
    I've used a value of 2.50 for the slow speed and 4.10 for the fast speed. Feel 
    free to change these values to whatever suits you. The lower the number, the 
    slower the mouse will move during the game (GUI mouse speed has a separate, 
    unrelated value).
    Please note that the Aliases have [key] variables in them this time - these 
    should be the same as the key you're assigning the bind to.
    Aliases[##]=(Command="set engine.input MouseX axis aMouseX speed=2.50 | set 
    engine.input MouseY axis aMouseY speed=2.50 | setinput [key] fast",Alias=slow)
    Aliases[##]=(Command="set engine.input MouseX axis aMouseX speed=4.10 | set 
    engine.input MouseY axis aMouseY speed=4.10 | setinput [key] slow",Alias=fast)
    My own user.ini has HUD messages included in the mouse speed aliases, to tell 
    me when it's been changed and to what speed. If you want to see these messages 
    when you change your mouse speed, make these your aliases:
    Aliases[##]=(Command="say #[MOUSE SLOW] | set engine.input MouseX axis aMouseX 
    speed=2.50 | set engine.input MouseY axis aMouseY speed=2.50 | set input [key] 
    Aliases[##]=(Command="say #[MOUSE FAST] | set engine.input MouseX axis aMouseX 
    speed=4.10 | set engine.input MouseY axis aMouseY speed=4.10 | set input [key] 
    Mouse Freeze
    This is another one of mine, and it's useful for only one thing - ripper-
    shots. When you have your aim set up perfectly for a ripper-shot you can use 
    this bind to make sure that you don't accidentally move your crosshairs even a 
    fraction off the sweet spot. 
    It does require that you have a bind set up to unfreeze your aim once you're 
    done, otherwise you're stuck like that forever. Make sure you have one or more 
    of the MOUSE SPEED binds listed above - I could write another toggle bind but 
    I can't be arsed. Work it out for yourself from the MOUSE SPEED binds. 
    If you're not doing ripper shots in online AS, don't bother with this bind.
    [key]=set engine.input MouseX axis aMouseX speed=0.00 | set engine.input 
    MouseY axis aMouseY speed=0.00
    Bot Orders
    You can give your team direct orders without having to go through the F12 
    menu. Bind the following to separate keys to issue group commands instantly.
    All attack:
    [key]=speech 2 2 -1
    All defend:
    [key]=speech 2 0 -1
    All hold position:
    [key]=speech 2 1 -1
    All cover you:
    [key]=speech 2 3 -1
    All freelance:
    [key]=speech 2 4 -1
    These are commands which you will find more useful for practice sessions or 
    just in general, rather than in the UT ladder or online games. Using them in 
    the ladder would essentially be cheating, and they are all disabled in online 
    games (except the disconnect / reconnect bind), which is why I've put them in 
    a different section.
    God Mode
    This makes you invincible. Pressing the key again will turn godmode off, 
    making you... vincible.
    Fly / Ghost
    into the console will let you fly around during a game, though you will remain 
    corporeal (you can be shot and bump into things).
    into the console either before or during a game. It basically disables 
    clipping, which means you can move through walls and obstacles unhindered.
    into the console to go back to the default movement. This will cause you to 
    drop to the ground if you're currently flying above it, and it will cause you 
    to die if you're currently ghosting around outside the confines of the map.
    My user.ini examples (toggling between 'fly / walk' and 'ghost / walk'):
    Aliases[34]=(Command="fly | set input 2 flightwalk | onrelease say #[WALK 
    Aliases[35]=(Command="walk | set input 2 flight | onrelease say #[FLY 
    Aliases[36]=(Command="ghost | set input 3 ghostlywalk | onrelease say #[WALK 
    Aliases[37]=(Command="walk | set input 3 ghostly | onrelease say #[GHOST 
    Slow Motion
    You can use this command to change the game speed while you're playing. The 
    default 100% setting is:
    slomo 1
    Numbers higher than 1 will increase the speed, and lower will decrease it.
    My user.ini example:
    Aliases[38]=(Command="slomo 2 | set input 4 speednormal | onrelease say #
    [SPEED: NORMAL]",Alias=speedfast)
    Aliases[39]=(Command="slomo 1 | set input 4 speedfast | onrelease say #[SPEED: 
    All Weapons / Ammo
    This will fill each of your currently held weapons with 999 ammo rounds.
    This will give you all weapons (except redeemer) with default ammo capacity.
    And this will give you all weapons (except redeemer), filled with 999 ammo 
    rounds each.
    [key]=loaded | onrelease allammo
    Stop Countdown
    This will stop the clock. It only works in games where there actually is a 
    clock - Assault rounds or timed practice sessions. Note that it doesn't pause 
    the timer, it disables it altogether, setting it to 0:00. Remove everything 
    after 'stopcountdown' if you don't want the big white confirmation message.
    [key]=stopcountdown | onrelease say #[TIMER STOPPED]
    Connect / Disconnect
    This lets you dump a game immediately without using the menus:
    This lets you dump a game then immediately reload the same map and settings 
    without using the menus:
    [key]=disconnect | onrelease reconnect
    Be aware that there is a bug associated with this second command. See section 
    2.7.11 for more information.
    There are huge lists available online of things which can be summoned into UT 
    rounds, including monsters, tables, chairs, weird weapons, turrets...
    I've only listed five here, as things which you might find useful to spawn 
    into a map to practice certain things like boot-jumps or self rocket-launches 
    or whatever. These summons work in online maps where you have server admin 
    privileges, which makes practice sessions with your clan-mates much easier, 
    especially if you are an AS launcher.
    summon ut_eightball
    Rocket-launcher ammo pack:
    summon rocketpack
    summon unreali.shieldbelt
    summon ut_jumpboots
    summon translocator
    As I said, look online for many weird and wonderful UT summons. Try making 
    your own summon binds using item or weapon names from your user.ini - [key]
    =summon minigun2, etc.
    Type these commands into the console instead of binding them to a key, as the 
    first two need variables.
    This will let you add a specific number of bots to the game without having to 
    restart. # = the number you want to input.
    addbots #
    This will let you boot one particular bot out of the round. x = the exact name 
    (case sensitive) of the bot you want to remove.
    kick x
    Both the addbot and kick commands will result in the teams being shuffled 
    around if 'balance teams' is enabled.
    This will let you remove all bots from the current game, leaving you alone.
    killall bot
                                 3.2 UNREALTOURNAMENT.INI
    This system file can be found in the System folder, and can be opened with 
    NotePad or WordPad. Don't mess about with this file, though there are a few 
    small things you might want to change.
    Intro Movie
    Firstly, you may not want to watch that intro movie that looks a lot like DOM-
    Condemned every time you start UT - I know I don't. You can get rid of it and 
    replace it with a simple UT logo which looks a lot better and doesn't take so 
    long to load. 
    Open unrealtournament.ini and look in the very first section - [URL]. Change 
    the line which says:
    to this:
    Or, if you have completed some or all sections of the single-player ladder, 
    you could show off by changing the line to:
    Another thing is the precaching. Most players will be using Direct3D for their 
    video rendering, and UT defaults to precaching to apparently make the visuals 
    run smoother. This does result in longer loading times, however, and this 
    feature can't be turned off via any menus. So look in unrealtournament.ini for 
    the section called [D3DDrv.D3DRenderDevice].
    Change the line that says:
    You may also want to turn off the light coronas if they are annoying you (this 
    is the glare from torches and lamps which sometimes blinds you a bit in some 
    Try changing:
    in the same section as the precaching if you don't want the coronas enabled.
                                    3.3 BOTPACK.INT
    This file will not appear in your System folder until you open unrealed.exe 
    and type 'dump botpack.int' into the console window at the bottom. Press 
    Return and the file should appear - open it in NotePad or WordPad to play with 
    Don't change things in here that look important: you can change the text 
    descriptions and pickup messages and so on to customise your HUD and the 
    interface messages.
    Killing sprees, multi-kills, weapon and ammo descriptions, bot descriptions, 
    etc. are all easily changeable. I won't give you examples because it's pretty 
    clear, and you'll want to pick and choose what bits you customise and what 
    bits you leave alone.
                            |    4. CHAMPIONSHIP LADDER    |
    This section is meant to guide you through each compulsory map in the ladder, 
    all the way through to the 1 v 1 match with Xan Kriegor.
                                    4.1 DEATH MATCH
    Please play the DM Tutorial map to learn about the basics of Death Match.
    To win a DM round, you simply have to be the first to score a given number of  
    kills. Each kill will get you one point, whereas killing yourself will make 
    you lose a point. Death Match is the worst game-type for people who are less 
    good at the actual combat than they are at other aspects of the game, since 
    you have no choice in DM but to fight. It's not like LMS where you can just 
    hide and let everyone else get on with it.
    The most frustrating thing about DM is that the weapons disappear when picked 
    up, only respawning about thirty seconds later. The best way to win DM is 
    therefore to get and keep your favourite weapon(s), while doing your best to 
    control the powerups in the map. If there is a belt in the map, make sure you 
    have it and no-one else does - likewise for every other powerup which can give 
    one player an advantage over the others. DM maps, in case you haven't noticed, 
    are often built to accommodate a circuit of powerups, and the good players 
    know where these are and what areas of the map to hang around in so that they 
    can pick them up when they appear. Some online players even use item timers 
    which tell them how long they will have to wait until certain powerups will 
    reappear. This is how critical the powerups and armour are in DM.
    Learn each map intimately if you want to win. You need to know the locations 
    of every weapon (sometimes your favourites just aren't there when you need 
    them) and every powerup in the map, otherwise your enemies will end up 
    controlling you. You should also know of all the hazards, unless you like 
    dropping off ledges into pools of slime, or accidentally dodging into 
    oblivion, or running into booby traps.
    Choosing the correct weapon for each map and / or area is important too. Don't  
    just run around with a flak cannon all the time - it won't help you in a wide  
    open area against an enemy with a sniper rifle in the distance. Don't throw  
    slime down in front of yourself in tight corridors; don't try shooting shock- 
    combos in an area that's too small to allow them, etc. Conserving your ammo is  
    also important - try to vary your chosen weapons if you can so that you always  
    have alternatives available to you.
    Since the aim of DM is to kill, you won't win maps by avoiding combat. Camping  
    or sniping can sometimes be useful, but not always. Don't just hide in a dark  
    corner and hope people come to you - you have to go looking for them, because  
    while you're waiting they're all running around scoring points off each other.  
    Go and pick some fights - yes, you might die, but you also might score another  
    precious point.
    T/L is disabled in the DM ladder, so you're going to have to use hammer-jumps 
    to reach certain places instead. This isn't CTF or AS, so take all the ammo 
    and all the weapons, whether you need them or not. Health packs should be 
    treated similarly - if you have full health, walk up to a wall and alt-hammer 
    yourself in the face. You will lose a little health and you can then pick up 
    the health pack to replenish it, leaving your enemies feeling a bit more 
    vulnerable and you feeling like a bit of a merciless bastard.
    If all else fails for you in DM, pick up an R/L and a lot of ammo and just run  
    around firing bunches of rockets at anything that moves. It's quite amazing 
    how often this works - to hell with conserving ammo :)
    Death Match Guides
    I've arranged each map guide into sub-sections:
    PRACTICE NAME: This is the name under which the map appears when you load it 
    into a practice session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Some quick notes about what the map is like to play.
    FRAG LIMIT: The number of kills you must achieve to win.
    OPPONENTS: The number of opponent bots you will be playing against.
    BEST WEAPON: My opinion of which weapon is best for the map (from among the 
    weapons found in the map).
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    CONTROLLING THE MAP: The main guide section. Some general hints and tips about 
    how you might want to approach the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just 
    for fun.
    My opinions on how to cope with each map are, of course, subjective. You might 
    want to approach each map in an entirely different way, using your preferred 
    weapons and tactics, but my opinions are just there in case you need them.
     4.1.1 OBLIVION
    The ITV Oblivion is one of Liandri's armored transport ships. It transports 
    new contestants via hyperspace jump from the Initiation Chambers to their 
    first events on Earth. Little do most fighters know, however, that the ship 
    itself is a battle arena.
    This is a tiny 1v1 map, based in a ship which looks like it's flying through a  
    FRAG LIMIT: 10
    BEST WEAPON: Rocket-launcher
    You're given shock, rockets and flak in this map, but in such small corridors  
    and tight corners you can actually end up doing more damage to yourself than  
    your opponent if you use the splash damage weapons.
    Run around the map picking up the health packs whenever you're injured and try  
    to grab the weapons and ammo as soon as they spawn to prevent Blake from 
    getting any of them. The flak cannon is hidden in one of the boxes. The rocket 
    ammo is on the opposite side of the map to the launcher.
    What a great place to put a mirror.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.2 STALWART
    Jerl Liandri purchased this old mechanic's garage as a possible tax dump for 
    his fledgling company, Liandri Mining. Now, Liandri Corp. has converted it 
    into a battle arena. While not very complex, it still manages to claim more 
    lives than the slums of the city in which it lies.
    It's a garage. Sexy.
    FRAG LIMIT: 10
    BEST WEAPON: Shock rifle
    Thigh Pads: In the middle of the main hallway.
    Body Armour: On top of a box in one of the box rooms.
    All the weapons are close together in this map. The shock rifle and ammo is  
    found at the end of the middle hall with the pads, and the box rooms on either  
    side of the shock rifle contain a flak cannon (hidden behind boxes), a plasma  
    rifle and a rocket-launcher (on top of the boxes beside the plasma gun). The  
    rocket ammo is hidden in the box turned on its side.
    Try to hang around where the weapons are, and pick up the vials when they're  
    available. You can reach the armour with a hammer-jump to the top of the box,  
    though you can save yourself some health if you alt-hammer on to the top of 
    the little red drawers at the wall then just jump over to the armour.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.3 FRACTAL
    LMC public polls have found that the majority of Tournament viewers enjoy 
    fights in 'Real Life' locations. This converted plasma reactor is one such 
    venue. Fighters should take care, as the plasma energy beams will become 
    accessible through the 'Fractal Portal' if any of the yellow LED triggers on 
    the floor are shot.
    Another tight 1v1 map, with a fiendish trap in the floor.
    FRAG LIMIT: 15
    BEST WEAPON: Rocket-launcher
    Shield-belt: In the middle of the floor trap.
    You have to keep moving in this map - there aren't any hiding places. There 
    are enough rockets and launchers available for you to be continually loading 
    and releasing rocket spreads and firing them vaguely in Luthienne's direction, 
    which is my suggested approach to this map if you're not yet comfortable with 
    the shock. This is another map where it's easy to prevent your opponent from 
    picking up a weapon. Keep an eye on the belt, and be sure to shoot one of the 
    yellow floor panels whenever you see Luthienne go for it. 
    This level is made to seem like an infinite drop. Ghost up into the ceiling 
    and through the hatch at the top before the level starts - you should keep 
    going up and up endlessly.
    There is a weird bug with the trap. I caused Luthienne to fall through as she  
    picked up the belt, and when she reappeared above me she was hanging still, 
    just above the blue beams. She died eventually, but it was still odd.
    It is also possible to get through the trap without dying - you have to fall 
    so you miss the beams, though you will die anyway if you don't have the belt.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.4 TURBINE
    A decaying water-treatment facility that has been purchased for use in the  
    Tourney, the Turbine Facility offers an extremely tight and fast arena for  
    combatants which ensures that there is no running, and no hiding, from certain  
    This is an annoyingly tight map full of ramps and corners and little alcoves.  
    Choose your weapons carefully.
    FRAG LIMIT: 15
    BEST WEAPON: Rocket-launcher, plasma rifle
    Thigh Pads: On the bridge in the middle of the map.
    Body Armour: In the small tunnel above the chimney in the top of the map.
    Shield-belt: Hidden behind a metal panel in the wall around the corner from 
    the lift with two pairs of vials at the bottom. Shoot the metal panel to open 
    UDamage: In the low corner area with the flak cannon and the pipes in the 
    wall. Hammer-jump onto the box to reach it.
    Invisibility: In the very top corner of the map, near the armour and minigun. 
    Jump across the pillars and ceiling beams, or hammer-jump to reach it.
    This map can be difficult because it's so tight and there are too many  
    combatants. You need to know where your favoured weapons are and find a decent  
    camping spot. This level is also good for just running around constantly 
    firing groups of rockets around blind corners, as long as you don't kill 
    I prefer to pick up the shock and lots of ammo, then just camp at the top of 
    the highest ramp, beside the minigun and the armour. Enough opponents come to 
    the bottom of the ramp or run around in the hallway underneath it to make this 
    a good place to rack up the kills. If you're a good enough sniper you can 
    knock off quite a lot of enemies from the same spot. There's also health 
    nearby and enough bots being attracted by the armour, minigun and Invisibility 
    to keep up a good supply of cannon fodder for you.
    But the run-around-with-bunches-of-rockets approach can serve you really well 
    here too, though you can end up damaging yourself since the map is so tight. 
    Try the secondary plasma beam if you're good enough with it.
    Finding a decent weapon in this map can be a nightmare, in spite of the fact  
    that they're all here at least once (except the redeemer). It's maybe a better  
    idea to find your favourite and camp at it.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.5 CODEX
    The Codex of Wisdom was to be a fantastic resource for knowledge seeking 
    beings all across the galaxy. It was to be the last place in known space where 
    one could access rare books in their original printed form. However, when the  
    construction crew accidentally tapped into a magma flow, the project was 
    aborted and sold to Liandri at a bargain price for combat purposes.
    This is a bit calmer than Turbine, but with not quite as many powerups to help  
    you out.
    FRAG LIMIT: 20
    BEST WEAPON: Shock rifle
    Body Armour: At the top of the double ramp near the shock rifle and minigun.
    Shield-belt: On the middle bridge.
    Invisibility: Hidden behind a secret wall next to the sniper rifle. Shoot the 
    brown pillar to the right of the rifle to open the wall.
    The best way to win this map without putting much work in is to get the shock  
    rifle and preferably the belt, then find the armour and camp at the top of 
    that ramp, firing shock-combos in the faces of anyone who approaches you. 
    Don't spend too much time faffing about on the lifts or up at the top of the 
    map - most of the action occurs in the middle levels near the belt bridge.
    There's a couple of secret rooms in this map: so secret you can't actually get 
    into them. Use the ghost command to find them, and please tell me what the 
    hell that poster is about.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.6 PRESSURE
    The booby trap is a time honored tradition and a favorite among Tournament  
    viewers. Many Liandri mining facilities offer such 'interactive' hazards.
    This map is all gangways, lifts and pillars, and you can easily lose it if you  
    spend too much time exploring.
    FRAG LIMIT: 20
    BEST WEAPON: Shock rifle
    Keg O' Health: In the water tunnel between the two pools up in the top of the 
    Thigh Pads: On a single platform in the middle of the ceiling of the long 
    pillar corridor. Jump across from the platform the lift takes you to.
    Body Armour: On top of a box in the box room.
    Shield-belt: In the pressure chamber.
    UDamage: In the pressure chamber.
    The keg just takes too long to get for my liking, so try not to run around the  
    upper levels too much. The bots are almost always on the floor, scoring points  
    off each other. The rooms are good for shock and rox, and the long hallways 
    are conducive to sniping. Make sure you keep taking the armour, and if you're 
    going for the belt or UDamage make sure there are no bots nearby who might hit 
    the white buttons on the outside of the chamber. Camping on top of the trap 
    chamber with a shock rifle is a good idea, as there's loads of health up there 
    and the area is popular with the bots.
    Try beating a time of 2:16 on Masterful, with an Unstoppable thrown in.
    Catching someone in the pressure chamber does gain you a kill, though you will 
    not receive any kill message on your HUD.
    There is a sniper rifle in this map, but I'll leave you to discover it for 
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.7 GRINDER
    A former Liandri smelting facility, this complex has proven to be one of the  
    bloodiest arenas for tournament participants. Lovingly called the Heavy Metal  
    Grinder, those who enter can expect nothing less than brutal seek and destroy  
    This map is twisty hell, and if, like me, you have no sense of direction 
    you'll quickly get lost, despite the fact it's not a big map. I've owned this 
    game for five or six years and I still get lost in Grinder. Encouraging, eh?
    FRAG LIMIT: 20
    BEST WEAPON: Shock rifle, flak cannon, plasma rifle
    Thigh Pads: On the upper, curving ledge in the room with the boxes and the 
    Body Armour: In the room down the hall from the lift.
    UDamage: Round the corner from the plasma rifle.
    I'd recommend grabbing the shock or flak and then finding the high area with 
    the slime gun. This puts you near two health packs, as well as the armour 
    (sort of) and UDamage, which should not be allowed to fall into enemy hands; 
    and it puts you above everyone else so you don't get shots rained on your 
    head. This is a very splash-damage sort of arena because of the corners and 
    ramps and pillars and low ceilings, so stick to the slime ramps and armour 
    room as the most open, popular areas.
    You can either camp up there or wait for the UDamage to appear and go on a 
    plasma beam rampage. There's plenty of health around, so control of the 
    precious armour should be a priority.
    One of the most annoying things about this map is how often you respawn and  
    immediately start to get shot. If you do get killed, be prepared to run like  
    buggery when you respawn.
    Enemy bots seem to always chase you if you run away from them here, so if you 
    do get to safety, turn around and wait for the bot who will inevitably be 
    following you to appear around the corner.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.8 GALLEON
    The indigenous people of Koos World are waterborne and find there to be no 
    more fitting an arena than this ancient transport galleon.
    This level is one big, wooden pain in the arse. And did they really have to 
    take the galleon so far out to sea? Bloody hell.
    FRAG LIMIT: 25
    BEST WEAPON: Shock rifle
    Keg O' Health: On top of a platform under the sails.
    Body Armour: In the small room in the upper bow of the ship.
    Shield-belt: In the small, circular bath in the lower decks.
    UDamage: On top of the boxes in the middle of the lower decks.
    Invisibility: On the thin beams at the very back of the top deck.
    Jump Boots (4): One on the top deck, under the main mast; one on the middle 
    deck, next to the vials; two on the lower deck, in the middle section.
    I know that most new players like the flak cannon, but it's in the bottom of 
    the boat which can be hell to try to fight in, thanks to all the stuff in the 
    way. The middle levels of the ship are almost as bad, and they don't have much 
    in the way of decent weapons or powerups.
    I'd recommend concentrating your attention on the upper deck of the ship,  
    outside. The rockets are up here and it's a great place to pull off some 
    shock-combos, though you're going to have to constantly collect both these 
    weapons because they can sometimes be difficult to come by. The keg and armour 
    are nearby, and if you want to take a shortcut to either of the lower levels 
    you can just fall, hopefully using the boots to get back up again. You can 
    keep an eye on the UDamage from up top too, and shooting from a high vantage 
    point is always in your favour. Duck through one of the small doors to grab 
    some health if you need it.
    Look for the mast on the top deck, with the boots at the bottom of it. Look up 
    and shoot at the flaming torch above the boots. The high lift platform will 
    come down and let you climb on, then it will take you up to the crow's nest 
    where you can find the redeemer. Hit the lever on the mast to take the lift 
    back down again.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.9 TEMPEST
    The Tempest Facility was built specifically for the Tournament. It was 
    designed strictly for arena combat, with multi-layered areas and tiny hiding 
    spots. It is a personal training arena of Xan Kriegor and sits high above the 
    sprawling Reconstructed New York City.
    This map doesn't seem to me to have one main area where the bots can mostly be  
    found. I usually end up running around the entire map about ten times before 
    it ends, encountering enemies anywhere and everywhere. The powerups are very 
    spaced out and so are the weapons.
    FRAG LIMIT: 25
    BEST WEAPON: Shock rifle
    Thigh Pads: In the tight corridor with the slime gun and shock ammo.
    Body Armour: In the corner room with the lift and the ripper.
    Shield-belt: On a high ledge in the dimly-lit room with the ramps going up the 
    UDamage: On a ceiling beam directly above the shock rifle.
    Jump Boots: In the alcove under the flak cannon and sniper rifle.
    There's not much to say here - you're just going to have run around like 
    buggery for quite a while, looking for your favourite weapon and trying to be 
    lucky enough to be first to the belt and / or armour. The only half-decent 
    camping spot is halfway up the ramp with the plasma gun on it. Sit here with 
    shock-combos ready to be thrown down at the floor, since the bots will be 
    coming through here a lot, trying to get the belt.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.10 BARRICADE
    A mysterious and ancient alien castle that hovers above an electrical storm,  
    Orion's Barricade makes for a delightfully dangerous arena of battle.
    It's a mysterious castle alright - mysteriously crap. What a bubbling turd of 
    a map. And why the hell is a castle floating in space? What is it protecting? 
    And why am I even typing this pish?
    FRAG LIMIT: 25
    BEST WEAPON: Religion
    Keg O' Health: On a narrow ledge under an open arch in the lower level of the 
    Body Armour (2): One on top of one of the high lift towers; another in a small 
    alcove above the lift with two open sides, in the lower level of the map.
    Shield-belt: On top of one of the high lift towers.
    Invisibility: On a narrow ledge under an open arch in the lower level of the 
    Jump Boots (3): One on the ramparts, next to the rocket-launcher; another next 
    to the sniper rifle; another at the bottom of the stairs with the red carpet.
    The sniper rifle and the rocket-launcher are the only weapons I'm totally  
    comfortable with, and so I tend to grab the rifle and a lot of ammo from the  
    lift platform under the redeemer, then head around the ramparts at the R/L and  
    boots and sit there sniping and firing rockets the whole time. The floor and  
    lower levels of this map are horrible, far too twisty and turny and spammy for  
    The bots often ignore the armour, so go looking for it every once in a while.  
    Running around outside the castle walls is also good - you will often meet  
    enemies and some flak balls or shock-combos can score you a lot of kills, or 
    at least cause your enemies to fall off the edge. The main room with the red 
    carpet is a good place to dump a redeemer missile.
    The easiest weapon to get and keep is the sniper rifle, since the bots don't  
    often go for it.
    You can get from the top of one tower to the top of the other by backwards 
    hammer-jumping across the gap.
    You can forward-dodge from the rampart boots to the roof above the plasma gun 
    - stand on the edge and aim to land on one of the light brown sloped bits.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.11 LIANDRI
    A textbook Liandri ore processing facility located at Earth's Mohorovicic  
    discontinuity roughly below Mexico. Phased ion shields hold back the intense  
    heat and pressure characteristic of deep lithosphere mining.
    This is a classic DM map, my favourite along with Deck16 (which isn't in the  
    ladder but is available for practice games).
    FRAG LIMIT: 30
    BEST WEAPON: Sniper rifle
    Body Armour: Next to the teleporter in the back of the flak cannon corridors.
    Shield-belt: At the end of the upper bridge above the minigun.
    UDamage: At the end of the curving ledge set into the wall of the staircase 
    which leads up to the sniper nest.
    If you're a good sniper you can do a lot of damage in this map. The sniper 
    nest is not in the best position, to be honest, so try treating the rifle like 
    an instagib gun and jump around knocking heads off. The map is good for any 
    and all weapons though, especially the redeemer which is sitting on its own in 
    one of the upper rooms.
    Underneath the bottom platform is a surprisingly prolific place from where to  
    snipe or shock-combo at people, especially since there's a lot of health 
    around here. If you're going up the lift, turn around at the top and throw 
    some grenades or slime down the shaft behind you to score some cheap kills.
    Try to use non-splash damage weapons while you're running up and down the 
    ramps - it's too easy to kill yourself with badly-timed rockets or slime.
    You can side-dodge up the sloped support under the slime gun.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.12 CONVEYOR
    This refinery makes for a particularly well balanced arena. A multilevel 
    central chamber keeps fighters on their toes while the nearby smelting tub 
    keeps them toasty.
    This is another popular online map, with a very definite main area which sees  
    most of the action.
    FRAG LIMIT: 30
    BEST WEAPON: Shock rifle, minigun, sniper rifle
    Keg O' Health: At the very far end of the map, between the top of the two sets 
    of stairs behind the smelting pool.
    Thigh Pads: On a low middle platform next to the smelting pool.
    Body Armour: At the very top of the main room, on the fourth floor.
    Shield-belt: Under the ramp next to the shock rifle.
    UDamage: On a thin beam spanning the smelting pool.
    Jump Boots: At the bottom of the long ramp tunnel with the vials.
    That main area is at the diagonal conveyor belt, near the belt and boots, and 
    if you're going to drop a redeemer round (deemer is in the ceiling - walk up 
    the conveyor ramp and follow the passage to the right) here is where to put 
    it. If you're a sniper you might want to sit on one of the upper levels and 
    get some z-axis headshots, watching for the armour to respawn.
    I'd suggest sticking with the minigun and sniper rifle if you can, and only 
    try the shock in the tighter areas, or if you're a good insta player. The 
    shock rifle above the belt is a great camping place which will score you a lot 
    of kills.
    The end of the map where the pool is is not a great place to score points - 
    it's not as popular as the other end and there's not many weapons to be had. 
    Head over there to look for the keg / pads / UDamage occasionally, but try to 
    stay where the action is.
    If you stand or feign death on the conveyor you will keep moving, but tossed  
    weapons will stay still. Surely the game should be pulled from the shelves and  
    You can escape from the bots completely by hammer-jumping up the boxes, onto 
    the beams and into the glass roof of the room with the slime gun.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.1.13 PEAK
    Originally built by the Nipi Monks in Nepal to escape moral degradation, this  
    serene and beautiful place once called for meditation; until Liandri acquired 
    it for perfect tournament conditions.
    Perfect tournament conditions, my arse. I used to think that, because I loved  
    the premise of this map, that made it a good map. It took a lot of complaints  
    from other online players to bring it home to me that this map really is a 
    pain in the caudal regions.
    FRAG LIMIT: 30
    BEST WEAPON: Plasma rifle (seriously), flak cannon
    Thigh Pads: On one of the walkways surrounding the exterior of the map.
    Body Armour: In the room at the top of the map, reachable by going up both 
    Shield-belt: On a thin beam spanning the well in the corner room.
    UDamage: On the very top roof of the map.
    Invisibility: In one of the three small rooms in the outer courtyard.
    Jump Boots: On one of the walkways surrounding the exterior of the map.
    This map can be owned by one person with the plasma gun and the UDamage. Flak 
    is only slightly less good here, because you're just as likely to kill 
    yourself as anyone else, though sitting at the top of the flak stairs and 
    chucking flak balls down is good, as this is a heavy bottleneck as well as a 
    This map inevitably becomes a frantic rush to find opponents and kill them  
    quickly, more so than most other maps. The weapons and ammo are spread all 
    over the place, and the belt can be dangerous to go for, as it's in a popular, 
    spammy area. Try not to dodge around on the precarious walkways, and in fact 
    avoiding them altogether might be a good plan, owing to the regularity with 
    which you can get shot into oblivion. Or just jump stupidly off by yourself, a 
    la me (sorry, French people - my character map isn't working).
    One more camping spot is at the slime gun - it's amazing how long you can hide  
    in the tiny room and fire goop out into the courtyard. You can also keep an 
    eye on the keg from here.
    If you're wondering what is on top of that enormous spire of rock, there's  
    Don't try jumping into the well.
    Encourage your opponents to jump into the well.
                                     4.2 DOMINATION
    Please play the DOM Tutorial map to learn about the basics of Domination.
    All you have to do to control a CP is touch it: the same goes for the enemy.  
    Your team gains points while a CP is of your team colour, and so it follows 
    that the more CP's you control, the more quickly you accrue points. This means 
    that, in order to win, your team should always be controlling at least two of 
    the three CP's in any level. This is not as easy as it sounds. If you are 
    currently controlling no CP's, you are not gaining any points at all.
    DOM maps are basically DM maps but with Control Points. It's like playing 
    Death Match, except now you control the map instead of the enemy. One might 
    seem to infer the other, but you may get nowhere by treating DOM maps as 
    simple DM. You can kill all the enemies you want and still lose by a huge 
    margin. It's better to think of Control Points as immobile, vulnerable team-
    mates who must be protected from the enemy.
    Spawn-points in DOM are as randomised as they are in DM, and so neither you 
    nor the enemy will ever know which CP you'll respawn nearest to. Because of 
    this it's impossible to fully plan any sort of strategy for the single-player  
    campaign, and it's also not necessarily helpful to treat a DOM match like a 
    DM. True, you could rampage around beheading enemies, thinking that it can 
    only be doing you good; but in fact your enemies could just respawn next to a 
    CP on the other side of the map - a CP which they would otherwise not have 
    reached again for a while. Base any tactics you have on control of the CP's, 
    rather than control of the enemy.
    The only other tactic which seems to have a really bad effect in the DOM 
    ladder is to get all your team-mates to Cover you. Letting them Freelance 
    seems to be just as effective as Attacking or Defending the base, though I 
    personally prefer the Hold Position command for DOM. My approach is to fly 
    around the map in ghost mode before it starts, giving my team-mates orders to 
    Hold Position on two or three of the CP's, leaving me free to run around all 
    three CP's in support of my team.
    Whatever you do, your aim should be to have your team performing more  
    efficiently than the opposition. Giving your team Hold Position commands can  
    often give you the advantage, since the enemy bots won't Hold Position on any  
    Many CP's are spammable, meaning that just one person can defend a CP alone 
    for a long time. As your bots can't really be told to spam or camp, it's 
    probably best if you camp by the most bottlenecked CP in the map, while your 
    team-mates carry out orders to deal with the other two CP's. The Garage CP in 
    Condemned, for example, can be defended solely by you for a long time, just by 
    firing shock-combos up the ramp every time you spot an approaching enemy. This 
    leaves the rest of your team to outnumber the freelancing opposition, which 
    should give you an advantage over at least one of the other two CP's - 
    preferably the Roof. This is true of most of the DOM maps - find an easily-
    defensible CP and keep it for yourself, letting your team-mates take care of 
    the others through Hold Position commands.
    DOM is the best game-type for the translocator. The bots will use their  
    T/L's occasionally, but yours can be used to provide you with continual 
    control over the entire map. You can convert two CP's in quick succession, no 
    matter how far away they are. In Sesmar, for example, go to the bridge on the 
    roof and dump your T/L by the plasma gun, making sure that the Ankh CP below 
    is currently controlled by you. Run over the bridge to the opposite Ankh CP 
    and take control of it. Stay there defending it until the first CP gets taken, 
    at which point you can just activate your T/L and convert it straight back. 
    It's not infallible, but it's something the enemy bots won't do. This method 
    will let you control two CP's by yourself, as long as you're a good enough 
    shooter to keep them safe, and if you are good enough you can allocate the 
    entire rest of your team to that third CP, which will give them a huge 
    advantage. Sesmar is a particularly good map for this tactic, especially if 
    you know how to launch your T/L (see section 2.4.12).
    I've given each level my recommended tactics - try them out and see if they 
    work for you. I also put in the scores I got when I play-tested the maps on 
    Masterful (and one or two on Inhuman), using my given tactics, just to give 
    you some idea of their effectiveness and prove I'm not just making this stuff 
    up at random :P
    DOM maps are littered with hidden powerups. Try to collect them without 
    wasting too much time.
    Learn each map and the quickest way to travel between all three CP's. Learn 
    also the spots where the enemy bots will camp to defend their controlled CP's 
    - it's much easier to get rid of camping enemies if you know exactly where 
    they'll be.
    There will never be a better opportunity to score T/L kills - practice 
    throwing your T/L into enemies' faces in tight corridors. If you're good 
    enough with it, your T/L can become a very useful weapon in DOM. It's also 
    your quickest mode of travel between CP's - make sure you have a bind for it 
    while playing DOM.
    Domination Guides
    I've arranged each map guide into sub-sections:
    PRACTICE NAME: This is the name under which the map appears when you load it 
    into a practice session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Some quick notes about what the map is like to play.
    TEAMS: The number of players in each team.
    SCORE LIMIT: The number of points your team must score in order to win.
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    RECOMMENDED CP / BOT COMMANDS: My suggestions on how to order your bot team-
    mates around the map; and my best score using these tactics.
    CONTROLLING THE MAP: The main guide section. Some general hints and tips about 
    how you might want to approach the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just 
    for fun.
    My opinions on how to cope with each map are, of course, subjective. You might 
    want to approach each map in an entirely different way, using your preferred 
    weapons and tactics, but my opinions are just there in case you need them.
     4.2.1 CONDEMNED
    The many gang-related fights that ravaged this particular area have already  
    proven this section of the city slums to be a bloody battle ground. The 
    Liandri organizers are expecting this to be the case once again, only this 
    time, as a tournament domination arena.
    This little map is great for long practice sessions. It gets you quickly used 
    to chucking your T/L around and also figuring out the quickest ways to reach 
    the CP's from the spawn-points. The combat is constant and hectic, especially 
    on the ground level.
    TEAMS: 3v3
    SCORE LIMIT: 100
    Keg O' Health: In a room behind a broken window above the Garage CP.
    Shield-belt: On top of the box next to the Arturo's CP.
    Jump Boots: At the top of the ramp leading up from the Garage CP.
    You - Garage
    All bots - Freelance
    Masterful test: 100 / 47
    Two of the CP's - Arturo's and Garage - are on opposite sides of the condemned  
    building: the third CP - Roof - is up on the roof. The Roof CP is the most 
    open, but it's also possibly the least popular with the enemy. The other good 
    CP to take is Garage - crouch in the corner behind the CP and fire shock-
    combos up the ramp to control this one on your own for ages. Or you can T/L up 
    to the ledge above the CP and spam it with combos, slime or rockets, though 
    this will leave you vulnerable to enemy fire coming from the roof. 
    Arturo's is the hardest CP to def, so I'd suggest that this be the one you 
    leave to the enemy if you want to take only two of the CP's. Be sure not to 
    leave them the belt though.
    This map is so small that the best tactic may be putting everyone on Freelance 
    or Search And Destroy, while you sit at the Garage alone.
    Try T/Ling all the way up to the big billboard on top of the skyscraper. 
    There's nothing up there but black roofs, but it is really rather high.
    Don't just watch the two normal approaches when deffing the Roof CP - the bots  
    like to use their T/L's to get up there too.
    If you are on the roof and you want to jump over the edge and down to one of 
    the lower CP's but you are wearing boots and don't want to waste a jump, you 
    can dodge up the sloped roof of the staircase to get over the ledge on one 
    side, and up the small sloped fans on the other side.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.2 GHARDHEN
    A newly constructed explosion testing facility, Ghardhen Labs houses two blast  
    chambers. Unfortunately, one of the silent investors was a Liandri location  
    scout, and Ghardhen fell to Liandri.
    I've never much liked this level, mostly because of the spawn-points and the  
    annoying long corridors you have to run down to get back to the action.
    TEAMS: 4v4
    SCORE LIMIT: 100
    Keg O' Health: On a beam in the ceiling of the spawn-room with the flak 
    UDamage: On a beam in the ceiling of the spawn-room with the rocket-launcher.
    Jump Boots: Next to the Bottom CP.
    You - Top
    2 bots - Bottom
    1 bot - Center
    Masterful test: 100 / 59
    If you don't mind camping get up to the Top CP with a shock rifle or an R/L.  
    It's not popular and it has only two realistic approaches, both of which can 
    be shock-spammed. By you. Alternatively, dump your T/L up top and drop down to  
    fight for the other two CP's - the Top CP will not often get converted, so T/L  
    back up to reclaim it when it does, then just drop down again to help your 
    Neither of the other two CP's are easy to defend, as the Bottom one has four  
    approaches and the Center one has five. Rather than camp at either one, try  
    running up and down the ramps constantly touching each one in turn. If you get  
    killed just start again.
    This is the best DOM map in which to use the translocator / lift exploit. Dump 
    your T/L under the big lift leading up to the Top CP, then get up there and 
    watch the other lift. The enemy will be unable to get up the big lift, and the 
    only way they can get to the Top CP is by killing you at the other lift, or by  
    respawning behind you. Keep an eye on your T/L module in case it gets shot 
    Boots? Why?
    There's a flak cannon and some ammo on the beams above the Bottom CP, if you 
    prefer flak to shock.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.3 CRYPTIC
    One of the few 'manufactured' Tournament arenas, this ancient-seeming ruin was  
    built by the legendary Tournament Master Kilbragh as a personal training  
    facility. After his death, the property reverted to Liandri, who now makes 
    full use of it.
    You seem to spend a lot of time running around corridors in this level, and 
    the teleporters and curling hallways are confusing as hell.
    TEAMS: 4v4
    SCORE LIMIT: 100
    Thigh Pads: On a platform above the Gargoyle CP.
    Body Armour: In the teleporter room next to the DaemonHead CP
    Shield-belt: On a platform above the Gargoyle CP.
    You - DaemonHead / Gargoyle
    2 bots - Iron Star
    1 bot - Gargoyle
    Masterful test: 100 / 48
    If there is a dead-end CP in this map, it's the Gargoyle. Luckily there is a  
    teleporter which connects it and the DaemonHead, so I'd recommend you camp  
    around DaemonHead on your own, using the teleporter whenever Gargoyle gets  
    taken. Leave your T/L at DaemonHead while you duck through the tele to hit  
    Gargoyle (pick up the belt and pads if they're there), then just T/L back 
    again. The tele is one-way so enemies can't follow you, and the armour and 
    shock are right next to DaemonHead, making this the best place for you.
    The Iron Star is the most popular CP (probably) and it's also the most 
    exposed, so leave two of your bots here to deal with all the bother, while you 
    hide around the corner.
    You can throw your T/L up above the exit teleporter and activate it to land on 
    an invisible ledge. Of course, you will be telefragged if you sit there for 
    too long, but it's still worth knowing.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.4 CINDER
    After dozens of broken legs and incinerated employees, the Cinder Foundry was  
    finally shut down and placed upon the auction block, where it was promptly  
    snatched up by a savvy Liandri location scout.
    This one is popular online because it's small and fast-paced, with no horribly  
    out of the way CP's and plenty of powerups.
    TEAMS: 4v4
    SCORE LIMIT: 125
    Keg O' Health: Tucked into a corner of the ceiling of the room underneath the 
    Top CP.
    Thigh Pads: On a ledge behind the Top CP.
    Body Armour (2): One on a box in the ramp room beside the Nook CP; another in 
    the upper room with the sniper rifle.
    Shield-belt: On a beam above the Lava CP.
    UDamage: On a beam above the Top CP.
    You - Lava / Nook
    2 bots - Top
    1 bot - Nook
    Masterful test: 125 / 56
    This is a good map for freelancers, but my advice would be to camp at the Lava  
    CP, just next to the shock rifle. This is a popular area because of the  
    spawn-point down the hall, and the belt is right next to you, in the ceiling.  
    You will have plenty of shock ammo and you can run round to grab the armour by  
    the Nook every once in a while, hitting Nook on the way past if you need to.  
    Stick around the Lava CP and just send shock-combos down the room, towards the  
    stairs where most of your enemies will be coming from.
    There's a small bug in this map, which happens when a bot tries to throw its 
    translocator up to the Top CP from next to the Nook CP. The T/L will often 
    fail to make it to the little staircase.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.5 GEARBOLT
    New peace treaties by the NEG have resulted in many abandoned military  
    facilities. Gearbolt was once an underground storage base for military weapons  
    and inventory.
    All the CP's are up high, so try not to run around on the lower levels too 
    much. Use your T/L a lot for this one.
    TEAMS: 4v4
    SCORE LIMIT: 125
    Thigh Pads: In the lower spawn-room.
    Body Armour: In the alcove behind the pool of green slime.
    Shield-belt: Next to the Lift CP.
    You - Lift / Bridge
    2 bots - Ramp
    1 bot - Bridge
    Masterful test: 125 / 72
    Get to the Lift, pick up the belt and stay there with shock and rockets for 
    the entire round. One person can easily hold this CP for the entire level - 
    stand next to the corner with the lift in it and keep your eyes open for bots 
    below you. It's also easy to dump your T/L here and quickly run around to the 
    Bridge every so often to keep that one on side. There is health in the dark 
    area underneath the Lift CP.
    The Ramp is the most popular CP, so stick two bots there - don't try to def it  
    yourself, because it's a pain. This is a good area to chuck a redeemer round  
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.6 LEADWORKS
    An old leadworks on the wrong side of the tracks is excellent place for a war.  
    You can expect molten lead still pooled in some areas of this facility. Step  
    lightly if you plan on being effective.
    This map has two great CP's for camping at, and many telefragging 
    opportunities. Oh, and plan on being effective.
    TEAMS: 5v5
    SCORE LIMIT: 150
    Keg O' Health: Behind the high metal grate in the wall of the spawn-room with 
    the flak cannon and plasma rifle.
    Body Armour: In the back corner of the Storage CP room. Shoot at the metal 
    panel to open it.
    Shield-belt: Behind the high metal grate in the wall of the spawn-room with 
    the rocket-launcher and minigun.
    UDamage: Behind the high metal grate in the main room next to the Storage CP. 
    Invisibility: On the hanging platform in the main room next to the Storage CP.
    You - Bridge / Tower
    2 bots - Storage
    1 bot - Tower
    1 bot - Bridge
    Masterful test: 150 / 79
    I recommend you either camp at the Bridge or camp at the Tower. The Storage CP  
    is not only popular, it has a lava hazard surrounding it and pillars which 
    make defending it very hard. It's also very difficult to see your enemies 
    coming from either tunnel, so let your bots handle the dirty work while you 
    take it easy at one of the other CP's.
    The Bridge is good for camping up high with a sniper rifle or shock, though 
    you can't fully watch both tunnels at the same time. There is lava around here 
    too, but the area is a bit calmer than the Storage CP.
    The Tower is a big dome surrounded by yet another lava moat, and it's my  
    preferred CP to def on my own. If you stand against one of the stanchions 
    outside the dome you can just about see both entrances into the area at the 
    same time, and you will be able to intercept invaders before they reach the CP 
    in the centre. There is health and a minigun (plus ammo) at the CP, which 
    makes this the best weapon to def this CP with. If you have a sniper rifle you 
    can knock the heads off enemies as soon as they appear through either door.
    When travelling between CP's, the T/L is the best weapon for taking out 
    enemies in the narrow corridors. Or try a flak on constant primary fire around 
    the corners.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.7 OLDEN
    This ancient temple was sacred to the race that built it, but not to Liandri.   
    Upon discovering it nestled in the mountains above the Eternal Cave, 
    desecrated it for battle.
    Despite the aesthetic beauty of this map, it's not quite as great as I used to  
    think. It's a T/L junkie's dream, but I'm not one of them, and 5v5 is maybe 
    too many for a map of this size.
    TEAMS: 5v5
    SCORE LIMIT: 150
    Keg O' Health: On an upper ledge near the Middle CP.
    Body Armour: In a bottom corner of the room underneath the Top CP.
    Shield-belt: Hidden beside the two faces on the wall at the end of the long 
    walkway above the Low CP. Shoot at the other pair of faces (above the Middle 
    CP) with spread rockets, then shoot the first pair of faces to open the secret 
    panel to the right.
    You - Middle / Top
    2 bots - Low
    1 bot - Middle
    1 bot - Top
    Masterful test: 150 / 96
    Inhuman test: 150 / 85
    The Middle CP is the best for camping - crouch against the back wall and 
    shock-combo anything in blue. The other two CP's are a little too open, 
    especially the Top one which the enemy likes T/Ling up to from below. I'd 
    recommend hanging around the Middle CP with your favourite weapon, and keeping 
    an eye on the Top one nearby. 
    My cycle is: T/L up to the high platform from the Middle CP, turn around and  
    throw my T/L back down to the Middle CP platform, run along and grab the keg, 
    hit the Top CP, drop down to the armour in the corner by the water, then 
    finally reactivate my T/L again to go back to deffing the Middle.
    There is an underground tunnel connecting both large pools of water.
    There are five vials in a secret pit in the green water under the Middle CP.
    The holes in the ceiling can be translocated through to sit on the roof for no 
    reason. Step back into the hole and hit an invisible teleporter.
    The T/L bug in DOM-Cinder appears here, too. The bots often fail to throw 
    their translocators up to the Middle CP from the green pool underneath.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.8 SESMAR
    Despite worldwide protests, this historical landmark is now owned by Liandri.  
    Jerl Liandri, President Liandri Mining Corporation: 'We owe it to the people 
    to ensure quality cultural events. We won't settle for less.'
    This is a very translocator-ish map - with lots of corners you never even need 
    to see.
    TEAMS: 5v5
    SCORE LIMIT: 175
    Keg O' Health: In the middle of the top bridge.
    Shield-belt: On a small ledge halfway up the obelisk next to the hole above 
    the Hall Of Pillars CP.
    UDamage: Hidden in a pillar near the Hall Of Pillars CP. Walk from the CP to 
    the plasma rifle nearby, and from the rifle walk to the back wall. Turn around 
    and look at the top of the pillar to your left.
    You - Freelance
    2 bots - Blue Ankh
    2 bots - Red Ankh
    Masterful test: 175 / 80
    Inhuman test: 175 / 99
    This map is easy in single-player, especially if you stay out of the way of 
    the enemy. Stick 2 bots on each of the Ankh CP's, while you T/L back and 
    forward across the top bridge, picking up the shock and plasma ammo, and the 
    keg when it appears. If the Hall Of Pillars CP gets taken, dump your T/L on 
    the bridge and drop down to grab the CP, then activate the T/L again to get 
    back to safety. If your Ankh guards are taking their time returning to their 
    posts, drop your T/L up at the windows and drop onto the Ankhs from above, 
    then T/L back up again. Look at my test score to see how well this strategy 
    works. And I wasn't even T/L-launching. Pff...
    The huge, coloured obelisks outside, above each Ankh CP, should allow you to 
    tell the difference between the Red and Blue Ankhs.
    There's a rare but annoying bug in this map. It happens when a bot tries to 
    throw its T/L up through one of the windows above either Ankh CP, and 
    activates it just as another bot is trying to drop down through the same 
    window. The bots can get stuck together and they won't move until they are 
    shot apart. This is fine if it happens to the enemy, because you'll have fewer 
    active opponents, but it can happen to your team-mates too. I was wondering 
    why my team was losing heavily in a practice round - it was because two of my 
    team were stuck together in one of the windows.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.2.9 METALDREAM
    This oil rig has been converted into a Domination Arena. It is located near  
    strange meteorological phenomenon in the northern reaches of Kryllia. Use the  
    architecture to dominate your opponents.
    I always thought this was one of the best and most original maps in the entire  
    game, and it's surely the best DOM map. CTF-November is the only other map 
    that comes close to this one.
    TEAMS: 5v5
    SCORE LIMIT: 200
    Keg O' Health: On top of the huge crane at the Crane CP.
    Body Armour: In an alcove around the corner from the Helipad CP.
    Shield-belt (2): One next to the ripper in the main spawn-room; another on top 
    of a box next to the Helipad CP.
    UDamage: On the helipad above the Helipad CP.
    Invisibility: Through the teleporter.
    Jump Boots (2): One in an alcove around the corner from the Helipad CP; 
    another next to the flak cannon in the main spawn-room.
    You - Boxes
    2 bots - Helipad
    2 bots - Crane
    Masterful test: 200 / 117
    Inhuman test: 200 / 100
    My favourite camping spot is on the roof of the walls overlooking the Boxes CP 
    - I just snipe anyone who comes near it and use my T/L to get down and back up  
    quickly if it gets taken. This might not work for you if you can't snipe, but  
    I'd still suggest that the Boxes is the best place for you, with your four  
    team-mates taking the other two, more popular CP's. The Boxes is more of a 
    camp-and-snipe CP, since the nearest weapon is the not-very-close minigun.
    Alternatively, you could try the Helipad CP, just because it's surrounded by  
    health and powerups. You are more prone to getting shot off the edge though, 
    and this CP is very popular indeed at times. 
    It's also simple enough to use the T/L / lift exploit in this map, especially 
    if you're defending the Boxes CP. Most of the attacks on the Boxes area come 
    from the nearby lift, so if you've dumped your T/L underneath it the 
    opposition are going to have problems.
    Try to spend as little time as possible indoors - use your T/L to get the hell  
    out of there quickly and back to the CP's.
    If you get shot off the edge, try to land in the water (or oil?) just next to  
    the metal floor, so that you don't splat and die when you land.
    There are two elevators which can take you back up from the bottom of the map 
    if you fall, and the big brown box will lift you directly up to the Crane CP.
    Jump upwards off the lift at the Helipad CP to land on the belt box.
    Use your T/L to get from the redeemer to the UDamage platform.
    Fire the redeemer downwards off the top tower, then jump off and try to land 
    on it in midair - stupid but fun.
    Speaking of the top tower, try falling off it without dying. It's possible to 
    do it without using your T/L, without landing in the water, and with no 
    powerups or health bonuses (though I lost 89 health when I managed it, so 
    maybe it's not that worthwhile).
                                   4.3 CAPTURE THE FLAG
    Please play the CTF Tutorial map to learn about the basics of Capture The 
    Whenever you play a team match in the ladder you are automatically put on the 
    red team, though this only really has an effect on CTF and AS. The red and 
    blue bases are asymmetrical in many of the CTF maps; and the red team always 
    attacks first in AS. Each walkthrough is written from a red team point of 
    Every CTF map has a default score limit of 3.
    You can't grab the enemy flag until you know where it is, so, unless you plan 
    on being a defender who never leaves his or her own base, you'd better know 
    how you're getting into the enemy base and how you're getting out again. 
    Luckily, most of the CTF maps are basically symmetrical (eg. Niven, Coret, 
    Dreary) and so if you know the layout of your own base then you also know that 
    of the enemy's. If you don't know a map yet, try spectating one of your own 
    team-mates (F5) while he runs into the enemy base and attacks their flag. This 
    will let you see the routes and where the enemy might be camping.
    Knowing all the ways in and out of the enemy base is obviously advantageous - 
    it lets you plan your attack and escape routes, taking into account where the  
    weapons, health and powerups are on the way. You also cannot always assume 
    that your team-mates will still be alive by the time you reach the flag. You 
    should be using any team-mates who are covering you as a buffer: send them in 
    first and let them take the worst of the defensive fire.
    If you have grabbed the flag and are running back to your own base, with or   
    without team-mates around you to help, the enemy bots will almost always   
    robotically follow your exact route while you run, rather than trying to get   
    ahead of you to cut off your escape. Any nearby enemies will immediately begin 
    to head towards you when you touch their flag, excepting only bots who are 
    actually carrying your own flag at the time. This means that using one route 
    for attack and then a different one for escape can often lead to having all 
    your enemies behind you, where you want them. This also means that you should 
    be as prepared as possible before you grab that flag and trigger the 
    opposition's attention - grab any nearby armour and get your health up.
    Similarly, trying to evade enemies while you grab their flag can often be 
    better than simply killing them. If you kill four enemy guards and then grab 
    the flag, the chances are you will have to kill most of those guards again on 
    your way out, as they will have certainly spawned in front of you and, since 
    they're computer controlled, will know where you are and be heading straight 
    for you. Leaving them alive and out-distancing them while you escape (by 
    dodging or hammer-jumping or any other evasive manoeuvre) can make life a lot 
    easier for a lone attacker carrying the flag.
    You can order some or all of your bots to attack the base, but they don't  
    exactly put much co-ordination into it. They just run in, get killed 
    (usually), respawn and blindly run in again. This is not efficient and it's a 
    waste of your bots. If you want your bots to be effective attackers you're 
    going to have to help by going with them. Get your team-mates to Cover you and 
    take them to a point just outside the enemy base. Then give the order for them 
    to attack at once, while you run in just behind them. They may all die, but 
    they will make it so far into the base, leaving you to be the one who grabs 
    the flag and bolts back to home. 
    Bear in mind that your team-mates who died in the assault will have respawned 
    and be attacking again, which is more good news for you as you're the one 
    carrying the flag they're attacking - bots don't actually assault an enemy's 
    base, they just try to pick up the flag, wherever it is. So even if your 
    escort died during the attack, they'll get your back again as quickly as 
    possible upon respawning.
    If one of your escorts actually managed to get all the way to the enemy flag 
    and pick it up before you got there, stick with him all the way back to 
    safety, as he would for you. Lingering outside the enemy base to make sure he 
    isn't followed is a mistake, for three reasons:
    1. Any enemies who respawned behind the flag carrier and are chasing him have  
    virtually no hope at all of catching him before he scores, and so it doesn't  
    matter if you stop them or not.
    2. There may well be enemies in your own base trying to get your flag, and 
    your flag carrier probably doesn't want to run into them without help.
    3. Your job as attacker is to get the enemy flag back to your own flag, 
    whether it's being carried by you or someone else. Stick with the flag carrier 
    and let your defenders deal with enemy attackers - that's their job.
    If one of your bot team-mates has the flag they will simply run back to base,  
    even if the enemy currently has your flag. Don't do this if you are the flag  
    carrier. Go to a place in your base where the chasing enemies will have 
    trouble reaching you, and just wait until your own flag has been returned. 
    Stay close to friendly defenders if you're hiding with the flag, and close to 
    health and ammo too. Translocating to some out-of-reach place will, of course, 
    cause you to drop the flag.
    If you are heading back to base with the enemy flag, and you meet a team-mate 
    along the way who has a belt or a keg or basically a lot more health than you, 
    try dropping the flag (T/L or feign death) and letting him pick it up. He will 
    stand more chance of getting back to home without dying than you, even though 
    he'll be running in straight friggin' lines.
    If you are carrying the enemy flag while the enemy have yours, you can ensure 
    that they don't retrieve their flag before yours is returned. If you are 
    carrying the flag the enemy will just home in on you and attack you until you 
    die. If you drop the enemy flag the enemy will head for it instead, which 
    means you can drop it in a place inaccessible to them and camp somewhere 
    nearby. The flag will be returned automatically after about twenty seconds, so 
    keep picking it up and dropping it again every fifteen seconds or so to reset 
    the counter. Drop it on some high beam in the ceiling of your base or 
    something - a place the opposition can't get to. This will let you keep their 
    flag without putting yourself in danger by actually carrying it.
    This is a bit easier than attacking. All you and your defending team-mates 
    have to do is block up the holes in your base, or just camp by the flag and 
    wait for enemies to approach. 
    CTF is a lot like football, except here you have to return to your own goal 
    when you hit the opposition's. The fact is that if the enemy can't breach your 
    defence they can't possibly win. Very few of the CTF maps have no bottlenecks, 
    and so it's a good idea to concentrate at least some of your defence at these 
    areas. If the enemy must come through a specific door to reach your flag, that 
    door would be a very good place to put a guard, though Hold Position bots in 
    CTF have big faults.
    Defending forward is generally better than sitting by your flag and waiting.  
    Hanging around the middle / neutral area of any map gives you a much better  
    overview of what's going on; it also allows you more time to respawn and catch  
    invaders if you get killed than you would have if you were flag-camping; you 
    can also act as an escort for any of your own attackers who successfully 
    grabbed the enemy flag and are now looking for support on their way home. Plus 
    it's just a lot less boring. When you are defending territory in real life you 
    don't sit as far back as possible - you take as much ground as you can.
    Try not to put your team-mates on Hold Position, because they won't chase 
    enemies even if they are taking the flag out of the base. Defend is a much 
    better command, though less specific.
    Sniping is only applicable in certain levels, but it's often the best way to  
    defend and it can also help your attackers at the same time. You can own some  
    levels if you're a good enough sniper, and it's a skill well worth practising.  
    Facing Worlds can be won by one sniper and one attacker - all the sniper has 
    to do is sit up top and kill the enemies as soon as they spawn at either side 
    of their base. Lava Giant is another easily defendable level if you're a good 
    You can easily outpace all the computer bots just by dodging everywhere. The  
    bots will only dodge in combat, not when they're simply moving. Dodging can 
    get you way ahead of chasers in no time; likewise it can let you catch up 
    enemy FC's who are dumb enough to just run along straight, preset path-nodes.
    The FC's position will be given away by the glow of the coloured flag they are  
    carrying (the same will apply to you when you are carrying the enemy flag,  
    though this will have no effect on how the computer finds you). All you have 
    to do to make him drop the flag is kill him: to return the flag just touch it. 
    If you fail to kill an enemy by shooting him, but at the same time you manage 
    to put him into a hazard, he may die anyway. Depending on the hazard in 
    question, the flag will either be returned right away (eg. if the FC falls 
    into oblivion) or will stay in the spot where the FC dropped it (eg. if the FC 
    drowned in slime or water). If the flag is not retrieved by either you or the 
    enemy, it will be returned to its home after about twenty seconds.
    If you're an attacker, and especially if you are carrying the enemy flag, try 
    to let your defenders deal with the enemy FC. You can't do everything, and 
    going looking for an enemy FC whose flag you are currently carrying is asking 
    for trouble. If you are defending and the enemy FC has gotten past you, try 
    getting ahead of him to cut him off at a bottleneck. A dumped T/L can do you a 
    favour with getting in front of an FC, but this only works if you haven't been 
    killed since you laid it.
    CTF maps often have plenty of powerups and armour. Know where these are to 
    give yourself the edge. If you're an attacker, plan your routes around health 
    and armour; and if you're defending take any and all powerups either in your 
    base or in the neutral zone before the enemies can.
    CTF defense is similar to that of AS - knowing where the bottlenecks are is 
    half the battle. Guarding these spots can make things much more difficult for 
    the opposition.
    Another similarity with AS is in sharing ammo. Your team-mates will be 
    respawning in your base all the time - it would be nice if they had enough 
    ammo to be effective. Don't run around taking it all, especially if you're a 
    Use your T/L intelligently when attacking. Run into the enemy flag area, with 
    or without team-mates, and throw down your translocator as you pick up the 
    flag. This will serve as a sort of insurance, as long as you don't get killed 
    before you get to use it. 
    Speed-wise, you're always better taking it upon yourself to go for the enemy  
    flag - your team-mates can sometimes be fantastically inept in terms of  
    supporting one another and acting as a team, and they are also programmed to  
    follow certain predictable paths. Bots defending can also have problems, such 
    as all automatically following the enemy flag carrier until he's dead or he 
    scores. This is not exactly brilliant defense, and it leaves big holes in your 
    base for the next wave of attackers. You're going to have to carry your team 
    quite a great many times on your way up the CTF ladder.
    Your orders seem to affect how the computer bots are arranged - if you put all  
    your team-mates on defence then the computer will send more attackers, and 
    vice versa. This is good if you're a sole attacker, since the computer will 
    keep emptying its own base, though it will never leave it totally undefended. 
    I strongly recommend putting the majority of your bots on attack, even if you 
    yourself are also attacking.
    Capture The Flag Guides
    I've arranged each map guide into sub-sections:
    PRACTICE NAME: This is the name under which the map appears when you load it 
    into a practice session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Some quick notes about what the map is like to play.
    TEAMS: The number of players in each team.
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    ATTACK: My suggestions on the best ways to attack the enemy base.
    DEFENSE: My suggestions on the best ways to defend your own base.
    MISCELLANEOUS: Some incidental details and silly things about the map, just 
    for fun.
    My opinions on how to cope with each map are, of course, subjective. You might 
    want to approach each map in an entirely different way, using your preferred 
    weapons and tactics, but my opinions are just there in case you need them.
     4.3.1 NIVEN
    An experimental orbital nuclear reactor, abandoned after funding for the 
    project dried up. High radiation levels and waste leakage offer an 
    environmental challenge for Tournament combatants.
    This is the first map after the tutorial. It's small and symmetrical, and  
    designed to get you used to identical bases and controlling the neutral zone.
    TEAMS: 2v2
    Thigh Pads: Under the ramp outside the blue base.
    Body Armour: Under the ramp outside the red base.
    You're going to have to work your way along the enemy corridor until you reach  
    the flag, then run all the way back out again. Combat in this hallway is  
    difficult, with the walls and floor both working against you. Use shock-combos  
    to clear out any blind corners ahead of you, or rockets / grenades if you have  
    them. Be sure to pick up the shock ammo to make things tougher for the enemy.
    Your enemies will virtually always come along the high corridor above your  
    double door, so try going up the ramp or through the water to avoid them. 
    ALWAYS pick up both the armour and the pads under the ramps - don't let the 
    enemy have them.
    Once you have the flag and are out of the blue base, just run like hell,  
    preferably up the ramp. You can then turn around and throw down some grenades 
    or slime to cover your escape. Swimming through the middle of the NZ is pretty 
    fast too, but you are vulnerable for the couple of brief seconds you're in the 
    This is one where flag-camping is a bad idea. There's a blind corner right 
    there and enemies will often fire at you before you even realise they're 
    there. Camping outside your double door is far, far more effective, as you're 
    right next to your armour and you can replenish your shock ammo just by 
    ducking back inside.
    The best spot from where to defend the flag is one of the windows in the 
    curving corridor. Throw your T/L onto the window ledge and crouch here with a 
    shock rifle, watching the doors.
    If the enemy flag carrier does get away from you, translocate like hell 
    through the water to catch up.
    You only have one team-mate in this level and your skill level will almost  
    certainly be higher than his. Telling him to Hold Position just outside your  
    doors is much better than telling him to simply Defend - he will likely just  
    flag-camp and the blues will take him out easily. Hold Position is dangerous  
    though, because if the enemy FC does get past his position, he won't bother to  
    chase them, which is just great.
    Send him to attack and you might have more luck if you're happy to defend,  
    though it may also take far longer. If he does manage to pick up the flag,  
    translocate up to the high corridor and get his back, since this is the way  
    he'll be using for his escape.
    The shock rifle and the minigun are the best weapons in this map, since 
    they're the only ones you can't damage yourself with (unless you fire a shock-
    ball into someone at zero range). Those base corridors are hell for anyone 
    using splash or spam weapons, as all the other weapons in this level are. Use 
    the shock or mini for your attacks and for chasing enemy FC's.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.2 FACING WORLDS
    This ancient asteroid has been converted to an Arena for the Tournament. It is  
    highly dangerous due to aberrant gravitational properties and, of course, the  
    snipers from the other team.
    For some reason Face is THE legendary online classic CTF map, possibly because  
    of the mind-blowing backdrop which will amaze you the first time you see it 
    (it did me anyway), but probably because it's simple but effective. It's 
    another symmetrical map, this time with a large outdoor neutral zone which is 
    pretty easy to fall off of, especially if you're running backwards at the 
    TEAMS: 4v4
    Keg O' Health: In the very centre of the map.
    Body Armour (2): One on the roof of each base.
    UDamage (2): One in the ceiling above the entrance to each base.
    It's simply a case of running over the hill and into the enemy base to grab 
    the flag. There's not much variation here - it's more down to how good you are 
    at fighting than how clever you can be. You can use your translocator to 
    slowly climb up the outside of the enemy base and then attack the flag through 
    one of their teleporters; but this takes time and you can be vulnerable to 
    respawning enemies below. Likewise you can make your escape through the 
    teleporters, picking up the armour and ammo on your way out, but you're going 
    to have to fall off the tower at some point to reach the ground, so you'd 
    better be able to afford the health loss.
    This is one level where wave after wave of attackers can really do good 
    damage, even if they aren't co-ordinated. As an attacker you're always within 
    sight of your own base and your respawning team-mates will never be too far 
    away. If you order your team to Hold Position halfway down the hill towards 
    the enemy base, and then you run in and grab the flag on your own, your team-
    mates provide a very useful barrier for you to run through and for your 
    chasing enemies to run up against. This also works if you escape via one of 
    the teleporters - you can actually leap into the crowd of your team-mates and 
    die, dropping the flag. One of them will pick it up and head for home, while 
    you respawn and back him up.
    Here's my fantabulous new invention wot I just thought of. Pick up your base's 
    redeemer; go to the roof, grab the armour and hammer-launch your T/L from the 
    roof teleporter ramp to one of the teleporter ledges on the front of the blue 
    base; go through the teleporter and grab their flag; go through their roof 
    teleporter; stand on the sniper rifle, right on the edge of the roof, and turn 
    to face the blue roof teleporter; shoot the redeemer into the floor at the top 
    of the teleporter ramp; die. If you were facing 180 degrees to your base, the 
    blue flag should go flying through the air and land right next to the keg's 
    spawn-point in the middle of the NZ, from where your nearest team-mate can 
    pick it up for an easy capture. Stylish. By the way, this also works if you 
    rocket-launch yourself from the same spot on the roof - be wearing the armour 
    so that you die not when you release the rockets, but when you splat just 
    beside the keg.
    In Face, it's also worth remembering the advantages of a rocket-launch. If one 
    of your team-mates is carrying the flag homewards and you're running behind 
    him, try firing some rockets at his feet to give him a boost. Try not to send 
    him off the edge, however.
    If you're not a sniper, there are two excellent places to defend from. One is  
    just outside your base entrance, running back inside for health and ammo when  
    you need it. The other is at one of the enemy spawn-points. They will respawn  
    with only a pistol, giving you an easy time of it firing shock-combos at them.  
    It's lame but it works wonders.
    Flag-camping isn't a great idea here - it's too hard to see enemies coming for 
    it. Hang around outside the base for better recon.
    If you are a sniper, get up to the roof and camp at the armour. Your ammo will  
    last a long time and you can control the whole map from here. If you're good  
    enough your enemies will never get out of their spawn areas, and your team-
    mates can saunter in and out with little trouble. This position also lets you 
    spend a long time trying to take down any intrepid enemy flag carriers, though 
    you're admittedly in no position to return the flag yourself if they drop it. 
    You can reach the ground easily by tossing your T/L off the roof.
    You might wonder why the ripper is at the spawn area. Sniper rifles are great 
    but when it comes to knocking an enemy off a cliff you can't beat a secondary-
    fire ripper blade.
    This is one of two CTF maps perfect for T/L-launching. You can get decent 
    results from anywhere around your base, so experiment all you please. See 
    section 2.4.12 for more info on T/L-launches.
    There's a few invisible ledges you might land on if you fall off the edge - 
    try experimenting, though not in the middle of a match.
    There are virtual staircases of ledges on the sides of both the towers - use  
    them if you're escaping via the roof.
    You can take the flag from the roof of the enemy base to the ground without 
    losing health or bothering to jump from ledge to ledge. Grab the flag, take it 
    through the top teleporter, and throw your T/L down to the ground far below. 
    Jump or dodge off the edge with the flag, but activate your T/L as soon as you 
    jump. You will reappear on the ground and the flag will be falling down after 
    Learn how to run backwards without looking. Or use behindview when you're 
    trying to escape with the flag so you can see the edge without having to turn 
    around (though this will make it almost impossible for you to hit the 
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.3 ETERNAL CAVE
    Ruins belonging to an unknown race, acquired by Liandri Corporation's  
    Xenobiology Division for research and excavation. Deemed a 'valuable and  
    entertaining venue' by the Tournament Board after 17 XD archeologists fell to  
    their deaths.
    This is one of my favourites in the CTF ladder. The neutral zone is mostly
    symmetrical but the bases aren't, and as the red team you have the harder base 
    to defend.
    TEAMS: 4v4
    Thigh Pads (2): One in the spawn-room of each base.
    Shield-belt: In a corner of the upper level of the neutral zone.
    You have two possible routes here, and both of them are popular. The lower 
    route gives you more space to move, as well as rocket launchers and some shock 
    ammo; but the upper route holds the minigun and the belt. I'd recommend the 
    lower, but that's just me. Exiting the NZ via the lower route can be tricky, 
    as the blues tend to camp just to the right of the exit, where you can't see 
    them. The next thing you know someone has shot a rocket at your feet and 
    you're flying into the lava far below. Far better to fire your own rockets at 
    the ground just outside the exit, then cackle as the blue camper either blows 
    up or plummets lavawards.
    They will also camp on top of the other door and just behind and below the two  
    torches at the top end of the flag bridge. Keep your eyes open when you're in  
    the blue base, because one false move will get you killed. If you know the 
    area well enough, try throwing your T/L all the way down to the flag without 
    even poking your head out. If it lands OK you get to grab the flag then hustle 
    all the way back up the bridge. Combining a T/L throw with a backwards hammer-
    jump from the flag to the cliff edge can save you much time and hassle, but 
    only do this if you have a full belt on you.
    Again, I'd recommend lower for your escape route because of the health, and 
    also because the upper floor is a spawn-point for both teams. Having friendly  
    defenders Holding Position in the lower area can be a lot of help, as usual.
    Well, this is one map where flag-camping is actually a good thing. You have a  
    big area in which to wait, and two exits from the NZ to watch. They'll be 
    coming around the mountain when they come... or they'll be translocating over 
    to your flag from the cliff just in front of it. They also enjoy hammer-
    jumping back across when they do have the flag, which is unusual to see from 
    the bots. Note that if a bot grabs the flag but doesn't attempt to hammer-jump 
    back across the gap, he's probably low on health.
    I'd recommend hanging around beside the ripper, just on the outskirts of the 
    NZ. This will let you intercept enemies from either exit before they reach the 
    flag, plus if you get killed you should be able to catch them up from respawn  
    regardless of where the computer puts you. Don't bother camping above the 
    lower door - they know you're there before you know they are. Or something. 
    Sitting at the back beside the slime is another option, though it's hard to 
    keep an eye on the pit as well as both sides of the mountain. Plus you have 
    not much room for shock-combos if they do approach from the sides. On the 
    other hand they'll have a tough time grabbing your flag if you keep the ground 
    around it nice and green.
    Defending in the NZ is tougher because you can't plug both routes at once, but  
    you should at least make sure the belt is never there for your enemies to pick  
    For a really stylish cap, try running up the side of the red mountain while 
    carrying the blue flag. Run up as far as you can, then use two backwards 
    hammer-jumps to reach the top. Fall onto the red flag from above, and 
    hopefully die just as you score the point.
    There are a couple of bugs around the red base. Stand right at the back, 
    looking forward at your flag under the mountain. Now walk up one of the slopes 
    facing you on either side of the base of the mountain until you can't get any 
    higher - if you've done it right you will suddenly be shot away to the side at 
    high speed and land in the lava. Weird stuff.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.4 CORET
    Built into a mountaintop on the Coret moon, this facility was once the 
    waypoint between the Interstellar zonegate in orbit over the moon and the Zeto 
    Research Station located half the moon away in the frozen wastes.
    Another symmetrical map, all corridors and hallways. Even the neutral zone is 
    a tight squeeze. This is one of my least favourites.
    TEAMS: 4v4
    Thigh Pads (2): In opposite lower corners of the neutral zone.
    Body Armour (2): Behind the partition at the end of the upper corridor in each 
    UDamage: In the upper room in the middle of the neutral zone.
    I suggest grabbing the thigh pads in the NZ and then attacking through the 
    left, upper route into the enemy base, as this will take you past the vials 
    and armour. You also won't have to go through that door, behind which anyone 
    could be lurking. Once you have the flag run out via the lower route, which 
    will take you past more pads and lots of health. Use the door you avoided 
    earlier, since this way leads to more health packs and possibly the UDamage. 
    The thigh pads you picked up on your way in may also have respawned in the NZ.
    When you reach the flag-room there will probably be a camper above the flag, 
    by the shock. Don't try to kill him, just run away down the lower route and 
    leave him behind. Clearing out that long lower corridor is easy enough if you 
    can do straight shock-combos or rocket spreads, and by the time you reach the 
    NZ you should have a clear run to your own flag.
    The NZ in Coret is difficult to defend, as it's very hard to see your enemies  
    coming. There are pads and health nearby, but not a lot of ammo or weapons. 
    I'd suggest defending above your flag, opposite the shock rifle. This way will 
    let you see enemies attacking the high corridor pretty early, as well as 
    allowing you to jump down and chase anyone who sneaked in through the low way. 
    You could also try camping above the glass floor in the upper corridor - this 
    gives you a heads up on any attackers, as well as keeping you right next to 
    the armour.
    Another good place to camp is in the middle hallway, at the top of the 
    sideways ramp next to the door. You can spot all the blues attacking high and 
    some of them attacking low; you can also hear the door opening just down to 
    your left, which will tell you when someone's just gone through it whom you 
    may not have spotted. The armour and rocket ammo are close by, and the health 
    can be easily picked up from the low route to the left just by using your T/L.
    The flak cannon is hiding near each flag, behind the dark pillars in the low  
    The sniper rifle is also hidden - look in the ceiling above the rippers and 
    the thigh pads at both corners of the NZ.
    You can drop past those jump-pads by holding your movement keys while you 
    You can jump up the little wall by the thigh pads while carrying the flag - 
    just look straight down at the ground and do a ripper-jump up the wall.
    You can only just make the jump across from ledge to ledge, above your flag.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.5 THE GAUNTLET
    Not all environments are retrofitted Liandri real estate. The Gauntlet is one 
    of a small number of highly stylized combat arenas specifically designed for 
    the Tournament. This particular venue has been customized for team-play.
    This map always seems to be frantic, with bodies everywhere and constantly  
    successful raids on both flags. It's mostly asymmetrical apart from the flag  
    TEAMS: 4v4
    Thigh Pads (2): One in one of the lower corridors in the neutral zone; another 
    just outside the red flag-room.
    Body Armour (2): One in each flag-room.
    Shield-belt: In the low lava room in the middle of the neutral zone.
    However you choose to reach the enemy flag-room I'd recommend you leave via 
    the teleporter in the back. The bots will not camp the teleporter exit point, 
    and you're free to drop down to the belt and run home to safety. Try not to 
    get roped into a fight in the enemy flag-room - the pillars and ramps make it 
    harder for you than for the blues. Just get in and get out quick. 
    Try to steer clear of the blue spawn-room near your base on your way home with  
    the flag.
    The bots have to get through that tiny door to your flag-room. Spam it to hell  
    with slime, shock-combos, rockets, the works. Your bots will generally hang  
    around your flag-room door if told to Defend, which is good because here is 
    where most of the action will be. Make sure you keep taking that belt, whether 
    you're defending or attacking, and take the red armour too.
    If the enemy flag carrier retreats via the upper corridor, try sniping him 
    down from behind instead of chasing him all the way back - you have quite a 
    long time to take him down with the rifle if you get to it quickly enough.
    That redeemer can clear out a packed enemy flag-room for you if you guide it 
    using secondary fire and then run in straight after the explosion.
    If you plant some of your bots in Hold Position mode at the point where the 
    blue teleporter exits, you get a nice escort force waiting for you when you 
    come through with the flag, plus you might get to telefrag one of the gimps.
    The two stone pillars in the blue flag-room have false walls you can try to 
    hide in. Without success.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.6 DREARY
    The distant wastemarsh of Vandaron 3 is said to be the wettest place in the  
    galaxy. A post dreaded by soldiers due to its remote location, cramped 
    quarters, and maddening echo of ever beating rain.
    It's not exactly everyone's favourite level but I love this one. No-one much  
    likes playing a spam-map online, but it's different and a lot more fun in  
    single-player mode. I'm sure this map is actually set in Greenock, Scotland.
    TEAMS: 5v5
    Thigh Pads: In the top room of the red base.
    Body Armour (2): One in the floor of each half of the neutral zone. 
    Shield-belt: In the top room of the neutral zone.
    UDamage: In the top room of the blue base.
    Attackers in this map are awaited by the worst flag-rooms ever, and I include  
    November in that. If you're going in there it's as well to make sure it's  
    cleared out first, which can be done by standing at the bottom of the ramp and  
    firing a few shock-combos inside. You could also try running in while loading 
    up some rockets, then just running for the flag while hurling the rockets at 
    anyone who jumps you from the side. Sit by the flak cannon and spam that 
    approach ramp to kill more guards, then just bolt out of there, preferably low 
    so you can pick up the health and armour if you're lucky.
    You can actually get back up to the high route from the flag-room ramp - just  
    jump at the side of the ledge and you should land on an invisible part which  
    will let you hop up to the shock rifle. This is risky though, since respawning  
    enemies tend to appear in the rooms under the lifts to either side of this 
    upper area, and they'll come up the lifts after you. If you go low they'll 
    still come up the lifts, which will put some distance between you and them.
    Another advantage to going low is that you can use the lift in the middle of 
    the NZ to take you up the middle level again. Drop some grenades or slime 
    behind you just as you walk onto the lift and you could take out two or three 
    of the chasers who were dumb enough to follow you.
    The advantage of going high is that very few enemies come up here and so you  
    might get a clear run. Plus the belt might be there, but that's a pretty big  
    'might'. If you go low but come up the lifts, be ready to fire a shock-combo  
    into the upper rooms as you turn the corner - there is almost always someone 
    in here. Try firing a few spread rockets into the flag-room from the upper 
    ledge before you drop - this sometimes flushes lurking campers out and gives 
    you a proper shot.
    This is a fantastic level for cover-your-arse shots - just run through every  
    hallway chucking grenades off facing walls and letting them bounce behind you,  
    into the path of the chasers. Great fun :)
    If ever there was a flag-room made to be defended it's this one. You can't  
    really go wrong spamming that narrow ramp, plus you have all the flak ammo  
    you'll ever need right there.
    If this bores you as much as it does me, the only other place I can suggest is  
    camping by the low armour with a shock rifle in your hand. Hopefully you can  
    take down any blues who come through any of the entrances to this area, though  
    you will take quite a bit of damage. The armour rooms are extremely busy  
    throughout this level, and I recommend you post at least one of your team-mate  
    defenders somewhere in here.
    Sniping along the high route and down at the lower levels can do you a favour  
    too, as long as you're good enough and your team-mates don't grab the ammo 
    Don't spend too much time looking out the windows and feeling sorry for 
    yourself - there's a match on here.
    Rockets own this level. Running around releasing batch after batch of rockets  
    into blind corners is half the fun, and it will definitely come in handy when  
    attacking the enemy base. Don't even bother looking - just send six rockets 
    into every upcoming corner en route.
    Don't put all your team-mates on defense for this one on the higher 
    difficulties - you have virtually no chance of getting in and out of the base 
    on your own. This is one map where putting everyone on Attack, including 
    yourself, is very beneficial. The blues can't put up with constant assaults on 
    their flag, and an all-out blitzkrieg got me a time of 2:19 while writing this 
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.7 LAST COMMAND
    The Last Command is a fully functional Nuclear Processing Station owned by the  
    Liandri Corporation. This facility's system oriented layout makes an ideal  
    proving grounds for Capture the Flag Tournament matches. High Tech voluminous  
    industrial architecture paired with curving maintenance corridors means 
    fighting here will require quick reaction times if your team plans on 
    This was the very first UT map I ever played online, and I got a kicking from 
    a sniper with long, blonde hair who was defending the red base. I don't think 
    I saw the red flag once.
    Anyway, this is another corridor-ish map with asymmetrical bases. The blue 
    base is the harder to attack / defend, but the red base is definitely easier 
    to bring the enemy flag back to.
    TEAMS: 4v4
    Body Armour (2): One in the lower 'plans' room of each base.
    Shield-belt: On a ledge in the ceiling of the red end of the neutral zone.
    UDamage (2): One in a pipe in the high wall of the red base; another in a pipe 
    at the side of the lower blue base.
    Invisibility: In a pipe in the high wall of the red base.
    Other than just steaming into the blue base and grabbing the flag, here are 
    some suggestions to make getting the flag and getting out again easier.
    Get to the bottom of that big ramp in the blue base and dump your T/L on the 
    bottom (on the ramp, not the floor). You can hammer-launch your T/L from this 
    spot right up to the flag - just be careful the module doesn't hit one of the 
    light-fixtures on the way.
    Secondly, a far sneakier way, which I believe is banned on most CTF servers. 
    I'm not a CTF player but I think it's called 'tubing'. Anyway, get to the red 
    room with the armour in it and look at the ceiling. See those holes? You're 
    going to throw your T/L up there at an angle which will let it land on the 
    upper floor. It takes some practice but if you get it right you will 
    translocate to a little blue room with health packs in it, which just so 
    happens to lead directly to the flag at the far end of the pipe. What you do 
    from here is up to you.
    This next bit is something I've discovered on my own since v1.0 of this guide:
    Tube your way into the blue spawn-room, then fire your T/L along the pipe to 
    the blue flag. Activate it, grab the flag and then bolt back along the pipe, 
    into the room you just came from. I'd always thought you can't get back down 
    the floor holes without using your T/L, but now I've found out you can: stand 
    facing the tubes and forward dodge diagonally towards them, so that you bump 
    against the thing in the ceiling just before you touch the floor again. Now 
    when you try to walk into the gap you should be able to squeeze through, 
    whereas before you couldn't get through even by crouching. Just drop down one 
    of the tubes and run home.
    Combined with the tubing approach, this method enabled me to win the map 
    single-handedly in 1:20, and I never fired a shot or dumped my T/L when I was 
    running back to base (see MISCELLANEOUS). As I said, tubing is probably banned 
    in online CTF, but I don't know if escaping through those holes is illegal. If 
    not, this might be of interest to anyone playing Last Command online. I hope 
    this trick isn't common knowledge - I'd like to think I was the one who found 
    it :P Let me know, CTF players.
    As your base is actually bigger and wider than the NZ, you're compelled to 
    defend from around your own flag for once. The shock rifle is best for 
    defending this place, even though it and the ammo are in the NZ, which is 
    quite far away. There are plenty of rockets by your flag as well, and the 
    health packs will keep you going forever. Try T/Ling up to one of the rafters 
    in the ceiling and be ready to drop a shock-combo on the heads of any 
    This, however, is as boring as the Dreary flag-room def, so try heading for 
    your armour room and shooting into the NZ with a shock rifle. No-one can get 
    past you from here, and you're right next to health, armour and the belt in 
    the ceiling. 
    If the flag carrier does evade you and is hurrying homewards, don't forget 
    those holes in the ceiling. You can use them for last-ditch defense too - 
    don't bother chasing the FC all the way through the blue base, just 'tube' 
    through the ceiling and be there waiting for him when he approaches his own 
    It's great fun sending encroaching blues into the slime using the ripper.
    If you pick up the UDamage en route to the blue base, your minigun will cleave  
    through the blues like a very big gun through some weedy blue guys. Combine 
    the UDamage with a belt and you're a one-man flag-capturing force.
    If you are going one-way tubing, remember to lay your T/L down in that little 
    armour room before you go for the flag. Upon successful capture you can just 
    activate your T/L again and maybe get another cap straight after your first.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.3.8 THE LAVA GIANT
    This volatile world has an extremely low orbit around a superdense gas giant.  
    The resulting gravitational forces have caused the planetary mantle to 
    collapse. Combatants are issued special gravbelts for each match.
    Like Face, this one had my jaw dropping floorwards when I first saw it. On  
    higher difficulty levels, this and Dreary are by far the hardest maps to 
    TEAMS: 5v5
    Keg O' Health: On a hidden platform under the high side route which leads past 
    the rocket-launcher.
    Thigh Pads: In the middle of the neutral zone, in the brick corridor which 
    leads past the redeemer stepping stones.
    Body Armour (2): One in each base.
    Shield-belt: Under an arch in the very centre of the map.
    UDamage: In the middle of the neutral zone, on a hidden platform under the 
    high side route which leads past the rocket-launcher.
    Jump Boots (2): One in each base.
    Attackers are always going to have problems in such a snipey level, and so 
    it's best to find a route which lets you avoid the snipers altogether. The 
    best I have come up with is this: 
    Grab the armour and boots, then jump up to the roof of your base. Drop your 
    T/L on the very tip of the roof, then crouch behind / under it and hammer-
    launch it from here to the top of the big rock barrier which separates the two 
    halves of the map. Activate your T/L so you appear up top, then hammer-launch 
    your T/L from here so that you can see it land on the bridge in the blue base, 
    or on the pointed roof above the flag. Activate your T/L again and appear in 
    the blue base, grab the flag while you load a hammer-jump, then backwards 
    hammer-jump out of the blue base, with the boots giving you extra height and 
    distance. Try to use your boots' air control to swerve away to one side of the 
    base, out of sight of the sniper nest windows. From here it's just a case of 
    dropping to one of the lower routes and running home. See section 2.4.12 for 
    more info on T/L-launches.
    Rocket-launches might also come in handy in this map, though it's difficult to 
    aim your launches so that they send your running team-mates to a safe spot.
    Your escape should ideally keep you as much out of sight of enemy snipers as 
    possible, so plan it properly and stick to it every time. 
    However you attack on higher difficulties, this map will always be 
    disgustingly unfair, with insane sniping from the enemy guards. Sneaking into 
    their base and shooting their snipers with rockets is often the best way to 
    secure your own escape, but don't be surprised if you get hit by four 
    simultaneous headshots by bots who shouldn't even have been able to see you 
    The same redeemer trick I came up with for Facing Worlds can work here, though 
    it's much harder to get it right. If you grab the blue flag and then fire a 
    redeemer missile at a forty five degree angle to the floor of the blue bridge, 
    you can sometimes send the blue flag soaring way over the middle rock face to 
    land on the high path behind the belt, in your half of the NZ. That's if you 
    get the angle exactly right: get it wrong and it can end up in lava, on the 
    roof of the blue base, or down at the slime gun in front of the red base - it 
    just depends on your own precision.
    Again like Face, this is sniper heaven. There is no approach to your base that  
    can't be spotted by a sniper sitting on the roof, and almost all of the blues 
    will be coming along the upper right path, running in straight lines. You 
    could also drop to the big area in front of the base and just minigun people, 
    but really you should be sniping if you're at all good at it. Sniping is even 
    the best way to back up your flag carrier, since it will take you a long time 
    to reach him on foot.
    If by some chance the blue attackers keep managing to get in and out of your 
    base with the flag, you can lay down a trap for them by hammer-launching your 
    T/L into their base and leaving it there as a contingency plan. Launch your 
    T/L from your base to the middle cliff, then onto the roof of the blue base, 
    then just drop back down and return to your own base (there are wall bugs in 
    the cliff faces that will catch you as you fall). This lets you defend around 
    your flag, and also allows you to translocate straight over to the enemy's 
    base if their FC manages to evade you and is about to make a capture.
    This map is perfect for T/L-launches, though you'll have to hope the thing 
    lands somewhere other than in the lava. A side-on shock- combo or hammer-
    strike into the back of your T/L can let you get from your base to the centre 
    of the map almost instantly. See section 2.4.12 for more info on T/L-launches.
    Another thing this map is perfect for: clay pigeon shooting, except with your 
    T/L as the pigeon. Stand on the roof of the red base, throw your T/L in the 
    air and then use the sniper rifle (no scope) to shoot the module through the 
    air, aiming to land it on top of the middle cliff. It's very hard but I 
    managed it with five unscoped shots. Stylish but superficial.
    You don't have to run through the gap in the front of the red flag cage - you 
    can dodge or jump through the upper gaps in either side of the cage, above the 
    two stone beams.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
    Battle around a retired November class nuclear submarine docked in an  
    underground pen. This relic, left from the First Cold War, still includes  
    machinegun nests and defensive positions key to victory.
    In my opinion, this is the quintessential CTF map. It's got everything,  
    including more tubing.
    TEAMS: 5v5
    Keg O' Health (2): One in the back room with the boxes in the red base; 
    another in the upper room with the boxes in the blue base.
    Thigh Pads (2): One beside the left staircase of the red base; another on top 
    of a box inside the entrance to the blue base.
    Body Armour (2): One hidden in a box in the box room of the red base; another 
    in a box in the upper box room in the blue base.
    Shield-belt (2): One in the sniper nest at the entrance to the red base; 
    another in an alcove above the boxes inside the entrance to the blue base.
    UDamage: On the very top of the submarine.
    The easiest and quickest way to pick up the blue flag is by sending your T/L 
    up the huge pipe in the ceiling at the entrance to their base. Throw it up to 
    its highest point, then activate it just before it begins to fall. Throw it 
    upwards immediately again while you're in the air, and then reactivate it when 
    it reaches the upper floor. You will probably lose some health but there are 
    health packs up there.
    It's possible to hammer-launch your T/L up there too, but you probably won't 
    have time for this in a match.
    You can also get into the blue base by throwing your T/L through the window of  
    their sniper nest, though this is dangerous as there is usually a sniper 
    there. Or you could just steam up the long staircase, picking up the pads and 
    belt on the way.
    When you reach the flag-room have a long range weapon ready, as there may well  
    be a defender camping on top of the boxes opposite the flag. Pick up the keg 
    and armour if you have time, preferably before you pick up the flag, as 
    touching the blue flag will trigger the immediate attention of all the blue 
    defenders, as usual.
    The best way to escape is definitely via that big pipe in the roof, and you 
    can drop down there without losing any health. Practice the following method 
    before you try it in a match, so that you can do it all at once:
    Approach the pipe from above, standing at the hole so that the green warhead  
    against the wall is on your right. The hole is octagonal, and one of the eight  
    sides has a wall bug in it which will catch you as you fall. Face the hole  
    straight on, as if the back wall is the twelve o'clock position; then move 
    right so that you are standing above the half past four side. The side 
    opposite is the one with the bug, and to use it you have to jump down the hole 
    from the half past four side - and then push against the buggy wall so that 
    your face is scraping down it as you fall. It should catch you halfway down 
    and let you fall to the bottom with no health loss, though it doesn't always 
    However you escape from the blue base, you will find yourself under this hole 
    in the ceiling at some point. You could go all the way round the sub via the 
    ramps, or you could take your chances in the water; but I recommend you have 
    your hammer-jump loaded when you reach the water's edge, so that you can just 
    jump backwards over the water and the sub, landing safely on the red side of 
    the water. This is, of course, much easier if you picked up the belt, armour 
    or keg while inside the blue base.
    Surprisingly, this is another level where red snipers can have quite a lot of  
    success. Try T/Ling up to one of the rafters above the red pool and use the  
    rifle to keep the blues' hands off your flag. The base has bottlenecks at the  
    top of the stairs, but you don't get much reaction time here. Better to sit 
    just beside the minigun nest, taking the belt when it becomes available. The 
    blue attackers will always have to pass you, which might be made more 
    difficult for them if you use the handy shock rifle and ammo on them. Just 
    keep out of the way of the blue sniper in the nest across the water.
    Defending in the NZ is tricky, since it's always very popular. It's not really 
    a good place to camp, but if you can get the UDamage and a sniper rifle with a 
    lot of ammo up onto one of those ceiling beams, you can have lots of fun 
    picking the blues off from high above their heads.
    You can catch up on any escaped enemy FC's by using that ceiling pipe as a  
    shortcut, and there will usually be at least one of your Defending team-mates  
    hanging around the minigun nest at the entrance to your base.
    I would recommend attacking in this level, and leaving the majority of your 
    bots to defend. Your team-mates will take AGES to get just one cap, whereas 
    you have better methods of grabbing the flag.
    You can side-dodge up the sides of the sub to reach the upper level, though 
    you have to find the right spots at the end nearest the blue ceiling pipe. 
    This will let you get over the sub without using your hammer or T/L, which 
    will be useful if you're carrying the flag and trying to make a getaway with 
    not much health.
    The only ways out of the submarine pen water without using the T/L or hammer 
    are at the sniper nest end of the pool.
    The other pipe in the red base holds one of only two R/L's in the level.
    There is a lot of sniper ammo under the long staircase in the blue base. The  
    blue belt is on one of the ledges behind the nearby boxes.
    This map has a very obvious bug involving the bots' pathnoding. The red bots 
    are programmed to run up the blue stairs, grab the flag, and escape through 
    the big pipe in the floor. This is fine if they have armour, but they often 
    don't; so they either splat and die or they get mopped up by the two or three 
    blue bots who always seem to hang or spawn around that area. If you're 
    wondering why your team is constantly grabbing the blue flag but failing to 
    bring it home, this is why. 
                                      4.4 ASSAULT
    Please play the AS Tutorial map to learn about the basics of Assault.
    Whenever you play a team match in the ladder you are automatically put on the 
    red team, though this only really has an effect on CTF and AS. The red and 
    blue bases are asymmetrical in many of the CTF maps; and the red team always 
    attacks first in AS. Each walkthrough is written from a red team point of 
    You begin each AS map in a localised spawn area, ready to attack the first  
    objective. This usually involves hitting a button or destroying a door or  
    something. Removing this objective will usually allow you to proceed to the 
    next one, and so on until your team ends up attacking the final objective to 
    complete the level.
    Your attack time is then made the default for the second round, in which you 
    and the opposition swap sides and you must defend the base against their 
    attacks until the given time runs out. If the opposition takes down the base 
    in a faster time than yours, they win; if they fail, you win.
    This should tell you that it's crucial to attack the base as quickly as 
    possible, so that you won't have to defend for too long in the second round. 
    And it will therefore be helpful to know everything about the map you're 
    playing in and how to get to each objective in as fast a time as you can.
    When you order your team-mates to attack, they will always follow given paths 
    to the next required objective. This should not be your personal strategy - 
    you should be using every trick you know to get past those defenders and hit 
    that button or whatever. You don't have a translocator in AS, but you do have 
    the hammer with which you can perform hammer-jumps. These will allow you to 
    reach places your team-mates can't and your enemies won't think to defend. 
    Hammer-jumps are critical in AS, especially online.
    Another important facet of AS is the tactical suicide - both for attack and  
    defense. The bots won't suicide, but you can use it to exploit the generation 
    of new spawn-points which are created once certain objectives are completed. 
    It saves time and lets you jump far ahead of the opposition in terms of 
    completing the level. The only map in the single-player ladder in which 
    suicide is useful is Overlord, and then only on attack - I've mentioned this 
    in the Overlord section.
    The order in which you complete objectives is often not as important as the 
    game makes it sound. You can very often skip certain objectives altogether if 
    you know how, and sometimes you can even head straight for the final objective 
    while the defenders are still hanging around the first one. The bots always 
    attack / defend the next objective in the preset list, which you don't have to 
    do. Some objectives are not essential for completing the map, though they may 
    offer you alternate routes or shortcuts if you do take the time to get them. 
    I'm pretty sure this is a bug common to most or all of the AS maps, but it 
    does you a favour as a sneaky, nonlinear attacker.
    As in CTF, defending an AS base is often easier than attacking it, so long as  
    you control all the worst bottlenecks. This is not very true of online play, 
    as experienced players know all the bottlenecks and all the shortcuts past 
    them; but it's very true of the single-player maps, as the bots will always 
    follow the preset paths through the bases, allowing you to plan your defense 
    with ease.
    Defending a map in the AS ladder really couldn't be too much easier. If you 
    know where the enemy is coming from and where they'll be going, you merely 
    have to post sentries all along their route and make sure none of them make 
    it. Overlord, for example, is just one long linear hike, and you and your team  
    should be able to defend for the full ten minutes.
    Sharing ammo is important in AS defense, and very much so online. Your team 
    will have limited weapons and ammo around each section of each base, and you'd 
    better make sure you don't take it all and leave your team-mates with 
    whatever's in their weapons.
    The enemy bots will always attack the next objective - they won't skip any. 
    This should let you know exactly what they're doing and where they're going.
    Learning when to suicide is probably more important in def than in attack. If  
    you spawn in section A and then the attackers manage to open Section B, you 
    can either run like hell trying to catch them up before they hit Section C  
    unchallenged, or you can suicide and be waiting for them by the time they're  
    halfway through Section B.
    Mostly, telling your bots just to Defend is the best way to go. Spawn-points 
    are often changing, and so Hold Position commands immediately become a bad 
    idea. Your bots will know where to defend, though unfortunately they won't 
    suicide, so trust them to be where they should be at each objective, and just 
    concentrate on your own whereabouts. You can actually force your team-mates to 
    suicide by knocking them into lava or whatever, but this is only true in 
    levels where there are plenty of hazards to put them into, such as HiSpeed.
    Defend far forward - don't just all camp at the objective. You can sometimes  
    have two or three lives for the price of one of your enemy's lives if you sit 
    as far forward as you can. HiSpeed is a good example of this - you can have 
    three or four chances at taking down the same attacker if you first meet him 
    nearer the back of the train.
    Assault often comes down to where the spawn-points are and how far from the  
    action they are. In Overlord, for example, it is often very advantageous to 
    get all your team-mates to Hold Position halfway down the first tunnel, once 
    you have taken the Beach-Head. The enemy will be grouped in the Boiler Room 
    below, and they can easily kill off your team-mates if they're attacking one 
    by one. Try grouping them all together and sending them in at once with a mass 
    Attack command. They will probably all die, but they will provide a 
    distraction while you run in and HJ to the objective. Just bear your command 
    menu in mind and think about how to breach certain objectives that are giving 
    you difficulty.
    Enemies often spawn from a very small spawn area, and you can stop them early 
    if you where they'll be coming from. Sitting outside an enemy spawn area and  
    killing them as they emerge can do your team big favours, both on attack and  
    defense. This is called 'spawn-killing' online, it's illegal, or at least 
    frowned upon, and there are 'spawn protection' mods in effect to combat it in 
    the league. The bots won't complain though - they'll just keep coming.
    There are in-depth descriptions of each objective and what you must do to  
    complete them available by pressing F3, but I've just denoted each obj and 
    trigger point by its HUD display, which can be viewed with F1.
    I've tried to separate the level guides by their objectives, but sometimes 
    this isn't easy to do. The same tactics can often be used to attack or defend 
    several objectives at once - HiSpeed, for example - and so I'll leave these 
    areas to your own initiative.
    I've included quite a lot of tricks in the AS section, but I don't want to 
    take credit for the majority of them. Unless I specifically mention that I 
    invented a particular trick or tip, assume that I either saw someone else do 
    it or was told about it by someone else. Thanks go to the community of 
    utassault.net for around three years of education in Assault - almost all of 
    my AS knowledge comes from having played countless rounds in matches, 
    friendlies and pubs with them. If I could remember all the names of every 
    player who ever showed me an AS trick, I'd mention them here. If I was in a 
    good mood.
    Speaking of tricks, see section 2.5.6 for information on ripper-shots. These 
    can come in useful in certain maps which include the ripper and damageable 
    Finally, I've included my fastest completion times with each map. These were  
    achieved by playing practice rounds with no bots and seeing how quickly I 
    could negotiate each level, skipping as many objectives as possible. Try 
    beating these times if you want - it's just a bit of fun :)
    Assault Guides
    I've arranged each map guide into sub-sections:
    PRACTICE NAME: This is the name under which the map appears when you load it 
    into a practice session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Just some quick notes about what the map is like to play.
    TIME LIMIT: The default maximum amount of time allocated to a round.
    TEAMS: The number of players in each team.
    MY BEST TIME: My best attack time in a practice session with no bots.
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    ATTACK: My suggestions on the best ways to attack the map.
    DEFENSE: My suggestions on the best ways to defend the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just 
    for fun.
    My opinions on how to cope with each map are, of course, subjective. You might 
    want to approach each map in an entirely different way, using your preferred 
    weapons and tactics, but my opinions are just there in case you need them.
     4.4.1 FRIGATE
    A somewhat antiquated Earth warship, the restored SS Victory is still 
    seaworthy. A dual security system prevents intruders from activating the guns 
    by only allowing crew members to open the control room portal. However, should 
    the aft boiler be damaged beyond repair the door will auto-release, allowing 
    access to anyone.
    This is one of the least linear maps in the AS ladder, and there are tons of  
    little tricks you can use on attack. This was the first map I ever saw anyone 
    do a hammer-jump in.
    TIME LIMIT: 6:00
    TEAMS: 4v4
    MY BEST TIME: 15 seconds
    Keg O' Health: Under the stairs beside the Hyraulic Compressor.
    Thigh Pads: Under the stairs in the upper room of the ship.
    Body Armour (2): One at the bottom end of the attackers' spawn area; another 
    in one of the lower rooms of the ship.
    Shield-belt: In the lower stern of the ship.
    Objective 1: The Ship
    Spawning in the building, there are various routes you can take to reach The  
    Ship. The most obvious is by running along the wooden gangway to the front 
    door of the ship, under the minigun turret, though this is the one that the 
    defense will be expecting you at. Reaching The Ship door will cause the 
    defenders to move closer to the Compressor, which will make destroying it a 
    bit harder. Your bots will take a while to get through the door, so use this 
    time to sneak onto the ship in other ways. There is a hole in the underside of 
    the ship which you can sneak through by jumping into the water and swimming.
    Objective 2: The Hydraulic Compressor
    There are also plenty of spots from where to hammer-jump, the best being from  
    the big wooden platform at the top of your spawn area. HJ backwards and land 
    on the deck of the ship, and from here you can go through the door and drop  
    straight down to the Compressor. 
    If you have the ripper, it's also possible to shoot primary blades through one 
    of the four tiny holes in the deck of the ship. Try standing beside the hole 
    on the bottom right, the one nearest your spawn-point. Experiment with angles 
    and keep firing blades down through the hole - if you do it right they will 
    ricochet around in the Compressor room and hit the objective. Experiment for 
    yourself if you want - it's worth it though. I used a ripper-shot to get the 
    15 second time, and there are a few other ripper-shots to take out the 
    You could also try sitting on the corner of the stairs and throwing grenades  
    down around the corner, bouncing them off the wall so they'll land near the  
    Anyway, however you choose to approach the Compressor, destroying it should 
    not be hard. Once it's gone the upper doors will take a little time to open, 
    and the defense will all head upstairs to defend the final objective.
    Objective 3: Missiles
    This is the hardest obj to complete, as the defense camp right next to it. Try  
    firing a bunch of grouped rockets through the upper door from your spawn-point 
    - this can often take out two or three campers. Rippers work too - send a lot 
    of them into that room from far away.
    You can try attacking through the interior of the ship, though this is more  
    difficult than attacking from the roof. Find a spot from where you can  
    hammer-jump up to the upper or lower roof - there are many such spots. The  
    defense will all be upstairs, leaving most of the powerups free for the 
    taking. Collect as many as you can on each attack to give yourself the edge.
    Objective 1: The Ship
    Objective 2: The Hydraulic Compressor
    The attackers will all be coming along the exact same narrow route, just as in  
    Guardia, the tutorial map, which should make it a stroll for you and your 
    team-mates to wipe them out before they get anywhere near the door of the 
    ship. If one of the attackers gets knocked into the water they will swim 
    through the hole in the underside of the ship, so keep an eye on any who fall 
    in and make sure you take the belt, as these sneaks will pick it up on their 
    way in.
    If the attackers do breach the door they will all run along the main corridor 
    of the ship towards the Compressor. Again, just take them out before they 
    reach it.
    Objective 3: Missiles
    Your team-mates will pack the upstairs room if the Compressor goes, so you 
    should be defending farther forward, preferably back down at the door. Keep 
    taking all the nearby powerups and spam the door, helped by the minigun 
    turret. The attackers all run mindlessly up the staircases of the ship, and 
    there are quite a few camping points for a defender. If you want to defend the 
    Missiles button, try camping at the top of the highest stairs, sending shock-
    combos down at any attackers who approach the bottom.
    The Compressor is easier to sneak to if you don't trigger The Ship first.
    There are many different ways through the ship - don't take the most obvious  
    You can hammer-jump to the deck, ripper the Compressor through the hole and be  
    up the stairs waiting for the door to hiss open before the defense have even  
    reached their starting positions.
    Clear out the upper room of defenders by lobbing some grenades or sending some  
    ripper blades through the doorway.
    Swim to the left side of the ship and keep jumping up against the metal hull  
    from the water. You should land on an invisible ledge, as though you are 
    standing on the surface of the water. Forwards hammer-jump from the ledge by 
    releasing your fully loaded hammer-jump off the very bottom of the hull, just 
    above the water - you should be able to jump all the way to the top and onto 
    the deck.
    You can reach the upper interior door from the very bottom of the ship's 
    interior staircase - stand beside the pipes in the wall and hammer-jump 
    straight up, moving sideways at the top of your jump.
    You need to hammer-jump twice to reach the top deck of the ship from the main 
    deck, above the Compressor, which means you have to have more than 100 health. 
    But my ripper-jump bind will let you reach the top deck with one ripper-jump 
    and one hammer-jump, so you can do it without bothering to get any powerups. 
    Ripper-jump up onto the door surround (jump at it from the side to reach the 
    diagonal part), then load a full hammer-jump and fire it off the wall to get 
    all the way up and over the railing. Note that this hardly EVER works, which 
    is why I didn't bother my arse demoing it :P See section 2.4.6 for the ripper-
    jump bind.
    You can get from the belt to the roof with two hammer-jumps. Grab the belt 
    then HJ through the hole in the ceiling to land on the mounted guns. HJ 
    backwards off the guns to reach the upper deck, from where you can ripper the 
    Compressor and open the doors.
    If you're defending, try running into the attackers' spawn-point and grabbing  
    the sniper rifle and plenty of ammo - the defense don't get their own rifle, 
    but it can be a big help if you're a good sniper.
    It's possible to get onto the roof of the attackers' spawn building by 
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.4.2 HIGH SPEED
    Always looking to entertain the public, LC refitted this 200 mph high speed  
    train for Tournament purposes. This time the combatants will have the added  
    danger of being able to fall off a train. Get your popcorn out people and 
    enjoy the show!
    This is one of those levels that is won or lost by the defense. Online, it  
    either takes forever or it takes around 36 seconds, depending on where the  
    defenders put themselves :P
    TIME LIMIT: 7:00
    TEAMS: 4v4
    MY BEST TIME: 31 seconds
    Keg O' Health (2): One on a ledge between two pillars at the back of the 
    train; another in the lower level of Car 2.
    Body Armour: In the lower level of Car 3.
    Shield-belt (2): One on the roof of the car with the slime pool; another in 
    the lower level of Car 2.
    Jump Boots (4): Two on the floor of the second last train car; one in between 
    Cars 3 and 2; another in between Cars 2 and 1.
    Objective 1: Car 3
    Objective 2: Car 2
    Objective 3: Car 1
    The keg and belt up high will help you out if you collect the boots. The  
    defenders will be waiting outside Car 3, down low. Use the boots to stick to 
    the roofs of the carriage, and you can bypass every defender just by running 
    along the roofs, shooting out the turrets and dodging over the gaps between 
    the Cars. You will eventually reach Car 1 and the hatch in the roof. Stand on 
    it to open it, drop through and hit the Control Cabin Access Switch, then drop 
    down and quickly run under the turrets and through the door to hit the Control 
    Cabin button.
    If you don't want to take this pathetically easy route, stay low when you're  
    attacking. Going through the door of Car 3 will cause the defenders to fall 
    back to Car 2. The Car 2 trigger will make them fill Car 1, and hitting the 
    Access Switch in Car 1 will get them to defend the Control Cabin. It's really 
    just a case of making your way through each Car and trying to trigger the door 
    of the next one, picking up whatever powerups are available on the way.
    The defenders will spawn in the upper level of Car 3 until you trigger it -  
    don't go upstairs when running through Car 3, unless you like having to shoot  
    out two turrets. Upstairs in Car 2 is their next spawn-point, which will be  
    triggered when you hit Car 3. They will spawn here until you hit Car 1, which  
    will make going upstairs in Car 2 quite tricky.
    As you progress along the train, hitting each trigger, your team will gain  
    spawn-points farther forward. You will still occasionally spawn in the chopper  
    though, no matter how far ahead you get.
    Objective 4: Control Cabin Access Switch
    When attacking Car 1 when it's full of enemies, it's as well to send one or 
    more of your team-mates in first to draw fire, while you nip up the stairs and 
    make a charge at the Switch. You can also try using the boots to run along the 
    lower level and avoid the turrets, then just jump up onto the high ledge and 
    run to the Switch.
    Objective 5: Control Cabin
    The Cabin is easy to clear out with a few grenades from up above - make sure  
    there are no campers waiting for you when you go for it.
    Objective 1: Car 1
    Objective 2: Car 2
    Objective 3: Car 3
    You will spawn first in Car 3, so run down and grab the armour, then just sit  
    outside the Car with your team-mates, firing plasma rounds up the train at the  
    oncoming attackers. You can def here for ages before the attackers breach the  
    Car door, and this is the best place from which to defend throughout the 
    level, no matter how far forward the attackers get. Let your team-mates fall 
    back as the other Cars are breached - the attackers will always spawn in front 
    of you, and you have armour and health in the Car behind you to sustain you 
    for a long time.
    Objective 4: Control Cabin Access Switch
    Objective 5: Control Cabin
    If you do want to fall back, the upper level of Car 2 is another good spam 
    point - take the belt and the keg from the lower level. Car 1 is virtually  
    impenetrable for the computer attackers, but hang around with your team-mates 
    and flak anyone who comes through the door. The attackers won't use the roof 
    hatch, and they will all come through the lower door. They should never get 
    near the Access Switch, but if they do manage to hit it make sure you defend 
    farther forward than the rest of your team. Let them camp - you do the forward  
    Falling off the train is generally suicide, unless you get all the way to the  
    front of the Car 1 roof and step off the windows onto the tracks. You will 
    speed along in front of the train without dying, though there's not much 
    Try shooting a shock-ball off the train and watch what happens to it. Weird. 
    Is this train actually moving?
    Perform a backwards hammer-jump with boots off the roof of Car 2 to reach the  
    hatch of Car 1. This will let you bypass the 'Attackers are on the roof!'  
    message, which is useful online but not really in single-player.
    You don't have to use the upper level of Car 2 to get through it. Crouch by 
    the opening in the left wall of the lower level of the car, facing directly 
    north (imagine the front end of the train is north), and move out onto the 
    ledge, holding down your crouch button. Turn slightly to the left, so that you 
    are now looking about twenty degrees 'west' of the end of the train. If you 
    get the angle right, you will find that you can crawl along this narrow ledge 
    without falling off, and reach the second opening on the other side of the 
    There is a bug which will let a defender shoot a shock-ball at the doors of 
    the Cabin, just as they open. It will lock them so that the attackers can't 
    ever get in. This bug is an illegal exploit in the league, and I think either 
    the LeagueAS mod or patch 436 removed it anyway.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.4.3 ROOK
    This ancient castle, nestled in the highlands of Romania, was purchased by Xan  
    Kriegor as a personal training ground for his opponents, hoping to cull the 
    best of the best to challenge him. The attacking team must open the main gates 
    and escape the castle by breaking free the main winch in the library and 
    throwing the gatehouse lever, while the defending team must prevent their 
    I don't know why this level is so good, but it is. It's probably the most  
    popular of the single-player maps in the AS league, and it's launch-heaven for  
    people who like launches, of whom I'm one.
    TIME LIMIT: 4:00
    TEAMS: 4v4
    MY BEST TIME: 29 seconds
    Thigh Pads: In the defenders' spawn-room.
    Objective 1: Library
    You will begin in one of two identical spawn-rooms, both of which lead out to 
    a set of double doors and two side rooms, both of which have weapons and ammo.  
    Each spawn-room also has a green teleporter, which both lead to sniper nests.  
    You must go through the doors and around to the right, to touch that big wheel  
    which will open three more doors leading through the Library to the chains.
    Try loading a hammer-jump before you go through the double doors to the 
    outside. Let your team-mates go through the doors first, then follow them. HJ 
    backwards off the stairs, aiming to land right on the wheel. Or dodge down to 
    the ground and do a backwards HJ. This is just easier and faster than battling 
    your way along the ground.
    Objective 2/3: Gatehouse
    The chains which open the Gatehouse can be reached by running through the  
    Library into the tight corridor in the back wall. The chains are at the far 
    end - two of them - and they can be shot out by any weapons, including alt 
    hammer strikes. A bunch of grouped rockets can take them down from the door 
    end of the corridor, as can rippers or flak shots or whatever - you don't have 
    to get all the way down the tunnel to destroy them. Each chain counts as one 
    objective - ten points each.
    There are various ripper-shots available to take out the chains, but it's 
    going to be pretty hard to explain them with just text. The easiest one is 
    probably where you crouch just inside the middle Library door, under the 
    torch. Use middle-weapon-hand to fire primary ripper blades at the side of the 
    door to the chains corridor, just under and to the right of the torch on that 
    wall, aiming to bounce them back down the corridor to the chains. You can get 
    both chains from here, and it's a very popular spot for the ripper-shot. This 
    is what I used to get my 29 seconds time.
    Objective 4: The Main Doors
    The Main Doors are easy to open - simply run into the little Gatehouse and 
    touch the lever to open the massive doors outside.
    Objective 5: Escape!
    Now that the Main Doors are open, the way is clear to run to the end of the 
    map and attempt to jump into the water. Passing this point will win the map. 
    It's often a good idea to linger by the Gatehouse and let your team-mates try 
    to take out the chains. If they manage it, you will be able to run into the 
    Gatehouse, open the Main Doors, and be charging to the end before the def have 
    even come back out of the Library.
    If one of your team-mates has managed to get a head start on the enemy and is  
    running towards victory, stay behind and spam the def spawn-room to protect 
    his chances.
    Objective 1: Library
    This is a very spammy map for the defense - the attackers keep having to come  
    through doorways and into a wall of slime or flak or whatever. The slime is  
    useful for coating the first double doors, and your minigun should be able to  
    deal with any attackers running towards the wheel lever.
    Objective 2/3: Gatehouse
    The Library is also easy to defend - the bots won't try ripper-shots, and they  
    all have to run down to the chains, through doorways and tight corridors. Use  
    the rockets and shock to make things difficult for them.
    Objective 4: The Main Doors
    Once the chains are gone, respawning attackers will come through those double  
    doors again, rather than via the Library. It's a good idea to hang around by 
    the Main Doors while the attackers are going for the Gatehouse - when they 
    open you want to get down that long avenue before they do.
    Objective 5: Escape!
    There is a lovely sniper rifle and plenty of ammo at the back of the level,  
    which should be able to hold off the attackers for a long time. You can let 
    your team-mates do this if you're not much of a sniper, while you hang around 
    the Gatehouse, sending flak into the faces of any enemies coming through those 
    big double doors. Keep taking the pads in the spawn-room.
    Always try to hang around the route to the next objective on both attack and  
    defense. You can often get a head start on an objective, depending on how well  
    or badly your team-mates perform.
    On attack, try shooting spread rockets at the feet of a team-mate who is 
    running directly in front of you towards the Escape! objective. You can launch 
    the poor bot all the way to the end with six rockets to the ankles, though you 
    will have to collect the R/L from the Library.
    The sniper rifle from the attackers' spawn-point sniper nest can be very 
    useful with which to attack the Escape! objective. The defenders all have 
    sniper rifles, so one for the attack could come in handy across such a great 
    You only have to defend this map for a maximum of four minutes, so spam like 
    hell if you're out of ideas.
    If you find yourself completely incapable of defending Rook successfully, 
    there is an exploit which can make it impossible for the attackers to enter 
    the Library. Run outside the def spawn-room and hammer-jump up to the higher 
    roof above it - either do two hammer-jumps with the thigh pads on or one 
    hammer-jump with an alt-hammer click off the top of the wall to reach the 
    roof. Head over to the back wall and look for the triangular holes. There are 
    two - fall into the one on the left. The attackers will now be able to hit the 
    wheel to open the Library, but all three sets of doors will stay shut. This 
    bug only works with some video resolutions - 1024x768 (my default) worked for 
    me but 1152x864 didn't, since I was weirdly unable to drop into the hole.
    Finally, here's how to complete Rook by only getting the Escape! objective. I 
    didn't invent this, and I've only heard about people managing it occasionally. 
    I also wonder whether I'm the only one who does it with ripper-jumps, since 
    I'm the only bugger daft enough to use them.
    Anyway, I've made demos of both the hammer and ripper methods (see section 
    3.1.2), but hopefully the following text will be enough to take you through 
    Run into the def's spawn-room and grab the thigh pads (and the ripper if 
    you're not confident).
    Run outside and jump onto the slope to the left of the stairs.
    Jump over the two sloped ledges and onto the second wide slope.
    Hammer-jump from here to the area above the Library wheel, and run all the way 
    around to the right sniper tower.
    From here, hammer-jump as straight as you can up to the ledge above the Main 
    Doors, and alt-click your hammer off the top of the wall for the extra height 
    required to make it up (just press and hold the right mouse button as soon as 
    you've hammer-jumped - this should let you alt-hammer automatically).
    This alt-click is very important - try to do it at as horizontal an angle as 
    possible against the wall. The more downwards looking you are, the more health 
    you will lose. If your alt-hammer leaves you with only about 15-20 health, you 
    may have to rely on a ripper-jump, but if you make it up with 25+ health you 
    should be fine with either ripper or hammer. The most health you can have here 
    is 36 - I believe, after many reloads - which should be plenty.
    This is the tricky bit: stand around the middle of this ledge and turn your 
    back to one (either) of the side ledges. You have to alt-hammer-jump or 
    ripper-jump backwards from the first ledge to one of the side ones, taking 
    care not to hit the corner of the sniper tower on your way past.
    Anyway, from the side ledge, side-dodge over to the last ledge, then dodge 
    from the left of this ledge down to the cliff behind the left torch - there is 
    a slope here which will catch you, letting you keep what little health you 
    have remaining.
    Using the ripper-jump (better than alt-hammer in every way if you get the 
    angle right) I'm managing this on nearly every attempt, with an average time 
    of 40 seconds. Worthwhile, I think you'll agree.
    As I said, this is NOT my invention, so thanks to whoever came up with it - 
    you're an Assault genius :D
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.4.4 MAZON
    Nestled deep within the foothills of the jungle planet Zeus 6 lies Mazon  
    Fortress, a seemingly impregnable stronghold. Deep within the bowels of the 
    base resides an enormous shard of the rare and volatile element Tarydium. The 
    shard is levitating between two enormous electron rods above a pool of 
    superconductive swamp water.
    Another castle level and another one infamous for launches. This is where I 
    lost my rocket-launch virginity, though I won't go into detail.
    TIME LIMIT: 10:00
    TEAMS: 4v4
    MY BEST TIME: 23 seconds
    Body Armour: In the lower level of the castle.
    Objective 1/2: Chains
    Follow your bots down to the river and through the tunnel. This walkway leads  
    all the way round to the Chains, both of which must be destroyed to open the  
    portcullis. You don't have to make it all the way over there - just dodge into  
    the water in the cave and fire grouped rockets at each Chain, though you'll 
    have to be pretty accurate.
    Objective 3: Front Door
    Objective 4: Reactor Room
    Objective 5: Crystal
    The defense will be grouped above and around the Chains, which makes jumping  
    over the Front Door a lot more attractive. Try running along the bridge 
    between the turrets and forward hammer-jumping to the level above the Door. 
    From here you can open the Front Doors, hit the Reactor Room switch or even go 
    straight to destroying the Crystal.
    If you complete any other objective before the Chains are gone, the defense 
    will remain grouped around the Chains, leaving you to do whatever you want in 
    the rest of the castle. To open the Front Doors just drop down underneath the 
    ramps and follow the corridor around to the switch in the wall. You can also 
    open the doors to the Crystal by hitting the Reactor Room switch on the upper 
    To destroy the Crystal without doing anything else, pick up the ripper from  
    above the Front Doors then head over to the closed metal gate right of the  
    Reactor Room switch. This gate has a tiny gap at its base which you can shoot  
    ripper blades under. Stand at such an angle that the blades will bounce under  
    the gate and back up towards the Crystal. There are several positions from 
    which you can fire ripper blades to destroy the Crystal, but the others all 
    require the Reactor Room gates to be opened. The closed-gate ripper-shot is 
    illegal on League servers.
    If you want to complete the level in order of objectives and without cheating,  
    just help your team take out the Chains, then run through the tunnel and round  
    to hit the Front Door switch. This will allow you to use the Front Door into 
    the castle, rather than having to go via the Chains gate. Battle up the ramps 
    and around to the switch - you can back-hammer-jump off the middle of the 
    ramps and land on the switch. The switch opens the three gates to the Crystal.
    Whichever order you complete the objectives in, all of them must be triggered 
    to complete the level except the Front Door switch. The Front Doors are opened 
    when you destroy the Crystal.
    Once the Reactor Room gates are opened, try looking for spots far away from 
    the Crystal which will allow you to attack it without going anywhere near it. 
    The area above and in front of the armour platform is good for this - you can 
    stand miles away and still see the Crystal, with enough room to fire rippers 
    or grouped rockets right at it. There are other such spots on the left, near 
    the flak cannon.
    Objective 1/2: Chains
    Defending the Chains is easy - just spam that cave tunnel with flak and 
    rockets. The attackers will come all the way along before shooting at the 
    Chains, and you can hold them off indefinitely.
    Objective 3: Front Door
    The Front Doors are just as easy to defend, if not even easier. The attackers  
    have a very long way to go before they reach that switch - make sure they 
    don't make it.
    Objective 4: Reactor Room
    Once the Front Doors are gone, the enemy will start using it to attack the 
    base, coming up the ramps from the lower floor. Take them down before they get  
    anywhere near the Reactor Room switch.
    Objective 5: Crystal
    Keeping an eye on all three gates which open after the attackers hit the 
    switch is a little harder, but not much. Just stay high and watch for the 
    invaders. Keep taking the armour and make their lives difficult as they come 
    along the bridge to the Front Doors. They tend to attack the Crystal through 
    the low, single gate rather than the two upper ones, so watch for them there 
    It's quite fun to head up to the roof and lob flak balls onto their heads as  
    they head around towards the Chains.
    Try hammer-jumping over the corner of your starting attack spawn-point to land  
    quickly at the entrance to the cave tunnel - you lose health but you get a 
    head start on the defense.
    If you are running along beside the river and there is a team-mate running in 
    a straight line in front of you, try firing six spread rockets at his feet 
    while he runs. If you fire them at the right place and at the right angle, the 
    rockets will launch your team-mate into the cliff, and the angles of the rock 
    will send him up and onto the roof of the castle. From here he will drop down 
    the lift at the back and head for the next objective from there, though this 
    is useless if you haven't yet taken out the Chains.
    You can jump over the portcullis at the Chains without bothering to destroy  
    them. There are two little ledges on the gate which will let you reach the top  
    and over. You can jump over from the other side too.
    When you are running up the big ramps in the middle of the castle, try  
    side-dodging against one of the sloped parts on either side of the single ramp 
    - if you do it right you can land on the floor to either side, saving you some  
    You can hammer-jump from the armour to the level above. You can also hammer-
    jump to the area of the upper floor directly in front of the lift by timing 
    your jump to release as you touch the ammo pack to the left of the rocket-
    You can jump up to the platform above the Chains from various places, giving 
    you another route inside.
    On defense, try backwards-hammer-jumping from the very top of the castle roof 
    - next to the right catapult - to land in the attackers' spawn-point. If you 
    land on the sloped cliff on your right you will lose no health.
    Similar to Rook, the defenders are given a way to prevent the attackers from 
    ever completing the map. The computer will never do this to you, but fall back 
    on it if you're having big trouble defending the map. Before the attackers 
    knock out both the Chains, hammer-jump (or just climb) up to the top of the 
    spiky portcullis which opens when the Chains are gone. Stand or crouch on it 
    while the attackers destroy the Chains: the portcullis should raise, bump your 
    head off the ceiling, then lower again, remaining closed for the rest of the 
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.4.5 OCEAN FLOOR
    Oceanfloor Station5, built by universities around the globe for deep sea  
    research, almost ran out of money when LC came to the rescue. Jerl Liandri  
    President LC: 'If we can't ensure education for our children, what will come 
    of this world?'
    This is not a popular online map, mainly because it takes attackers so long to  
    reach the base every time they respawn.
    TIME LIMIT: 6:00
    TEAMS: 4v4
    MY BEST TIME: 26 seconds
    Keg O' Health: On the upper level of the base, between Terminals 3 and 4.
    Thigh Pads: On the upper level of the base, behind Terminal 4.
    Body Armour (2): One in the attackers' spawn-point; another at Terminal 1.
    Shield-belt: At the top of the lift between Terminals 1 and 2.
    SCUBA Gear (5): Four in the attackers' spawn-point; another on the outer roof 
    of the base, above Terminal 4.
    Once you've grabbed the SCUBA gear, you have two options for attacking the  
    station below. There is an opening at Terminal 4 and another one at the 
    opposite side, near Terminal 1. The defenders will tend to hang around these 
    entrances, rather than camping at the Terminals, so if you can sneak past them 
    you'll have an easy run at all four objectives at once.
    Both Terminal 1 and Terminal 4 can be hit by ripper-shots or by throwing  
    grenades from in or next to the water entrances, though 4 is a bit easier.
    If you're attacking through the Terminal 4 water entrance, try hammer-jumping 
    up to the top platform as soon as you emerge from the water - you can fire 
    rockets down the stairs to hit Terminal 4, then run to the remaining Terminals 
    while the Terminal 4 defenders chase you.
    Terminal 1 is the most difficult of the four objectives to take down, as it's  
    nestled in a corner between two long corridors.  Try sending some ripper 
    blades down either of the corridors to hit the Terminal without approaching 
    As with your own defense, the bots will go to whichever remaining Terminal is 
    nearest. This means that you'll find it much easier to attack the base through 
    the Terminal 1 pool if you've already gotten rid of Terminal 1.
    One good way to defend this base is to swim around in the water, picking the  
    swimming attackers off with your minigun before they even reach the station.
    Another way is just to camp with a shock at the Terminal 1 pool - the 
    attackers will virtually always appear at the exact same spot in the water, 
    and taking them out should be simple.
    If the attackers do manage to take out some of the Terminals, your team-mates  
    will default to defending the remaining ones by camping at them (mostly). You  
    should stay by either one of the pools to catch the attackers before they 
    reach your team-mates - the Terminals are very easy to destroy if all the 
    defenders just sit right next to them. Intercept the attackers long before 
    they reach their objectives.
    There used to be a bug where attackers could destroy Terminal 1 by swimming up  
    to the exterior wall and shooting a plasma beam through it to hit the Terminal  
    inside. This is an illegal exploit in the League, and either patch 436 or the 
    LeagueAS mod removed it. It might still work offline though, in unpatched 
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.4.6 OVERLORD
    The tournament organizers at Liandri have decided that the recreation of  
    arguably the Earth's most violent war would create the perfect arena of 
    combat. Storming the beaches of Normandy in WWII was chosen in particular 
    because of the overwhelming odds facing each member of the attacking force. 
    Defending this beach, however, will prove to be no less of a daunting task.
    When played online this map becomes a battle between snipers and launchers,  
    while the minigunners run around the beach like headless chickens with a 
    weapons embargo. As an offline map it's a killer at high levels, since it's 
    practically impossible to get through the final cavern.
    TIME LIMIT: 10:00
    TEAMS: 5v5
    MY BEST TIME: 37 seconds (no bug exploit)
    Thigh Pads: At the bottom of the ramp tunnels leading up from the Boiler Room.
    Body Armour (4): One in the Boiler Room; another in the ramp tunnels leading 
    up from the Boiler Room; another in the left sniper tower; another in the 
    There is only one objective listed in F3 for this map, though there are three 
    listed in your F1 HUD.
    Objective 1: Beach-Head
    You're going to have to get out of the ship and all the way up the beach 
    without getting sniped, mowed down by a turret or splatted by a mortar. The 
    defense will never defend by coming up the Beach-Head tunnel, so they'll all 
    be shooting at you from the foxholes or sniper towers.
    The best way to avoid as much of the fire as possible is to run up to the 
    right foxholes and alt-hammer-jump to the top. This lets you bypass the mortar 
    landing spot. Run around the tower on the right and dodge up to the Beach-Head 
    (or backwards hammer-jump for speed). Get inside the Beach-Head and you'll get 
    an objective message.
    It's important to get down into the Boiler Room as quickly as possible when 
    you first take the Beach-Head, because this first run will be your best chance 
    at meeting a minimum amount of resistance. The defense will change positions 
    when the Beach-Head is taken, but they take time to get from the towers and 
    foxholes to the Boiler Room, and if you're fast you can get there before them 
    and save your team a lot of trouble.
    Objective 2: Boiler Room
    If you don't make it through the Boiler Room on your first run it can become  
    tricky, since the entire defense is packed at the top of the ramp and you 
    don't have anything that can take them all out at once. Try getting your team 
    to Hold Position at the health packs, then send them all into the Boiler Room 
    at once. While they're drawing the enemy fire, you can run in behind them and 
    tap your hammer-jump bind to land up at the tunnel.
    If one of your team-mates get the Boiler Room while you are still on the 
    beach, try a tactical suicide to get to the new spawn-point.
    Objective 3: Gun Control
    This is the hardest part of any of the AS maps on higher difficulty levels. 
    It's easy enough running up the long tunnels, but get to the top and you'll be 
    very lucky not to have your head sniped off before you're halfway through the 
    final cavern area. The defense are all up high with sniper rifles or rocket-
    launchers, and you have to get past them in order to win.
    There's a few things you could try if those snipers are driving you crazy:
    1. Hope one of your team-mates can get past by sheer luck. This occasionally  
    happens, and it shouldn't be that surprising since your team bots should have  
    the same skills as the enemy team bots.
    2. Run up the tunnel right behind one your team-mates, loading rockets in 
    spread formation so that, by the time you both reach the cavern entrance, your 
    rockets are ready to be shot at the feet of your moving team-mate, launching 
    him far forwards, hopefully to land very close to the final objective.
    3. Grab the armour and pads in the tunnels, then hammer-jump up the sloped 
    cliff to the right of the cavern entrance. From this high platform with the 
    sniper rifle, you can either run around and quickly back-hammer directly to 
    the final room, or you can sneak into the teleporter and grab some more armour 
    from the left tower. Just don't go through the Boiler Room tele.
    4. Or you could just exploit the bug, which is illegal (and removed) in the  
    League but not in the ladder, obviously. This bug is so lame that it's almost  
    too easy, even in spite of the absurd sniping you're having to put up with 
    from the Cheat Brigade in the cavern.
    Get a sniper rifle ready and run up the tunnels into the cavern, preferably 
    with a bunch of your team-mates running ahead of you to draw fire. While 
    they're busy with the enemy, hammer-jump up to the ledge above the cavern 
    entrance and move to the extreme right end of it. Look through your sniper 
    scope way across the cavern, to the two blueish-purple vertical banners 
    hanging on the outside of the final objective room, beyond the big cannon. 
    Look for the circular insignia on the left banner, then look for the triangle 
    of blue visible underneath it. Shoot at the centre of this triangle - if you 
    hit the correct spot the level should end, leaving everyone else wondering 
    what the hell just happened.
    This same bug spot can be shot from close range with flak or whatever - the  
    long-range option just happens to be easier and faster. You can also only just 
    see and hit the correct area of the flag by standing with your back against 
    the door surround, just right of the top of the tunnels, then jumping and 
    firing while looking through the scope.
    Objective 1: Beach-Head
    The attacking bots make incredibly heavy weather of getting to the Beach-Head,  
    even if you're not a decent sniper. They all mindlessly run into the mortar  
    shells or get cut down by the turrets or your team-mates. You can just choose 
    to defend from wherever you want - it won't make much difference.
    Objective 2: Boiler Room
    Deffing the Boiler Room is just as easy - the attackers will still be catching  
    mortar shells and turret rounds in the face, only to come down the Beach-Head  
    tunnels to meet your flak and rockets and the camping tactics of your team-
    mates. Keep nicking their two health packs and you can hold them off forever.
    Objective 3: Gun Control
    Once they get the Boiler Room, the attackers will spawn there, but they still  
    have miles of tunnel to get through, every inch of which can be rocket / flak  
    spammed by you. Take their armour too.
    They also follow a strict path all the way to the final objective room, and if  
    you keep an eye on them none can get past you.
    If you set up a hammer-launch at the barbed wire you can fire your team-mates 
    up and over the foxholes onto the beach, as long as they run into your hammer. 
    Good luck surviving for very long though.
    You can dodge up the foxholes, rather than alt-clicking your hammer. This 
    dodge is used a lot in instagib matches, where the hammer isn't available.
    If you're defending from inside the foxholes, be aware that the minigun turret 
    can harm you if you get in front of its guns - it seems to be set to friendly 
    fire, which is unusual for turrets.
    There's another bug in Overlord, besides the flag-shot. It's very weird, but 
    you're probably pretty weird too, so it should suit you fine. Start the first 
    round as an attacker, then use the Player Setup menu to change teams while the 
    round is still running. You should reappear on the defending team. Grab a 
    rocket-launcher and take it to outside the little Gun Control room. Load up 
    some grenades and throw them into the room, aiming to bounce them around the 
    corner to hit the objective. As soon as you release the grenades (before they 
    can reach the objective), pause the game and change back to the attacking 
    team. When you unpause again you should win the map.
    Unfortunately, this won't work in the ladder, since you can't change teams. 
    Works in practice sessions though.
                                      4.5 CHALLENGE
    The Challenge is a little absurd at high difficulties. As if the enemy bots  
    weren't skillful enough in the DM ladder, they now move much faster as well.  
    Inhuman and Godlike are instant-hit-with-any-weapon-from-anywhere hell. It 
    wouldn't be so bad if they occasionally missed, but they don't.
    The Challenge section of the ladder becomes available after you have won the  
    trophies for all the other four categories. It is the same as DM, except 
    everyone and everything moves a bit faster (Lightning Death Match) and there 
    are four new maps. Also, instead of fighting against bots who are recognisably 
    human, you are now facing off against a bunch of constructs. You must complete 
    the Challenge section by taking on Xan Kriegor in a 1v1 DM round.
    Although the ammo will still disappear when you take it, weapons in Challenge   
    are set to stay upon pickup. On the one hand there will always be weapons 
    lying about, but on the other hand you can't stop your opponents from getting 
    This being Lightning Death Match, everything happens more quickly than normal. 
    Bear in mind that this includes respawn rates. Powerups and ammo will respawn 
    noticeably faster, so adjust any powerup circuits you've come up with to take 
    the extra speed into account. This is especially true of Hyperblast.
    Finally, this section of the guide might seem a little short when compared to 
    previous sections, but I can't really help this. Instead of getting some grand 
    finale to the game, all you get is four small-to-medium DM maps.
    Challenge Guides
    I've arranged each map guide into sub-sections:
    PRACTICE NAME: This is the name under which the map appears when you load it 
    into a practice session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Just some quick notes about what the map is like to play.
    FRAG LIMIT: The number of kills you must achieve to win.
    OPPONENTS: The number of opponent bots you will be playing against.
    BEST WEAPON: My opinion of which weapon is best for the map (from among the 
    weapons found in the map).
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    CONTROLLING THE MAP: The main guide section. Some general hints and tips about 
    how you might want to approach the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just 
    for fun.
    My opinions on how to cope with each map are, of course, subjective. You might 
    want to approach each map in an entirely different way, using your preferred 
    weapons and tactics, but my opinions are just there in case you need them.
     4.5.1 PHOBOS
    This Martian space station is caught between Mars and it's satellite Phobos,  
    resulting in a chaotic rotation. Fortunately, the gravity generators are 
    working well enough to lend a fast paced rhythm to deathmatch.
    Because of where the bots like to fight, this map is nearly all z-axis 
    fighting. I believe this is the most difficult of the four Challenge maps, so 
    if anyone has better strategies than the following, please donate them to the 
    guide. Cheers.
    FRAG LIMIT: 15
    BEST WEAPON: Rocket-launcher, shock rifle
    Thigh Pads: Outside, on platform 1.
    Body Armour: In a small alcove next to the pit in the main roof area.
    Shield-belt: Outside, on platform 2.
    UDamage: Outside, on platform 3.
    Invisibility: Behind a secret panel next to the lowest lift. Shoot the lighter 
    part of the wall facing the small staircase.
    Jump Boots: Outside, on platform 1.
    There's little point in trying to do the rounds of the powerups - the 
    Challenge matches go by really quickly and within seconds of the start you can 
    find yourself behind by 5 kills or something.
    Virtually all the action will take place in the bottom room with the  
    rocket-launcher, so dropping a redeemer blast or a few shock-combos down into  
    this area will often net you points. You could also grab the UDamage and take 
    a DM-Peak approach to the map, though you probably won't survive very long  
    whatever you do.
    This is the best map for reminding you that you can't kill people if you keep  
    trying to stay out of their way. Don't bother sniping either - it's too steep 
    an angle and you'll only get fleeting glimpses of your enemies far below, 
    while they concentrate on actually racking up points.
    This map really tests you on your ability with short and medium range weapons, 
    and you'll also have to watch your back constantly, as there are really no 
    effective camping spots.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.5.2 MORPHEUS
    LMC knew they had found an excellent arena at the very top of a newly  
    constructed Galaxyscraper SuperStructure. Thanks to the modern miracle of 
    super tensile solids, these three buildings reach a staggering 12 miles high 
    at their pinnacle. The thin atmosphere and reduced influence of Earth's 
    gravity provide an interesting test of the tournament athlete's ability to 
    adapt and conquer in extreme environments.
    My favourite of the four Challenge maps. At least it's original, though you  
    might not have much fun if you're not a sniper or shock fan.
    FRAG LIMIT: 15
    BEST WEAPON: Sniper rifle, shock rifle
    Body Armour: On the top platform above the middle building.
    Invisibility: On the top platform above the lowest building.
    The bots can win this map with any weapon, even the frickin' slime gun. Slime 
    in outdoor, low-grav areas? Aye, right...
    The best position from where to control this map is up high. Camp next to the  
    redeemer or armour and just snipe like hell. Dodge from powerup to powerup, 
    picking up the health and ammo when you need it.
    Instant-hit weapons are the way to go here - stick with shock, sniper and 
    minigun to damage your enemies while they glide around outside. Sitting up on 
    one of the high pillars and firing groups of rockets down into the open spaces 
    on the sides of the buildings is good too - bots always respawn in those rooms 
    and your rockets can often catch a few as they appear.
    The scrolling screens inside the spawn-rooms tell you who is currently winning  
    the match. If you don't see your name up here then you're not winning, and if 
    you do then you're probably not winning by much.
    That's a jump-pad down there - use it to get quickly back into the action.
    If you find yourself plummeting to your doom translocate back up to safety, 
    then remember you don't get a T/L in the Challenge section, then die anyway.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.5.3 ZETO
    Liandri Corp., in an attempt to recoup financial losses from a failed research  
    station on the arctic moon of Coret, has converted this frozen outpost into a  
    Tournament arena.
    This is a very crappy, forgettable map, a real disappointment given that it's 
    the penultimate map for the championship.
    FRAG LIMIT: 15
    BEST WEAPON: Shock rifle, rocket-launcher, minigun
    Body Armour: Underneath the upper rocket-launcher and plasma rifle.
    Shield-belt: Hidden in a wall in the shock rifle room. Go to the bottom of the 
    ramp and touch the striped light on the left wall to open the door on the 
    other side of the ramp.
    Shock owns the place because of the long corridors. Try to stay around the big 
    room with the shock rifle, as this is where most of the action takes place, as 
    well as being where the all-important belt is hidden. Camping at the top of 
    the ramp here is a great place to get kills and multi-kills - fire combos down 
    into the main room and rack up the points.
    I recommend learning this one well, despite the fact that it's boring and 
    uninteresting. The problem here is that most of the spawn-points will put you 
    at the end or middle of one of the long corridors, which all look the same, 
    and you can spend a lot of time running back and forward in the hallways, 
    desperately searching for just one enemy to give yourself a chance of another 
    point. Then of course, when you do find an opponent, you turn a corner and get 
    a flak ball in the face at high speed. 
    Learn the fastest route to the main shock rifle room from anywhere in the map, 
    otherwise you'll quickly fall behind.
     ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 
     4.5.4 HYPERBLAST
    Thanks to Magnetic Anti-Vacuum Resonance technology, combatants are able to  
    battle outside of Xan's 'HyperBlast' ArenaShip for an extended period of time.  
    Use extreme caution though, one mistake and you'll find yourself floating in  
    This is actually an under-rated 1v1 map - it's tense and twisty and there's a 
    nice powerup / weapon circuit to learn, as well as a perfect balance between 
    tight indoor and hazardous outdoor areas. Compared to the other three 
    Challenges this might actually be the easiest.
    FRAG LIMIT: 15
    BEST WEAPON: Shock rifle, minigun, plasma rifle
    Body Armour: In the ramp pit between the ripper and the minigun.
    Shield-belt: At the apex of the curving vial corridor.
    Invisibility: In the upper corridor, directly above the armour.
    Since it's 1v1, you don't have to worry about falling behind on points from 
    being unable to find an opponent. Xan won't score any points if he can't find 
    you, which suggests that avoiding him until you're strong enough to take him 
    on might be a good idea. This can be achieved by finding and taking all the 
    powerups, then hitting him fast and hard when you finally run into him.
    The belt and armour are quite close to each other, and you should definitely 
    establish a circuit here to keep taking them. Stopping Xan from getting them 
    is critical - especially the belt - and since it's 1v1 the powerups provide a 
    gigantic advantage for whoever gets to them first.
    The outdoor area is just a bit too dangerous to spend much time in. The shock 
    rifle and the rockets are both outside, but prolonged combat out there is 
    probably a bad idea. One wrong move or lucky shot can send you flying off into 
    space. I'd definitely recommend grabbing the rockets and shock whenever 
    they're available, but get back inside quick. If you must fight outside, use 
    the minigun or shock rifle - these are the only instant-hit weapons in the 
    map, and the rifle has the added bonus of possibly pinging Xan into oblivion.
    If you are restricting yourself to the indoor areas for most of the round, by 
    all means run about collecting weapons and ammo, if only to stop Xan from 
    getting them. But by far the most advantageous position to camp in is at the 
    belt. Sit against the wall behind the belt and use rockets or shock-combos 
    when you spot Xan coming down either curving hallway. He will take the vials 
    if they're there, which will give you an audible warning that he's coming - 
    useful if he's picked up the Invisibility.
    Most of the open windows can be jumped or dodged through to reach other 
    windows or ledges - use any shortcuts you can find, especially from the plasma 
    gun to the belt. You can also jump out of the belt window, swing around in the 
    air and land on the shock. Experimenting with lots of different jumps and 
    dodges will let you learn this map intimately, giving you a great advantage 
    over Xan, who has to stick to his pathnodes.
    You don't have to jump or dodge carefully to get from the rocket-launcher to 
    the belt - just walk forwards off the edge of the roof.
    The jump from the lowest window up to the belt window is makeable - jump from 
    the very edge.
    The long windows in the belt corridor can be walked through and jumped in and 
    out of more easily than the main belt window.
    Use side-dodge when trying to fly across the low-grav areas - forward dodge 
    gives you no height and will often cause you to miss the place you're going 
    for. There are also four sloped corners on the roof of the ship which can 
    greatly boost your dodges if you hit them correctly.
    Don't be ashamed to run away when you spot Xan - use any dirty trick you can 
    think of, in true 1v1 style. For a final boss, Xan is a real idiot, and if you 
    can bait him into following you it's very easy to set traps for him: shock-
    combos, bunches of grenades, big puddles of slime.
    It's apparent even at Masterful difficulty that bots are better at shooting at 
    where you're going to be than shooting at where you are. If you're getting 
    mashed into the ground by dodging and jinking when fighting Xan, try standing 
    still and firing a plasma beam into his face. It's amazing how often he fell 
    for this from me, even on Masterful.
    Shooting Xan into oblivion won't win you a point, but it will make him lose 
    Don't try to jump onto any of the other spaceships - they are too far.
    Speaking of the spaceships; if you do get shot way up into space by Xan, your 
    one hope of avoiding oblivion is to try to hit the underside of the ship 
    directly above the main ship. You should be able to bounce back down to safety 
    before you lose too much health.
    And now for the coolest trick ever in a DM map (possibly the only DM trick I 
    ever invented, hence the hyperbole). You can do a backwards alt-hammer jump 
    from the side opening next to the teleporter nearest the ripper, and if you 
    get it right you can land directly on the belt. Alt-fire your hammer just 
    after you've jumped backwards off the floor to get the required height and 
                         |   5. CONTRIBUTORS / CONTRIBUTIONS   |
    Version 1.0 -
    27 August 2006 - Michael Sarich
    Provided copyright disclaimer
    14 September 2006 - Max_noob
    Provided lots of helpful feedback and prevented the first draft of v1.0 of 
    this guide from being half-arsed and untidy.
    Version 1.1 -
    Version 1.2 -
    Version 1.3 - 
    03 November 2006 - Supermic
    Contribution to section 3.1.2 BINDS: MOVEMENT AND COMBAT
    Version 1.4 -
    Version 1.5 -
    Version 1.6 -
    30 July 2007 - Headcase
    Contribution to section 2.8.1 BEFORE / AFTER GAME
    Version 1.7 -
                             THANK-YOU TO ALL CONTRIBUTORS
                         |    6. VERSION HISTORY / UPDATES    |
    Version 1.0 completion - 16 September 2006
    Version 1.1 completion - 06 October 2006
    Section 1:
    1.1 INTRODUCTION - Added notes about map blurbs; added notes about relative 
    1.3 CONTACT ME - Added notes about reader submissions
    Section 2:
    2.1 MENUS - Added notes about hidden weapon-handedness
    2.2.1 MOVEMENT - Renamed, rewritten and improved
    2.2.2 COMBAT - Renamed, rewritten and improved
    2.3.1 HEALTH / ARMOUR - Improved description of Health Pack, Thigh Pads, Body 
    Armour and Shield-belt
    2.3.2 POWERUPS - Improved descriptions of UDamage, Invisibility and Jump Boots
    2.4.1 IMPACT HAMMER - Added notes about hammer-jump directions; added notes 
    about alt-hammer shot deflection
    2.4.3 GES BIO RIFLE - Added notes about slime-launching
    2.4.4 ASMD SHOCK RIFLE - Changed title from SHOCK RIFLE; added notes about 
    shooting out shock balls
    2.4.5 PLASMA RIFLE - Rewritten
    2.4.6 RIPPER - Ripper-shots now has its own sub-section; added notes about 
    ripper-shot 'handedness'
    2.4.8 FLAK CANNON - Added notes about bouncing primary shots
    2.4.9 ROCKET-LAUNCHER - Rocket-launching now has its own sub-section
    2.4.12 TRANSLOCATOR - Slight alterations; added notes about translocator / 
    lift exploit, T/L-launching now has its own sub-section
    2.5 BOTS - Added notes about pathnodes
    2.7.2 LIFTS - Added to from old Section 2.2.2
    2.7.3 SLOPES - Added to from old Section 2.2.2
    2.7.8 TELEPORTERS - Added notes about teleporter loops
    2.7.9 JUMP PADS - Slight alterations
    2.7.10 OBLIVION - New section of the guide
    Section 3:
    3.1.2 BINDS: MOVEMENT AND COMBAT - Reorganised; added notes about 'say #' 
    commands; added notes to Weapon Hand
    3.1.4 CONSOLE COMMANDS - Reorganised; added notes to Slow Motion; added notes 
    to Fly / Ghost
    Section 4:
    4. CHAMPIONSHIP LADDER - Corrected and reorganised all map guides, especially 
    POWERUPS sub-sections; added separators between map sections
    4.1 DEATH MATCH - Added Death Match Guides section
    4.1.1 OBLIVION - Added notes to MISCELLANEOUS
    4.1.4 TURBINE - Added notes to CONTROLLING THE MAP
    4.1.5 CODEX - Added notes to MISCELLANEOUS
    4.1.6 PRESSURE - Added notes to MISCELLANEOUS
    4.1.7 GRINDER - Added notes to MISCELLANEOUS
    4.1.12 CONVEYOR - Added notes to MISCELLANEOUS
    4.2 DOMINATION - Added Domination Guides section
    4.2.3 CRYPTIC - Added notes to MISCELLANEOUS
    4.2.7 OLDEN - Added notes to MISCELLANEOUS
    4.3 CAPTURE THE FLAG - Added notes about defaulting to red team; added Capture 
    The Flag Guides section
    4.3.2 FACING WORLDS - Added notes to ATTACK
    4.3.3 ETERNAL CAVE - Added notes to MISCELLANEOUS
    4.3.4 CORET - Corrected mistake about alt-hammer-jumps in MISCELLANEOUS
    4.3.6 DREARY - Added notes to MISCELLANEOUS
    4.3.7 LAST COMMAND - Greatly improved ATTACK; added notes to MISCELLANEOUS
    4.3.8 THE LAVA GIANT - Improved ATTACK
    4.4 ASSAULT - Added notes about defaulting to red team; added Assault Guides 
    4.4.3 ROOK - Added notes to MISCELLANEOUS
    4.5 CHALLENGE - Added notes about Lightning Death Match; added Challenge 
    Guides section
    4.5.4 HYPERBLAST - Added notes to MISCELLANEOUS
    Corrected typing, grammar and formatting errors
    Version 1.2 completion - 30 October 2006
    Section 1:
    1.3 DEMOS AND SCREENSHOTS - New section; updated Contents
    1.4 LINKS - New section; updated Contents
    Section 2:
    2.3 ITEMS - Added respawn rates and durations to each sub-section
    2.3.2 POWERUPS - Added notes to UDamage, Invisibility, Jump-boots and SCUBA 
    2.4 WEAPONS - Added notes about respawn rates
    2.4.6 RIPPER - Amended re. new section 1.3 DEMOS AND SCREENSHOTS
    2.4.11 REDEEMER - Added notes about primary and secondary fire
    2.4.12 TRANSLOCATOR - Added notes about spawn direction; added notes about T/L 
    launching with the bio rifle
    2.5 BOTS - Removed notes about pathnoding - relocated to new section 2.7.11
    2.7.4 WATER - Added notes about breathing countdown and SCUBA Gear
    2.7.11 BUGS - New section; updated Contents
    Section 3:
    3.1.2 BINDS: MOVEMENT AND COMBAT - Added notes to Ripper-jump; corrected 
    mistake in Mouse Speed
    3.1.3 MISCELLANEOUS BINDS AND COMMANDS - Changed title from BINDS: 
    MISCELLANEOUS; merged with old section 3.1.4; added notes; rearranged; added 
    notes to Connect / Disconnect; corrected mistakes in Bots; updated Contents
    Section 4:
    4.1.4 TURBINE - Added notes to CONTROLLING THE MAP
    4.1.6 PRESSURE - Added notes to MISCELLANEOUS
    4.2.4 CINDER - Added location of UDamage; added notes to MISCELLANEOUS
    4.2.7 OLDEN - Added Inhuman test score; Added notes to MISCELLANEOUS
    4.2.8 SESMAR - Added location of UDamage; added Inhuman test score; added 
    notes to MISCELLANEOUS
    4.2.8 SESMAR - Added notes to MISCELLANEOUS
    4.2.9 METALDREAM - Added notes to MISCELLANEOUS
    4.3 CAPTURE THE FLAG - Corrected mistake about flag return time; added notes 
    to Attack section
    4.3.1 NIVEN - Added notes to MISCELLANEOUS
    4.3.2 FACING WORLDS - Removed mistake about thigh pads; added notes to ATTACK
    4.3.3 ETERNAL CAVE - Added notes to DEFENSE
    4.3.7 THE LAST COMMAND - Removed duplicate mention of T/L-launch from 
    4.3.8 THE LAVA GIANT - Added notes to DEFENSE; added notes to MISCELLANEOUS
    4.3.9 NOVEMBER SUB PEN - Corrected mistake about wall bug in ATTACK; added 
    notes to MISCELLANEOUS
    4.4 ASSAULT - Added notes to Attack
    4.4.1 FRIGATE - Added notes to MISCELLANEOUS
    4.4.2 HIGH SPEED - Corrected mistakes in Car numbers
    4.4.3 ROOK - Added notes to MISCELLANEOUS
    4.4.4 MAZON - Added notes to MISCELLANEOUS
    4.4.5 OCEAN FLOOR - Updated record time
    4.4.6 OVERLORD - Updated record time; added notes to MISCELLANEOUS
    4.5.4 HYPERBLAST - Added notes to MISCELLANEOUS
    Corrected typing, grammar and formatting errors
    Version 1.3 completion - 03 November 2006
    Corrected version number at top of guide - v1.2 was marked as Guide version: 
    Section 1:
    1.5 CONTACT ME - Added notes about reader emails
    Section 2:
    2.2.2 COMBAT - Added notes to Instant-hit Weapons Combat
    Section 3:
    3.1.2 BINDS: MOVEMENT AND COMBAT - Added Bunny-hopping bind; removed Bunny-
    hopping from 2.7.11 BUGS
    Section 4:
    4.3.7 LAST COMMAND - Corrected mistake about thigh pads
    4.4.2 HIGH SPEED - Corrected mistakes in Car numbers
    4.5.4 HYPERBLAST - Added notes to MISCELLANEOUS
    Version 1.4 completion - 16 November 2006
    4.2.9 METALDREAM - Added Inhuman test score
    4.4.4 OVERLORD - Added notes to ATTACK
    Version 1.5 completion - 01 February 2007
    New disclaimer
    Section 1:
    1.2 USING THIS GUIDE - Improved information
    1.5 CONTACT ME - Improved information
    Version 1.6 completion - 31 July 2007
    New disclaimer
    Section 2:
    2.4.11 REDEEMER - Added notes
    2.6 SPAWN-POINTS - Corrected mistake about AS maps
    2.7.1 DOORS - Corrected mistake about upper doors in AS-Frigate
    2.7.2 LIFTS - Added reference to section 2.7.11
    2.7.10 OBLIVION - Corrected mistakes about DM-HyperBlast
    2.8.1 BEFORE / AFTER GAME - New section; Open Tournament Ladder
    Section 4:
    4.2.9 METALDREAM - Added notes to Controlling The Map
    Corrected typing, grammar and formatting errors
    Version 1.7 completion - 14 Feb 2008
    Corrected typing, grammar and formatting errors
    Improved formatting
    Thank-you for using this walkthrough. I hope it helped you out, or at least 
    taught you how _not_ to play the game. At the very least, I hope you found it 
    If you enjoy UT Assault and feel like experiencing it online with the other 
    Assault fans, please go to www.utassault.net and sign up to the forums. You 
    can join an existing clan or start your own, but you'll love UTA whatever you 
    This guide was written and formatted with the excellent Metapad:
    Useless - utuselessut@hotmail.com