FAQ/Walkthrough by utuseless

Version: 1.7 | Updated: 03/30/08 | Printable Version

                  [  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


	2.1 MENUS
		2.2.1 MOVEMENT
		2.2.2 COMBAT
	2.3 ITEMS
		2.3.2 POWERUPS
		2.4.2 PISTOL
		2.4.6 RIPPER
		2.4.7 MINIGUN
		2.4.11 REDEEMER
		2.4.13 AMMO
	2.5 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
		2.7.9 JUMP PADS
		2.7.10 OBLIVION
		2.7.11 BUGS




		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
		4.2.2 GHARDHEN
		4.2.3 CRYPTIC
		4.2.4 CINDER
		4.2.5 GEARBOLT
		4.2.7 OLDEN
		4.2.8 SESMAR
		4.3.1 NIVEN
		4.3.4 CORET
		4.3.6 DREARY
		4.4.1 FRIGATE
		4.4.2 HIGH SPEED
		4.4.3 ROOK
		4.4.4 MAZON
		4.4.6 OVERLORD
		4.5.1 PHOBOS
		4.5.2 MORPHEUS
		4.5.3 ZETO





                            |    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


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.


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



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


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.


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 


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.


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.


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.


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.


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.


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).


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.


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.


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.



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.




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  

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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.

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.

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.

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.

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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.

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?

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.

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.

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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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?



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).

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.

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.

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.




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


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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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


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


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


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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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


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  
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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


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


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


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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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


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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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 
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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 
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.

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 
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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

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.

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.

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 
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.

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 
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 



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.

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.

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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 


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.

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.

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.
 ___     ___     ___     ___     ___     ___     ___     ___     ___     ___ 


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.

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
4.3.4 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



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
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 
4.2.8 SESMAR - 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 

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



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



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