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    Weapons/Items FAQ by p1r4t8r

    Version: 1.4 | Updated: 07/22/03 | Search Guide | Bookmark Guide

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                      UNREAL TOURNAMENT 2003                     
    
    --------------------------------------------
    
    Author: Graham Jones AKA p1r4t8r (contributor name)
    Game: Unreal Tournament 2003
    Platform: PC
    Version: v1.4
    FAQ: Weapons, Items and Tactics guide
    Last Update: 22.07.03
    E-Mail: graham_goss@hotmail.com
    MSN: graham_goss@hotmail.com
    Homepage: www.geocities.com/gf_p1r4t8r/index.html
    Best viewed in Wordpad at 1024x768 or 1280x1024
    
    --------------------------------------------
    
    --------------------------------------------
    TABLE OF CONTENTS
    --------------------------------------------
    
    I.   Intro
            1.0 Info
    	1.1 Copyright/Legal
            1.2 Updates
    II.  Tips and Tactics
    III. Weapons
            Translocator
    	Shieldgun
    	Assault Rifle
    	Biorifle
    	Shock Rifle
    	Link Gun
    	Minigun
    	Flak Cannon
    	Rocket Launcher
    	Lightning Gun
    	Ion Painter
    	Redeemer
    IV. Items
    	Health Vial
    	Health Pack
    	Keg o' Health
    	Adrenaline
    	Shield Pack
    	Super Shield Pack
    	Double Damage
    
    --------------------------------------------
    
     
    --------------------------------------------
    I - 1.0 INFO
    --------------------------------------------
    
    -This guide is based soley on the weapons and items available in UT2k3, 
    and details their stats and firing modes, as well as a brief description
    and my own personal thoughts on their use as well as strategies to use 
    when you are shot at with that weapon and finally my rating on them out
    of ten.
    -Before you scream PLAGURISM plase note that the weapon descriptions are
    those listed in the UT2k3 manual, they are not mine.
    -This is my second FAQ for a game ever, so bear with me on this one.
    -If you have any question or suggestions regarding this FAQ please
    feel free to e-mail me at the above address.
    -If there are any errors and/or misprints please inform me and I'll 
    update this guide immediatly and give credit to you for pointing it 
    out.
    
    --------------------------------------------
    
    
    
    --------------------------------------------
    I - 1.1 COPYRIGHT LEGAL STUFF
    --------------------------------------------
    
    -This document is copyright 2002/2003 Graham 'p1r4t8r' Jones. It is my 
     property. 
    -The latest updates can be found at 
    * www.gamefaqs.com  
    * www.gamenemesis.com
    * http//dlh.net
     ONLY! If you find this document on any other site 
     PLEASE notify me by e-mail using the above address.
    -Feel free to save this guide to your computer, but if you would like 
     to use it on your site or whatever, please e-mail me for permission first.
    
    'Unreal Tournament 2003 is copyright 2002 Epic Games. This is an unofficial 
    walkthrough and I am in no way affiliated with Epic Games (much as 
    I wish I was :) nor do I know anybody who is.
    
    --------------------------------------------
    
    
    
    --------------------------------------------
    I - 1.2 UPDATES
    --------------------------------------------
    
    -25.11.02 -My birthday, got this game, idea for guide
    -27.11.02 -Work started on guide
    -13.12.02 -Finished v1.0
    -01.01.03 -New Years. Finished V1.1 with help from 
    	   the helpful people on the UT2k3 board.
    -06.02.03 -Version 1.2. The only change is the hosting
     	   details
    -22.04.03 -Added new Adrenaline moves info
    -22.07.03 -Fixed a number of the typos, thanks to AngelsLethargy for 
               pointing them out!
    
    --------------------------------------------
    
    
    
    --------------------------------------------
    I - 1.3 CREDITS
    --------------------------------------------
    
    Im putting the credits at the top so EVERYONE READS THEM!
    First off 
    -CJayC, for hosting this guide on his EXCELLENT site. This guide
     wouldn't even exist without him.
    -www.gamenemesis.com for offering to host my original guide, and this one 
     too.
    -Epic Games and Digital Extremes for creating 'UT2k3'. 
    -All the other people I annoy on MSN, and the GameFAQS Parasite Eve 2 
     board.
    -Every one on the GameFAQs board for their help and support, most notably
    -Tenchidark for info on the translocator and gravity effected weapons
    -Ranmafan for info on the redeemer, shock rifle, ion painter and minigun
    -Heracross for the redeemer info
    -ruffboy AKA [DRACO]1/2LuNaTiC, for bio-rifle info
    -Blitzkrieg for the new Adrenaline moves info (camoflage, shrinked size)
    -AngelsLethargy for pointing out all my spelling errors :P
    -Anyone I have forgotten to mention here
    
    --------------------------------------------
    
    
    
    --------------------------------------------
    II - 1.0 Tips and Tactics
    --------------------------------------------
    
    * Use the mouse and WADS keyboard combination. Only amatuers use the 
      keyboard alone.
    * Learn the art of strafing, it is the mark of experienced players, and
      ultimately will save your butt in combat.
    * Aim for am opponents head, especially when using the Ligthning gun.
    * Learn how to circular strafe and keep a steady aim, this tactic is both
      confusing for the opponent and extremely effective
    * Don't stray to close to ledges or high falls, as chances are you may
      get knocked off them, resulting in death in some instances.
    * Use the bots to your advantage. In capture the flag have a few defend 
      and another one or two follow you, this imoroves not only your teams 
      chance of grabbing the flag, but yours too. 
    * The bots will see enemies often before you do, so they are a great 
      'early warning' system.
    * The double key tap jump is extremely handy, but be careful not to jump
      over ledges as it's very easy to do.
    * Never stand in the one place, always keep moving. If you stand still
      you are a much easier target, particularly for snipers.
    * Use the terrain for cover.
    * Learn the advantages and disadvantages of each weapon, and learn when
      best to use them. 
    * If you have a scroll wheel use it to change weapons, this is much 
      easier then fiddling with the number keys half-way through a fight.
    * Finally, never, EVER underestimate your opponent, and never get cocky.
    
    --------------------------------------------
    
    
    
    --------------------------------------------
    III - 1.0 WEAPONS
    --------------------------------------------
    
    'UT2k3' features some rather innovative guns, even if most of them are just
    reskinned versions of those that appeared in the original.
    NOTE 1: All damage is for 1 round only!
    NOTE 2: I have used the folowing abreviations.
    
    ABG- Affected by gravity (thanks to Tenchidark for this info)
    AP- Armor Points
    FC- Fully Charged
    CR- Close Range
    HP- Health Points
    HS- Head Shot
    ROF- Rate of Fire
    SD- Splash Damage
    VBD- Varied by Distance
    
    The "STRATEGY" section of each weapon refers to what to do when being shot 
    at with this weapon, NOT HOW TO USE IT. This is usually covered in my 
    run-down of the weapon.
    
    ----------------------
    
    
    
    ----------------------
    .:Translocator:.
    ----------------------
    *Damage
     Primary- N/A
     Secondary- N/A
    
    *Max Ammo
     Primary- 5
     Secondary- N/A
    
    *Ammo Type 
     Primary- N/A
     Secondary- N/A
    
    *Rate of Fire
     Primary- N/A
     Secondary- N/A
    
    *Rating- 9/10
    ----------------------
    
    *Description
    The translocator was originally designed by Liandri Corporation's
    R&D sector to facilitate the rapid recall of miners during tunnel collapses 
    and other emegencies. The technology has saved countless lives, but not 
    without cost. 
    Rapid deresolution and reconstitution of the subject organism can have several 
    unwelcome effects, including increases in aggression and paranoia, as well as  
    increased probabilities of respitory and cardiac arrest. Artifacts of synaptic 
    disruption accumulate in the biological snapshot of the individual, leading to 
    Teleportation Related Dementia (TReDs), an incurable disease that has stricken 
    some of our greatest champions. In order to prolong the careers of todays's 
    contenders, limits have been placed on Translocator use in the lower-ranked 
    leagues. 
    This was deemed necessary to prevent new recruits from becoming too reliant on 
    the device, thereby sealing their own doom. The latest iteration of the 
    Translocator features a remotely operated camera, exceptionally useful when 
    scouting out areas of contention. 
    It should be noted that while viewing the camera's surveillance output, the 
    user is effectively blind to their immediate surroundings. 
    
    ----------------------
    
    This is a defualt weapon that you start with at the beginning of each match.
    It allows you to warp to a certain location on the map, provided you place a 
    beacon there first.
    Primary Fire allows you to shoot a beacon which you can later warp to. 
    It fires on an arc so aim up higher in the sky to get further. 
    It can also be used to reach hard to get to places. Make sure you do not use
    it while carrying a flag however, as it will just be dropped.
    Opponents can also be 'telefragged' with this device. This occurs when a 
    person is standing in the way of the beacon, and the owner warps to it. The 
    two cannot exist in the same space and time so the second person is 
    telefragged.
    The camera can be accessed by first firing the translocator and hitting the 
    weapon select key again. This proves invaluable in defensive maps, such as 
    capture the flag or double domination, as it can be used to tell when an enemy 
    is approaching. This does leave you vulnerable to attack though.
    The translocator, by default, is only available in CTF and DDOM games when 
    playing the single player Tournament, in Multiplayer it needs to be included
    -Thanks to tenchi dark for the availibility information.    
    
    ----------------------
    
    *Primary Fire- Fires a beacon *ABG
    *Secondary Fire- Warps to the location of the beacon.  
    
    ----------------------
    
    *Strategy
    -Primary- 
     N/A
    -Secondary-
     N/A
    
    ----------------------
    
    
    
    ----------------------
    .:Shield Gun:.
    ----------------------
    *Quick Key- 1
    
    *Damage
     Primary- 150 *FC
     Secondary- N/A 
    
    *Max Ammo
     Primary- Unlimited
     Secondary- 100
    
    *Ammo Type
     Primary- N/A
     Secondary- Recharges automatically
    
    *Rate of Fire
     Primary- N/A
     Secondary- N/A
    
    *Rating- 8/10
    ----------------------
    
    *Description 
    The Kemphler DD280 Riot Control Device has the ability to resist and reflect 
    incoming projectiles and energy beams. The plasma wave inflicts massive 
    damage, rupturing tissue, pulverizing organs and flooding the bloodstream with 
    dangerous gas bubbles. This weapon may be intended for combat at close range, 
    but when wielded properly should be considered as dangerous as any other 
    armament in your arsenal.
    
    ----------------------
    
    The shield gun is a defualt weapon that has great potential for team
    tactics in multiplayer games. It can be used as a shield to most forms of 
    projectile within the game, and can also shield you from falling damage to 
    a certain degree.
    Think of it as more a utility than as a weapon, as it is next to useless in 
    combat against opponents with ranged weapons.  
    
    ----------------------
    
    *Primary Fire- Impact melee damage. Hold down fire key for greater damage.
    *Secondary Fire- Shield that can deflect energy beams & some projectiles.
    
    ----------------------
    
    *Strategy
    -Primary-
    When attacked by someone using the primary fire backpedal and shoot at them 
    as they run up at you. Due to the extremely close range of this weapon, the 
    opponent has to be right next to you to pose a serious threat, but just keep 
    them under fire and keep your distance.
    -Secondary-
    N/A
    
    ----------------------
    
    
    
    ----------------------
    .:Assault Rifle:.
    ----------------------
    *Quick Key- 2
    
    *Damage
     Primary- 7
     Secondary- 70 
    
    *Max Ammo
     Primary: 250
     Secondary: 8
    
    *Ammo Type
     Primary- Bullets
     Secondary- Box of Grenades
    
    *Rate of Fire
     Primary- 75 rounds per 10 secs
     Secondary- N/A
    
    *Rating: 6/10
    ----------------------
    
    *Description
    Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm 
    combat solution that is most effective against unarmored foes. With low-to-
    moderate armor penetration capabilities, this rifle is best suited to a role 
    as a light support weapon. The optional M355 Grenade Launcher provides the 
    punch that makes this weapon effective against heavily armoured enemies.
    
    ----------------------
    
    The assault rifle is the defualt starting weapon, well rounded although has 
    a low ammo capacity. It is accurate enough to take out enemies at a distance, 
    and proves deadly in the hands of a skilled player. The grenade launcher is 
    not quite as good though, as it is hard to aim, and requires quite a build 
    up to fire it. Splash damage is also rather poor.  
    
    ----------------------
    
    *Primary Fire- 5.56mm machine gun
    *Secondary Fire- Grenade. Hold down key for longer to launch further *ABG
    
    ----------------------
    
    *Strategy
    -Primary-
    Simply strafe, left and right. The primary damage is fairly low, so taking 
    a few blows won't hurt too much if you have full health.
    -Secondary-
    Again, just strafe only this time in one direction. The grenade only has a 
    small radius of damage so if you get even just a short distance the grenade 
    won't hurt you too bad. 
    
    ----------------------
    
    
    
    ----------------------
    .:BioRifle:.
    ----------------------
    *Quick Key- 3
    
    *Damage
     Primary- 35-70
     Secondary- 199+ *CR *VBD 
    
    *Max Ammo
     Primary: 50
     Secondary: As above
    
    *Ammo Type
     Primary- BioRifle Ammo
     Secondary- As above
    
    *Rate of Fire
     Primary- 55 rounds per 10 seconds
     Secondary- N/A
    
    *Rating: 7/10
    ----------------------
    
    *Description
    The GES BioRifle continues to be one of the most controversial weapons in 
    the Tournament. Loved by some, loathed by others, the BioRifle has long 
    been the subject of debate over its usefulness. 
    Some Tournament purists argue that the delayed detonation of the mutagenic 
    sludge, coupled with the ability to quickly carpet an area with the highly 
    toxic substance, has reduced the weapon to the equivalent of a minefield, a 
    barbaric and cowardly weapon employed during past human conflicts. 
    Proponents of the weapon argue that it enhances the tactical capabilities of 
    defensive combat, allowing perticipants to cover multiple choke points more 
    efficiently. 
    Despite the debate, the weapon remains historically accurate, providing 
    rapid-fire wide-area coverage in primary firing mode, and a single-fire 
    variable payload secondary firing mode. In layman's terms, this equates to
    being able to pepper an area with small globs of Biosludge, or launch one 
    large glob at the target.
    
    ----------------------
    
    The BioRifle is a great all round weapon, best used in defensive situations. 
    It has great use on capture the flag maps, as you can cover a doorway or 
    entrance with the goo. It is also lethal at close range due to a high ROF. 
    Careful though as the sludge can cause damage to you. The only problems with 
    the BioRifle is that the sludge is on a timed explosion when it hits a 
    surface, and I find the timer is a little too quick, especially if being used 
    in defensive situations. And also it has an arc firing range, meaning that to 
    shoot it any considerable distance it must be aimed upwards, making hitting 
    opponents at range a tad more difficult. Sludge explodes on impact with 
    other players.
    
    This info from tenchi dark:
    I've noticed that when you fire the Bio Rifle shots onto a ceiling they will 
    stay there for a few seconds, drop to the ground and then explode after a few 
    seconds, however this only works if the ceiling is paralel to the ground. 
    Someone else pointed this out but if you concentrate fire on 1 area the sludge 
    will build up, once it hits a certain size it will splatter spreading some 
    smaller blobs around the imediate area
    
    And this from [DRACO]1/2LuNaTiC
    if you take out your biorifle and aim it straight down at the floor while 
    running it will shoot behind you and you won't get harmed.
    ----------------------
    
    *Primary Fire- Fires a blob of sludge at opponents *ABG
    *Secondary Fire- Hold down sec. fire to charge a larger blob of sludge *ABG
    
    ----------------------
    
    *Strategy
    -Primary-
    Strafe left and right, this will make you a much harder target to hit. 
    Try to avoid walking over the sludge on the ground, as it will explode when 
    you walk on or near it. 
    -Secondary-
    Same as above.
    
    ----------------------
    
    
    
    ----------------------
    .:Shock Rifle:.
    ----------------------
    *Quick Key- 4
    
    *Damage
     Primary- 45  
     Secondary- 35-45 
     Combined- 100+
    
    *Max Ammo
     Primary: 50
     Secondary: As above
    
    *Ammo Type
     Primary- Shock Core
     Secondary- As above
    
    *Rate of Fire
     Primary- 17 rounds per 10 seconds
     Secondary- As above
    
    *Rating: 8/10
    ----------------------
    
    *Description
    The ASMD Shock Rifle has changed little since its incoporation into the 
    tournaments. 
    The ASMD sports two firing modes capable of acting in concert to neutralize 
    opponents in a devastating shockwave. This combination attack is achieved 
    when the weapon operator utilizes the secondary fire mode to deliver a 
    charge of seeded plasma to the target. Once the slow-moving plasma charge 
    is within range of the target, the weapon operator may fire the photon beam 
    into the plasma core, releasing the explosive energy of the anti-photons 
    contained within the plasma's EM field. 
    
    ----------------------
    
    The Shock Rifle is a valuable weapon with many potential uses. When hit 
    with the Shock Rifle blast, the opponent is knocked back. This can be 
    utilized on some maps to knock the opponent over cliffs, or into hazards. 
    The combination explosion is achieved by shooting the plasma ball that 
    is released with the primary fire. The shock wave causes extensive damage 
    to the opponent, but does have its downsides. The plasma ball is slow moving, 
    and can get hard to hit meaning that the user often has to stand still, 
    leaving them vulnerable to attack. Also an opponent can shoot your own 
    shock core, causing the explosion to hit you, and vice versa. For example
    if you fire a core and the opponent hits it with a primary blast and you die, 
    they get the kill.
    Interestingly, two secondary fire shock cores when hit together will cancel 
    each other out, dissipating the blast (thanks Ranmafan for the shock core
    info)
    
    ----------------------
    
    *Primary Fire- Fires an energy beam at the opponent 
    *Secondary Fire- Fires a slow moving energy ball at the opponent
    
    ----------------------
    
    *Strategy
    -Primary-
    Simply strafe, left and right. Try to avoid standing near ledges or anything 
    else you could be knocked over or into. 
    -Secondary-
    Usually if someone shoots you with the secondary they are trying to combo 
    the shot, so avoid the slow moving shot, get a good distance clear, and 
    return fire. They will most likely be distracted trying to hit the original 
    shot, leaving them vulnerable to attack. Also try to keep at extremely 
    close range, or long range. At close range they can't combo the shot, and 
    at long range this gives you plenty of room to strafe. 
    
    ----------------------
    
    
    
    ----------------------
    .:Linkgun:.
    ----------------------
    *Quick Key- 5
    
    *Damage
     Primary- 30
     Secondary- ??? 
    
    *Max Ammo
     Primary: 120 
     Secondary: As above
    
    *Ammo Type
     Primary- Link Charge
     Secondary- As above
    
    *Rate of Fire
     Primary- 50 rounds per 10 seconds
     Secondary- As above
     
    *Rating: 5/10
    ----------------------
    
    *Description
    Riordan Dynamic Weapons Systems combines the best of weapon design in the 
    Advanced Plasma Rifle v23, commonly known as the Link Gun, or simply Link. 
    While the primary firing mode of the Link remains the same as its 
    plasma-firing predecessor, the secondary cutting torch has been replaced 
    with an active-scanning, switchable energy matrix. This matrix enables the 
    weapon to register friend or foe upon contact with the swirling green beam 
    and change properties accordingly. When the beam comes in contact with an 
    opponent it can inflict serious injury and death within seconds. Upon 
    contacting a teammate, it reverts to a harmless carrier stream. The carrier 
    stream offloads energy from the onboard cells, boosting the output of any 
    targeted player who is also using the Link. Two players may link to one 
    another at any time, boosting the power output of the weapon significantly, 
    but it should be noted that while players are boosting a teammate, they are 
    unable to defend themselves from attack. 
    
    ----------------------
    
    The Linkgun is both a devastating close and long range weapon. It is 
    extremely versatile, with the primary fire causing considerable damage, and 
    firing in rapid succession. The secondary fire is great for close combat, 
    firing a beam of solid energy. It only has a very short range, but when 
    concentrated on an opponent can kill them in seconds. In the hands of an 
    experienced player, this weapon is deadly, for me though, I didn't really 
    like it, and subsequently was one of the least used weapons in my arsenal.  
    As for the linked mode of this gun when used in concert with a teammate, 
    I can only speculate as to how this increases damage. Using it in bot 
    matches was rather difficult, as the bots never stood still, and never
    used the beam on the player. However multiplayer games would be great with 
    this, adding a great element of team work. 
    (I will update the 'Link' mode once I have got my friend over again for LAN 
    gaming)
    
    ----------------------
    
    *Primary Fire- Fires constant shots of energy over medium-long range
    *Secondary Fire- A concentrated beam of energy usefull only in close combat. 
    Two players can link the beam for extra damage
    
    ----------------------
    
    *Strategy
    -Primary-
    Strafe left and right. Try to get within your current weapons range of them, 
    and return fire. The primary fire can distort their view, so strafe like 
    crazy and they can lose track of you.
    -Secondary-
    The secondary fire is only close range so just keep your distance or use 
    objects in the surrounding area for cover. 
    
    ----------------------
    
    
    
    ----------------------
    .:Minigun:.
    ----------------------
    *Quick Key- 6
    
    *Damage
     Primary- 6 
     Secondary- 12-24  
    
    *Max Ammo
     Primary: 250
     Secondary: As above 
    
    *Ammo Type
     Primary- Bullets
     Secondary- As above
    
    *Rate of Fire
     Primary- 160 rounds per 10 secs
     Secondary- 55 rounds per 10 secs
    
    *Rating: 7/10
    ----------------------
    
    *Description
    The Schultz T23-A 23mm rotary cannon is capable of firing both high-velocity 
    caseless ammunition and cased rounds. With an unloaded weight of only 8 
    kilograms, the T23 is portable and maneuvarable, easily worn across the back 
    when employing the optional carry strap. The T23 is the rotary cannon of 
    choice for the discerning soldier. 
    
    ----------------------
    
    The minigun is powerful although inaccurate. Primary fire is great even 
    over a distance, although not quite so much as the assault rifle. The 
    secondary fire quadroubles the amount of damage dealt, and is much more 
    accurate then primary mode (thanks to Ranmafan). This mode is great for close 
    and personal combat, but even better over a distance. A high ammunition capacity 
    makes the minigun a good solid weapon, if inaccurate. The only other problem is 
    the significant wind up before any ammunition is spent, which can mean the 
    difference between life and death against a sniper.  
    
    ----------------------
    
    *Primary Fire- Releases a hail of fire at opponents at medium-long range
    *Secondary Fire- Lowers the rate of fire but increases damage by 4 
    
    ----------------------
    
    *Strategy
    -Primary-
    Strafe left and right and try to keep your distance while returning fire with 
    a more accurate weapon, or ideally rockets
    -Secondary-
    As above 
    
    ----------------------
    
    
    
    ----------------------
    .:Flak Cannon:.
    ----------------------
    *Quick Key- 7
    
    *Damage
     Primary- 100-180+ *CR, *VBD
     Secondary- 90-100 *CR, *VBD
    
    *Max Ammo
     Primary: 50
     Secondary: As above
    
    *Ammo Type
     Primary- Flak Shells
     Secondary- As above
    
    *Rate of Fire
     Primary- 14 rounds per 10 seconds
     Secondary- As above
    
    *Rating: 9/10
    ----------------------
    
    *Description
    Trident Defensive Technologies Series 7 Flechette Cannon has been taken to 
    the next step in evolution with the production of the Mk3 "Negotiator." 
    The ionized flechettes are capable of delivering second- and third-degree 
    burns to organic tissue and cauterizing the wound instantly. 
    Payload delivery is achieved via one of two methods: ionized flechettes 
    launched in a spread pattern directly from the barrel; or via a fragmentation 
    grenades that explode on impact, radiating flechettes in all directions.
    
    ----------------------
    
    The Flak Cannon is one of my favorite weapons, and in UT2k3 we see it in all 
    its gibbing glory.
    Probably one of the most dangerous close range weapons next to perhaps the 
    Shieldgun, it causes massive damage to the opponents, and yourself if not 
    handled correctly.
    The sharpnel bounces off walls, and can, if not fired properly, cause injury 
    to the operator. 
    The Flak Cannon is useless at a distance in primary fire mode as the shrapnel 
    spreads out far too much to be practicle, although it does feature a grenade 
    of sorts, that explodes upon impact releasing shrapnel in a splash damage 
    formation. Personally I found the grenade rather hard to use, as to get it 
    to go any sort of decent distance required aiming the shot up, so as to arc 
    the shot.
    Still, a good close combat weapon, just don't use it at range.
    
    ----------------------
    
    *Primary Fire- A powerful blast of shrapnel usefull at close range
    *Secondary Fire- A shrapnel grenade that can be fired at medium range *ABG
    ----------------------
    
    *Strategy
    -Primary-
    KEEP YOUR DISTANCE! The Flak Cannon is next to useless at range, so just get 
    a fair distance back and return fire. Look out in tight corridors as the 
    Flak bounces off walls and around corners. 
    -Secondary-
    As above
    
    ----------------------
    
    
    
    ----------------------
    .:Rocket Launcher:.
    ----------------------
    *Quick Key- 8
    
    *Damage
     Primary- 65 *VBD *SD
     Secondary- 195+ *VBD *SD 
    
    *Max Ammo
     Primary: 48
     Secondary: As above  
    
    *Ammo Type
     Primary- Rocket Pack
     Secondary- As above
    
    *Rate of Fire
     Primary- 13 rounds per 10 seconds
     Secondary- 12 rounds per second *FC
    
    *Rating: 7/10
    ----------------------
    
    *Description
    The Trident Tri-barrel Rocket Launcher is extremely popular among competitors 
    who enjoy more bang for their buck. The rotating rear-loading barrel design 
    allows for both single- and multi-warhead launches, letting you place up to 
    three dumbfire rockets on target. The warheads are disgned to deliver maximum 
    concussive force to the target and surrounding area upon detonation.
    
    ----------------------
    
    The Rocket Launcher is a difficult weapon to master. It features a lock on 
    feature, although this 
    takes a few seconds to kick in, and leaves you vulnerable to attack as you 
    try to keep the opponent in your sights. Firing the rocket unguided is the 
    best option, and has a fairly decent damage rate. 
    The slapsh damage leaves a bit to be desired however, not stretching as far 
    as you'd like. Secondary fire loads up to three rockets, although takes 
    quite a while to load all three up. This mode isn't really very useful 
    unless at a range, as the load-up takes way to long. 
    
    ----------------------
    
    *Primary Fire- Fires a single rocket in either guided or unguided mode
    *Secondary Fire- Loads up to three rockets however lock-on is disabled
    
    ----------------------
    
    *Strategy
    -Primary-
    Strafe to one side and jump like crazy. This will reduce splash damage and 
    make you a much harder target to hit directly. If possible getting right 
    next to the opponent firing on you so that if they shoot at you they cause 
    themselves damage too.
    -Secondary-
    As above 
    
    ----------------------
    
    
    
    ----------------------
    .:Lightning Gun:.
    ----------------------
    *Quick Key- 9
    
    *Damage
     Primary- 70
              200+ HS
     Secondary- N/A 
    
    *Max Ammo
     Primary: 40
     Secondary: As above
    
    *Ammo Type
     Primary- Sniper Ammo
     Secondary- As above
    
    *Rate of Fire
     Primary- 7 rounds per 10 secs
     Secondary- N/A
    
    *Rating: 9/10
    ----------------------
    
    *Description
    The Lightning Gun is a high-power energy rifle capable of ablating even the 
    heaviest carapace armor. Acquisition of a target at long range requires a 
    steady hand, but the anti-jitter effect of the optical system reduces the 
    weapon's learning curve significantly. Once the target has been acquired, 
    the operator depresses the triger, painting a proton 'patch' on the target. 
    Milliseconds later the rifle emits a high voltage arc of electricity, which 
    seeks out the charge differential and annihilates the target. 
    
    ----------------------
    
    The Lightning Gun is the weapon of choice for those who like long range 
    combat. The added scope makes it the perfect snipers weapon, and deadly in 
    the hands of an accurate player. There is however a slow rate of fire and 
    significant charge up time before the next shot can be fired. This causes the 
    weapon to be rather hard to use in close range combat, as you can easily be 
    fired on while the weapon charges. That is not to say that the weapon is 
    useless though, as in the hands of an accurate player in close combat they 
    are virtually unstoppable. The Lightning Gun also has great potential
    for headshots, causing massive damage and often death to most enemies.  
    
    ----------------------
    
    *Primary Fire- Fires a quick moving bolt of lightning over long range
    *Secondary Fire- Sniper scope
    
    ----------------------
    
    *Strategy
    -Primary-
    Strafe left and right and get as close the the opponent as possible. Also 
    be sure to take advantage of the charge times to get in a few shots of your 
    own. Strafing is the key however, and a few jumps here and there wont go 
    astray either. If shot at from a distance be sure to utilize the terrain 
    for cover.
    -Secondary-
    N/A 
    
    ----------------------
    
    
    
    ----------------------
    .:Ion Painter:.
    ----------------------
    *Quick Key- 0
    
    *Damage
     Primary- 200+
     Secondary- N/A 
    
    *Max Ammo
     Primary: 1
     Secondary: N/A
    
    *Ammo Type
     Primary- N/A
     Secondary- N/A
    
    *Rate of Fire
     Primary- N/A
     Secondary- N/A
    
    *Rating: 6/10
    ----------------------
    
    *Description
    The Ion Painter seems innocuous enough at first glance, emitting a harmless 
    low-power laser beam when the primary firing mode is engaged. Several seconds 
    later, a multi-gigawatt orbital ion cannon fires on the target, neutralizing 
    any combatants in the vicinity. The Ion Painter is a remote targeting 
    device used to orientate and fire the VAPOR Ion Cannon. The Ion Painter 
    offers increased targeting accuracy via its telescopic sight, easily 
    activated by the secondary fire mode of the weapon. 
    Once the Ion Painter has been used to designate a target, it is highly 
    recommended that the user put considerable distance betwen themselves and
    the weapon's area of effect. 
    
    ----------------------
    
    The Ion Painter is an effective although limitted weapon. It can only be used
    on certain maps, usually with the sky visible and a satellite orbitting the
    map. It can only be targetted in areas that are open, and have a clear
    line of sight from the sky to the targetted area. You can also use a scope 
    in secondary mode for finer accuracy, although this is usually useless on
    most maps.
    When targetting a certain spot DO NOT move or the beam will not work. Also
    targetting a wall or another player does not work, it must be the floor.
    Interestingly, the ion painter when shot at organic enemies (flesh and blood)
    the blast will melt the flesh leaving a charred skeleton, very cool! 
    (thanks again to Ranmafan for the skeleton info)   
    
    ----------------------
    
    *Primary Fire- Paints a target for the satellite to shoot at 
    *Secondary Fire- Zoom scope
    
    ----------------------
    
    *Strategy
    -Primary-
    RUN LIKE HELL! Once the beam has targetted a nearby area you will need to
    run for cover. You will only have a small ammount of time perhaps only
    seconds before the blast hits, so try to get behind a nearby wall, or 
    behind an object that will shield you. If you see someone TRYING to target
    you with the beam get under a roof, as the beam cannot be targetted into a
    covered area.
    -Secondary-
    N/A 
    
    ----------------------
    
    
    
    ----------------------
    .:Redeemer:.
    ----------------------
    *Quick Key- 9
    
    *Damage
     Primary- 200+
     Secondary- As above 
    
    *Max Ammo
     Primary: 1
     Secondary: N/A
    
    *Ammo Type
     Primary- N/A
     Secondary- N/A
    
    *Rate of Fire
     Primary- N/A
     Secondary- N/A
    
    *Rating: 10/10
    ----------------------
    
    *Description
    The first time you witness this miniature nuclear device in action, you'll 
    agree it is the most powerful weapon in the Tournament. Launch a slow-moving 
    but utterly devastating missile with the primary fire; but make sure you're 
    out of the Redeemer's impressive blast radious before it impacts. The 
    secondary fire allows you to guide the nuke yourself with a rocket's-eye 
    view. Keep in mind, however, that you are vulnerable to attack when steering 
    the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the 
    Redeemer is exhausted after a single shot. 
    
    ----------------------
    
    The reedemer IS the most powerful weapon in UT2k3, and is capable of killing
    any opponent with a single shot, including yourself if you are careless 
    with how you fire it. The huge blast radious coupled wth massive damage 
    makes this a weapon to be reckoned with, and the fact that it can be 
    manually flown is a very cool feature. While in manual target mode 
    (alternate fire) it is possible to detonate the rocket in the air by left
    clicking the mouse button. Hitting another object or player will also 
    detonate the rocket. 
    Always make sure you are not in the blast radius as if you are this will
    likely kill you as well.
    
    This from ranmafan
    using the Walk button, you can slow down the Redeemer missile on manual 
    control and make it turn in any direction almost instantly. Perfect for 
    tricky opponents or winding passageways
    
    ----------------------
    
    *Primary Fire- Fires a slow moving nuclear missile over long distance
    *Secondary Fire- Fly-by-wire lets you fly the missile yourself
    
    ----------------------
    
    *Strategy
    -Primary-
    RUN LIKE HELL! If you see the massive rocket coming towards you make a run
    for cover, such as behind an object or wall. There is little else you can do
    against this weapon.
    This info from Heracross and Ranmafan:
    If you see the redeemer coming towards you, you can shoot it clean out of the 
    air with any of the folowing weapons
    *Flak Cannon - Primary Fire
    *Assault Rifle - Primary fire
    *Minigun - Primary & Secondary fire
    -Secondary-
    As above 
    
    ----------------------
    
    
    
    ----------------------
    .:Ball Launcher:.
    ----------------------
    *Quick Key- N/A
    
    *Damage
     Primary- N/A
     Secondary- N/A 
    
    *Max Ammo
     Primary: N/A
     Secondary: N/A
    
    *Ammo Type
     Primary- N/A
     Secondary- N/A
    
    *Rate of Fire
     Primary- N/A
     Secondary- N/A
    
    *Rating: N/A
    ----------------------
    
    *Description
    A new addition to the Tournament, the Ball Launcher is only available in 
    Bombing Run Mode. Once you've picked up the ball, the ball launcher is 
    automatically selected from your arsenal. While you're in possession of 
    the ball, you cannot use any other weapon. Pressing the Fire button will 
    launch the ball, wither at another teammate for a pass, or through the 
    opposing team's goal. 
    
    ----------------------
    
    The ball launcher is hardly a weapon and is only used in bombing run 
    mode. While in possession of the ball you cannot shoot or attack the 
    opponents. Using the primary fire drops or passes the ball, to either a 
    team-mate or opponent.
    To score you merely shoot the ball through the opponents hoop. You can
    also jump it through, but this usually results in a gruesome death, such
    as chopped to pieces by a fan, or falling to your death. 
    
    This from ranmafan
    The secondary mode will 'lock' onto a friendly teammate (at close range 
    only!) so that when you launch the Ball, it will try to home in on that 
    friend. Great for passing the buck, so to speak. 
    
    ----------------------
    
    *Primary Fire- Drops/passes the ball
    *Secondary Fire- N/A
    
    ----------------------
    
    *Strategy
    -Primary-
     N/A
    -Secondary-
     N/A 
    
    ----------------------
    
    
    
    ----------------------
    .:Insta Gib Rifle:.
    ----------------------
    *Quick Key- N/A
    
    *Damage
     Primary- 200+
     Secondary- N/A 
    
    *Max Ammo
     Primary: N/A
     Secondary: N/A
    
    *Ammo Type
     Primary- N/A
     Secondary- N/A
    
    *Rate of Fire
     Primary- 17 rounds per 10 seconds
     Secondary- N/A
    
    *Rating: 10/10
    ----------------------
    
    *Description
    NONE 
    
    ----------------------
    
    The insta gib rifle is only available when using either the 'InstaGib'
    or 'Zoom InstaGib' mods. It is a tweaked version of the standard ASMD
    shock-rifle that, as the name suggests, gibs opponents upon contact.
    It only features primary firing mode, although in 'zoom instaGib' has
    a powerful zoom lenze attached, much like that of the lightning gun.
    This is ideal for long distance kills.
    The firing rate and gun model are kept the same, although the firing
    effect changes. The fired beam is a different colour, usually that of
    your teams colour in team based InstaGib. 
    
    ----------------------
    
    *Primary Fire- Beam of pure energy that gibs upon impact good over 
    short- long range
    *Secondary Fire- Zoom scope in 'Zoom InstaGib'
    
    ----------------------
    
    *Strategy
    -Primary-
    N/A
    -Secondary-
    N/A 
    
    ----------------------
    
    
    
    --------------------------------------------
    IV. ITEMS
    --------------------------------------------
    
    
    ----------------------
    .:Health Vial:.
    ----------------------
    Health Vials give you an increase of +5 to your HP with a maximum
    limit of 199 HP.
    
    
    ----------------------
    .:Health Pack:.
    ----------------------
    Health packs restore +25 to your HP with a mximum total HP of 100.
    
    
    ----------------------
    .:Keg O' Health:.
    ----------------------
    Adds +100 to your HP, with a maximum of 199 HP.
    
    
    ----------------------
    .:Adrenaline:.
    ----------------------
    Adrenaline provides you with the power to execute adrenaline based moves.
    Max Adrenaline is 100.
    Some of the moves include (F= Forward, L= Left, R= Right, B= Backwards)
    -Invisibility; F, F, R, R
    -Super Jump; L, L, R, R
    -Speed; B, B, F, F
    -Beserk (speed boost); F, F, F, F 
    -Regeneration; B, B, B, B
    -*Shrinked Size; L,L,L,L (thanks to Blitzkrieg) 
    -*Camoflage; R,R,R,R (thanks to Blitzkrieg)
    (please notify me by e-mail if you know any more of the moves, credit will 
    be given)
    
    **NOTES ON SHRINKED SIZE AND CAMOFLAGE**
    These are only available with the upgrade to UT2K3 bonus pack.
    When using camoflage you blend in with the background, but must crouch or else
    you legs are visible.
    When using the shrink move, you cannot crouch.
    Thanks to Blitzkrieg for this info. 
    
    
    ----------------------
    .:Shield Pack:.
    ---------------------- 
    Adds +50 armor points, with a maximum of 150 AP.
    
    
    ----------------------
    .:Super Shield Pack:.
    ----------------------
    Adds +100 armor points, with a maximum of 150 AP. 
    
    
    ----------------------
    .:Double Damage:.
    ----------------------
    Multiplies all damage by 2x for 30 seconds.
    
    --------------------------------------------
    That concludes this guide, if you have any questions and/or suggestions
    feel free to send me an e-mail using the above address.
    --------------------------------------------
    --------------------------------------------
    Copyright 2002 Graham 'p1r4t8r' Jones.
    Hope you liked it!
    --------------------------------------------

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