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                  UNREAL CHAMPIONSHIP 2 ~ THE LIANDRI CONFLICT
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                          ~; Combat Techniques FAQ ;~
                                   Version 0.60

By Fleshreaper (spacemonkey@gmail.com) - email me if you spot any
inaccuracies, omissions or outrageous lies. 

Sponsored by Where's My Parade? (http://www.wheresmyparade.com)

** LEGAL GUFF **

This Unreal Championship 2: The Liandri Conflict FAQ is copyright (C) 2005
Jason Amunwa a.k.a. Fleshreaper. No website may host this FAQ without my
written permission. This FAQ can not be altered in any way. It may not be
copied, and it can not be sold or purchased without my written consent for any
reason. This guide is the result of roughly a hojillion man-hours of my free
time. Breaking the copyright may result in serious legal action. I will also
probably cry and pee a little. With that said, avanti!

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Acknowledgements
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There's a lot of great info on tips and tactics for this game on the boards -
unfortunately, I can't remember all of their contributors. Below are some
shout outs to the folks who I remember for enriching my knowledge of this
game, either through their thoughtful posts on the boards, or simply their
involvement with the game - gimme a shout if I've forgotten someone:

Kyler Condran, aka Jolly Roger
Midway, for crafting this masterpiece of carnage
Defudge
possessedclown



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Index
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1. INTRO
2. OVERVIEW
3. COMMON COMBAT TECHNIQUES

  3.1 ** Movement **
      3.1.i Running and aiming
     3.1.ii Switching perspectives
    3.1.iii Jumping/double jumping
     3.1.iv Jump attacking
      3.1.v Wall jumping
     3.1.vi Wall crawling
    3.1.vii Dodging

  3.2 ** Ranged Combat Techniques **
      3.2.i Uh, shooting. . .
     3.2.ii Circle-Strafing
    3.2.iii Splash Damage

  3.3 ** Melee Weapon Techniques **
      3.3.i Ground-based melee attacks
     3.3.ii Airborne/Jumping melee attacks
    3.3.iii Projectile Reflect
     3.3.iv Parrying
      3.3.v Energy Shield
     3.3.vi Smackdown

  3.4 ** Locking on **

  3.5 ** Adrenaline Techniques **

  3.6 ** Stunning **
      3.6.i How to stun
     3.6.ii Getting out of stuns
    3.6.iii Coups de gras/Finishing moves	

4. CHARACTER ANALYSIS

  4.1 ** Character Races **
      4.1.i Humans
     4.1.ii Nakhti
    4.1.iii Necris
     4.1.iv Android
      4.1.v Juggernaut
     4.1.vi Skaarj
    4.1.vii Elder Gods
   4.1.viii Nali
	
  4.2 ** Playable Characters **
      4.2.i Anubis
     4.2.ii Selket
    4.2.iii Sobek
     4.2.vi Raiden
      4.2.v Brock
     4.2.vi Lauren
    4.2.vii Sapphire
   4.2.viii Devastation
     4.2.ix Szalor
      4.2.x Malcolm
     4.2.xi Raptor
    4.2.xii Arclite
   4.2.xiii Gorge
    4.2.xiv Torgr


  4.3 **Unlockable AI Bots**
      4.3.i Corrosion
     4.3.ii Ra
    4.3.iii Hyena
     4.3.iv Lilith
      4.3.v Nepthys
     4.3.vi Memphis
    4.3.vii Garek
   4.3.viii Szyzygy
     4.3.ix Apophis
      4.3.x Jackhammer
     4.3.xi Judas
    4.3.xii Calypso
   4.3.xiii Darius
    4.3.xiv Kraag
     4.3.xv Mirage
    4.3.xvi Korig

5. WEAPONS

  5.1 ** Melee Weapons **
      5.1.i Nakhti Staff
     5.1.ii Nakhti Swords
    5.1.iii Nakhti Axe
     5.1.iv Skaarj Razik Claws
      5.1.v Legionnaire's Sword
     5.1.vi Juggernaut fists
    5.1.vii Liandri Hammers
   5.1.viii Molten Kamas
     5.1.ix Necris Swords
      5.1.x Necris Staff
     5.1.xi Cryo Staff
    5.1.xii Cryo Swords
   5.1.xiii Thunder Staff

  5.2 ** Ranged Weapons **
      5.2.i Pistols
            - Human Enforcer Pistols
            - Nakhti Energy Pistols
            - Skaarj Razik blades
            - Necris Enforcer Pistols
            - Juggernaut Enforcer Pistols
            - Thunder Pistols
            - Liandri Rivet Guns
     5.2.ii Flak Cannon
    5.2.iii Rocket Launcher
     5.2.iv Grenade Launcher
      5.2.v Ripjack
     5.2.vi Sniper Rifle
    5.2.vii Stinger
   5.2.viii Shock Rifle
     5.2.ix BioRifle

6. GAMETYPES
  6.1 ** Deathmatch **
  6.2 ** Team Deathmatch **
  6.3 ** Capture The Flag **
  6.4 ** Overdrive **
  6.5 ** Nali Slaughter **
  6.6 ** Survival **


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1. Intro
------------------------------------------------------------------------------

Take a frantic, seat-of-the-pants 1st person shooter with gorgeous texturing
and guns so big, you'd pee yourself if someone were to reload one within
earshot. Add heaping spoonfuls of savage 3rd-person melee action, massive,
intricate maps, and garnish with a sprinkling of super-acrobatic, mostly
deranged killers with bitter scores to settle. Bake for around 3 years, and
voila! You got yourself a copy of Unreal Championship 2: The Liandri Conflict.

This game offers possibly the most well-balanced offensive and defensive
options I've seen available to a player since Ninja Gaiden. And NG didn't have
multiplayer. Unfortunately, (as with many of the Unreal games), it hasn't
performed so well financially - I guess sexy graphics, tons of gore and
kickass guns just don't appeal to males aged 18 - 35...all of this is not the
point of this FAQ, however. For a game of such depth and well thought-out
detail, I feel it's criminal that there hasn't been an in-depth explorations
of the many strategies and minutiae that separate the guns-blazing n00b from
the head-shooting Frag King. 

The learning curve of this game is incredibly steep, young grasshopper, and
this is what turns many off. Invest the time in UC2, however, and I assure
you, you'll love it as much as anyone that tastes the satisfying flavor of
utterly owning someone in this game...kinda tastes like chicken...


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2. Overview
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Unreal Championship 2: The Liandri Conflict (henceforth referred to as 'UC2')
is, in my opinion, a successful, and finely-tuned blend of 1st-person ranged,
and 3rd-person melee combat within an arena setting. With the press of a
single button, you can switch from hosing fools with hot lead from the other
side of the arena, to relieving them of their unecessary limbs using badass-
looking swords, staffs and even your bare hands.

But I'm getting ahead of myself. This sucker is H-A-R-D. Having just finished
Halo 2 on Legendary, I admit to seeing myself as a bit of a grizzled veteran
of the 1st-person genre. I used to strut around, fearless of any computer AI,
knowing that I had sniped, shotgunned and stuck with plasma grenades the very
best that 21st century technology had to offer.

The bot AI in UC2 has kindly stripped me of my hard-earned medals, spit in my
eye and called me 'Mary' while forcing me to wear a pretty pink dress. Yeah,
it's that hard. The game itself also has a pretty steep learning curve, thanks
to the fusion of the 1st and 3rd perspectives, as well as the fairly deep
melee fighting system.

That's where this FAQ comes in. I'm here to help you with the basics and show
you the scars to provide somewhat of a springboard for those new to the ass-
whupping they're about to undergo.

This FAQ will cover techniques that I've found useful in the single-player
modes, since I'm not about to get XBox Live anytime soon...Fret not, however,
since UC2's AI is smart enough to keep you on your toes, and provide a pretty
authentic challenge to the smack-talkers you're likely to run into on Live.
Also, I've not approached the topics in any particular order - this FAQ is
intended more as a reference guide to dip into as opposed to being something
to read from start to finish.

If you see any info here that isn't fully accurate, or have a strategy that
you'd like to contribute, feel free to email me at spacemonkey@gmail.com with
the subject line "Unreal Championship 2 FAQ", and I'll try to incorporate your
feedback into the next revision.

There's a lot to cover, so let's begin, shall we?


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3. Common Combat Techniques
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3.1 ** Movement ** 

If you're not pulling the trigger, you should be doing this, in some form or
another. Even on the lower difficulty settings, the bots you're up against
won't have any difficulty riddling your ass with rounds from afar, or sneaking
up on you from behind if you stay in the same spot for any appreciable amount
of time. Luckily, all of the contestants in the tournament are equipped with a
multitude of ways to get around the arena.

TIPS:
- To re-iterate: KEEP MOVING AT ALL TIMES!
- Try to keep all your movement lateral with respect to your
opponent; someone loosing off rocket after rocket at you would love nothing
more than for you to charge head on, or backpedal in a nice, straight line.

    3.1.i Running and Aiming
	
Like many 1st-person shooters, one analog stick controls where your
contestant walks, and the other aims your weapon. You can configure the
controls however you like in the Options screen, i.e. which stick controls
what, the aiming sensitivity, etc. so figure out what works best for you.


******************************************************************************

This also goes for the rest of this FAQ - UC2 offers a lot of customizability,
so I'll simply refer to buttons by function (with the exception of the Coups
de Grace combos - more on those later...).

******************************************************************************

    3.1.ii Switching Perspectives
	
If you skipped over my raving at the top of this FAQ, the most unique
thing about UC2 is that it allows you to switch from 1st-person to a 3rd-
person perspective at the touch of a button mid-combat. You can use every
weapon in the game from both perspectives, with the exception of your melee
weapon, and the zoom-scope of the Sniper Rifle; melee is restricted to 3rd-
person only, and the zoom scope of the Sniper Rifle is only accessible from a
1st-person viewpoint. You can also configure the game to automatically switch
your perspective depending on what weapon you're wielding at the time - to
configure your preferences for this, simply pause the game and go to the
'Advanced' options menu. I highly recommend that you invest the time, since
the last thing you want to be fussing with mid-combat is the camera (much like
when playing racing games).

Coming straight from Halo, my first instinct was to jump in with all weapons
set to 1st person perspective - if it ain't broke, don't fix it, right? Well
in UC2, it's broke. What I've found over the duration of play, however, is
that you have much better spatial awareness of your enemies' positions, and
the source of hostile fire, etc. when in the 3rd person view. In addition,
your targets are far more mobile than you'll have experienced in other XBox
FPS's, so you can quickly become disoriented in a hectic firefight. In the
end, I compromised, and set my weapons up in the options menu as follows:

1st-person:
> Sniper Rifle
> Shock Rifle
> Ripjack

3rd-person camera:
> Melee weapon
> BioRifle
> Stinger
> Grenade Launcher
> Flak Cannon
> Rocket Launcher
	
So why the split? Well, 1st is FAR easier to precisely aim, so I put the
weapons that I like to take my time over in that category. The Sniper rifle,
Shock rifle and Ripjack all have very accurate projectiles (the Sniper and
Ripjack in particular - Instant kills on headshots for the SR; decapitations
on 'neckshots' for the RJ - yummy!), so you want the precision of the
1st-person camera to be able to shoot them on a dime.

As for the 3rd-person category, all of these weapons are, to some extent,
area-effect weapons - their projectiles give off splash damage that will hurt
your opponents even if you don't score a direct hit (and trust me, you won't
be doing much of this at first!). The Stinger's insane rate of fire puts it in
this category, since you use it to hose your opponent's general area, and your
character's melee weapon can only be used in 3rd. This prevents you getting
disoriented when things are hectic and up close, as I mentioned earlier.

EXCEPTION: Occasionally, I will switch the Rocket Launcher and the Flak Cannon
to 1st, as I like to be able to accurately place their explosives (the RL's
rockets and the FC's secondary fire) at my opponents' feet, or where I think
they're going to land.

HYPOCRITE ALERT! --> Here's an answer I wrote on the boards to this common
question that differs slightly from what I've said above. The beauty of this
game is that it suits and acommodates many different play styles, so the
message is just to put some hours into it and decide what works best for
you...

[Q] For Gunning Which Is Better, 1st Or 3rd View? 

[A] I've been experimenting with gunning in 3rd-person, 
and while it's kinda weird to get used to, I've discovered 
the following benefits:

1) Your peripheral vision is wider, allowing you to spot 
where fire is coming from, as well as lock on to opponents 
quicker

2) You can track fast-moving opponents longer before 
they disappear off-screen, and you lose the lock. (CRITICAL 
when up close!)

3) It's easier to perform aerial moves like wall-jumps up 
vertical shafts, etc.

4) Big, bulky guns like the Rocket Launcher, Flak Cannon, 
etc. are huge in 1st person - they take up a good chunk of 
screen space - basically, when you're in the air, or in an 
elevated position, you have this huge blind spot on your screen. 
The guns look cool n' all, but you have so much more space
in 3rd-person view.

5) Area-effect weapons like the RL, FC, GL, etc. don't 
typically need pinpoint precision to be effective, so you 
might as well be able to see more when using them.

So in conclusion I only ever use first person view with 
precision weapons like the sniper rifle. 


    3.1.iii Jumping and Double-Jumping

Press the jump button (or click the movement analog stick) to perform a quick
hop. By pressing the button again anytime before the apex of the jump, your
contestant will do another jump for extra height. Not many obstacles in the
arenas can be cleared by just a single jump, so I usually double-jump as a
matter of course (plus, if you're in 3rd-person view, you'll see your
contestant do a cool-ass flip/somersault, aided by jets in their boots - I'm
a sucker for stuff like this).

    3.1.iv Jump Attacking

While in the air you can, of course, keep putting slugs in your opponents'
torsos with your ranged weapons. But you can also use your melee weapon for
two separate attacks: 
		
JUMP ATTACK
>> Do a jump, and press the attack (or fire) button. After a slight pause,
your character will zip through the air at high speed, holding their melee
weapon in front of them. You can also hold the button to charge up this attack
and do more damage, but beware that you will remain frozen in mid-air while
you do this, and can become easy fodder for snipers and patient rocket
launchers. This attack is also very useful in getting across gaps to power-
ups, escaping fights that don't go your way, etc.

POUNCE
>> Do a jump and press the strong melee attack button. Your character will
instantly rocket through the air while shielded in energy. The upside of this
move is the large amount of damage it does and its instantaneous execution,
which makes it difficult to interrupt, but be aware that this move also
consumes 2 bars of adrenaline.

******************************************************************************

Shooting from the air can also make it much easier to hit more agile
opponents, especially when using 'splash damage' weapons like the Rocket
Launcher, for example. Aiming the rockets to impact at your opponents' feet
gets progressively easier the more elevation you have from the target, so make
good use of the aerial abilities UC2 offers! A good way to experiment with
this is to use the 'Nimble' adrenaline ability that is available to all
characters. With it, you can do quadruple jumps that allow you to almost hover
in the air, while raining fiery death from the sky.

******************************************************************************

    3.1.v Wall Jumping

Not only can you double-jump and somersault around like a madman/
woman/robot/alien/undead/whatever, all characters in UC2 can also rebound off
the walls, pillars and other structures in the arena. Basically, if it doesn't
move and isn't a power-up, you can be pretty sure you can bounce off it. This
is handy for keeping yourself a moving target, and for confusing players like
me who like to place explosives where we think you're going to land. You can
make yourself a very difficult target to hit simply by bouncing off walls,
especially if you're using some of the more agile characters. To do a wall-
jump, simply jump towards the object you're rebounding off of, and then pull
the movement analog stick away from it and hit jump again.

There is no limit to the number of walls you can bounce off while in the air,
meaning that in narrow vertical shafts, you can repeatedly wall-jump all the
way to the top! Frequently, the levels are laid out to reward you for your
agility, either by providing a useful shortcut for flag runs (in Capture The
Flag and Overdose games), a secret area with power-ups, or even a choice
sniping spot, so explore your environment and see what you can find!

    3.1.vi Wall Crawling

This is a gametype Mutator (i.e. custom rules that add a twist to the game
you're playing, be it deathmatch, CTF, etc.)that allows you to literally stick
to walls in mid-air. All you have to do is jump towards a wall, and repeatedly
tap the jump button - your character will be able to run up, down and along
any wall surface. Watch out for splash damage, though - this technique, while
useful for remaining unpredictable, is a godsend for anyone packing a Rocket
Launcher and looking for an easy kill...

    3.1.vii Dodging

Essentially, this is a quick lateral hop to evade incoming fire, activated by
clicking the movement thumbstick in any direction other than that in which
you're moving. Oddly, I can't seem to replicate it at will - sometimes I just
end up doing a single jump (and more often than not, eating a frag 
pineapple). Anyone know more about this technique?


3.2 ** RANGED COMBAT TECHNIQUES **

    3.2.i Shooting

Yeah, this is obvious, but the selection of weapons and alternate-fire modes
on offer in UC2 provide a wide variety of ways in which to inflict pain from
a distance. Here are just some general tips on using your guns more
effectively - for a more in-depth analysis of each instrument of pain, check
out 005. WEAPONS.

- Leading: This is pretty much a fundamental principle for all FPS's (and
come to mention it, flight simulators, fighting games, 3rd person shooters
and countless other types of games), but some projectiles are 'instantly-on'
the target, i.e. hit the target as soon as you pull the trigger (e.g. Sniper
Rifle, Shock Rifle and Stinger primary fire modes), whereas others take time 
to reach the target. For the latter, it's important to take into account the
direction and speed of the target, so you place the projectile where they
will be by the time it gets there - also known as 'Leading' the target. This
gets easier once you're familiar with the speed of the projectile. 

Knowing this also helps you choose the right weapon for the right situation.
For example **SPOILER WARNING!!** 








on the final level of the Ascension Rites 
campaign, you go up against Selket, a highly agile adversary in a level 
which encourages a lot of aerial combat. It's more likely that you'll get
dealt three Royal Flushes in a row in a poker game than you scoring a direct 
hit on her in mid-air with a 'target-led' weapon, thus it's much easier to hit
her in the air with an 'instant-on' weapon such as the Stinger, or Sniper
Rifle.








**END OF SPOILERS**

    3.2.ii Circle-Strafing

Again, this is a fundamental principle for all FPS's, but worth mentioning -
moving laterally while keeping your opponent in your sights makes it more
difficult for them to hit you, as well as easier for you to hit them under
fire. The aerial mobility of UC2 allows you to expand this technique along the
vertical axis as well as the horizontal. 

When you're in the air, you rob your opponent of the ability to hurt you with
splash damage from explosive weapons, and make it pretty difficult to hit you
with anything other than 'Instant-On' weapons (see the previous sub-section,
'Shooting'). Simultaneously, it makes it far easier for you to hit them while
they're on the ground. Remember, elevation is king; if you can relocate to a
more advantageous spot in the middle of a firefight, you'll start winning
encounters much more frequently.

    3.2.iii Splash Damage
	
Many weapons in UC2 have the ability to affect an area around them, making it
unnecessary to score direct hits on an opponent for them to be effective.
Often, these projectiles have to hit the ground or wall in order to detonate,
so use them! If you see a character hugging the walls for too long, make them
pay by pounding the area with rockets and grenades. If you see an opponent
running along a catwalk below you, rain death upon them from up on high. Even
if you see someone flying through the air towards a wall, make that spot nice
n' hot for them before they arrive >=)

In this way, Midway/Epic ingeniously counterbalances players' insane mobility
with heavier weapons that do a crapload of damage over a wider area.

3.3 ** MELEE WEAPON TECHNIQUES **

This is the much-heralded differentiating feature of UC2 - the ability to go
toe to toe with your rivals with much more than just a simple one-button
punch combo. When you first begin playing, the melee system of UC2 may seem 
like little more than an add-on, but with practice, you will discover that in
certain situations, 'bringing a knife to a gunfight' can save your skin and
allow you to PWN trigger-happy fools who underestimate your jedi 5ki77z. 

    3.3.i. Ground-based melee attacks

UC2 generously provides you with two types of basic melee attacks - Weak and
Strong. As you would expect the Weak attack is a quick strike that has a
short recovery time, but does only moderate damage. An added feature of the
Weak attack is that it is able to connect with opponents that are within
range of you in any direction - very useful if your target manages to get
behind you, or you find yourself in a crowd of enemies and need to get out of
there fast. In contrast, the Strong attack has a fairly long wind-up and
recovery time, and only deals the damage to the area directly in front of
you, making locking on before striking key to a successful hit. These
drawbacks are countered by the fact that you can do MASSIVE damage with this
attack even without the added effect of Adrenaline abilities, UDamage, etc.

    3.3.ii Airborne/Jumping melee attacks

For more on these techniques, see [Section 003., iv. Jump Attacking]

    3.3.iii Projectile Reflect

Remember how cool the Ninja character from Metal Gear Solid was, and how
badass he was when reflecting fools' bullets with his sword? Well, UC2 lets
you do this too! 

While your melee weapon is equipped, simply tap the secondary fire button the
instant before you are hit with any projectile. If you're moving at full speed
while you reflect, you will just bounce the projectile harmlessly away, but if
you time it right, you will reflect the round right back at the very surprised
aggressor for DOUBLE DAMAGE, and an announcement that they were REJECTED! 

This is especially fun to do against juggernauts packing Rocket Launchers, as
they're usually too slow to dodge the returning rocket, making for an easy and
most satisfying kill! You can often bait opponents into a 'Reflection trap' by
moving around within their line of fire, but being ready on the reflect
button. Be aware of the distance between you and your opponent, as if they're
quick, they can reflect your reflected shot back at you - the ultimate game of
tennis! Also, make sure to keep an eye on your melee weapon 'ammo' (the white
bar above your weapon icon) - successful reflects take a chunk of this energy
away, so make them count!

******************************************************************************

The Reflect ability works on every projectile in the game, including
'instant-on' weapons like the Sniper Rifle and Shock Rifle. So how the hell
can you predict when someone is going to shoot you with a bullet that only
takes milliseconds to hit you? Simple: timing. The pace of UC2 is such that
players packing the Sniper Rifle in particular are usually itching to loose
off rounds as fast as they can reload, instead of varying the timing between
their shots. You can use this to your advantage - if someone looses off a
Sniper shot at you, count off three seconds to yourself, and then reflect -
the timing for the Shock Rifle is different, but you can experiment. More
often than not, you will successfully reflect the shot right back at the
Sniper, who will probably ask out loud how the hell you became telepathic.
Even better: if they took the time to patiently line you up for a headshot,
you will get an instant kill; "HEADSHOT, REJECTED!". Sweeeeeeeeet...

******************************************************************************

ADDITIONAL NOTE: I've noticed that with absolutely perfect timing, not only
can you send the attacker's projectile right back at them, these reflected
shots will actually home in on them - esp. with the Rocket Launcher! Can
anyone confirm this, and if so, tell us all how to replicate it?

    3.3.iv Parrying

By reflecting a melee attack, you can slightly stun your attacker, setting
them up nicely for a heavy melee strike/backward jumping rocket to the face/
whatever you feel like. The concept is the same as reflecting projectiles:
time your button tap just before the strike lands, and you should hear the
distinctive 'Ching' noise, along with a blue flash of light to let you know
you got it right. I don't find myself using this very often, as unless you're
highly practiced, the timing is very difficult to perform in the heat of
battle. A more reliable defensive option in toe-to-toe situations is the...

    3.3.v Energy Shield

The Energy Shield is yet another ingenious way that Epic has evened the odds
for those crazy melee freaks who love to charge at opponents who are busy
hosing them with lead. Simply equip your melee weapon, and hold down both the
primary and secondary fire buttons. The Energy Shield will instantly engage,
protecting you from all FRONTAL energy/explosive/melee damage, allowing you to
close the distance for some choppity-chop-chop. Careful, though, as you're
vulnerable on your flanks and behind, plus the shield has a limited duration -
leave it up too long, and you'll find yourself face-to-face with an opponent,
and no melee weapon juice for the finishing blow...

    3.3.vi Smackdown

This is when you successfully reflect an incoming jump attack/pounce. Similar
to the parry, this will instantly ground the attacker, leaving them open to
some quick strikes or whatever you fancy. For some reason, this gets the
announcment "SMACKDOWN", but blocking a ground melee strike doesn't elicit
any response...

3.4 ** Locking on **

I've probably said this about a bunch of the other techniques I explained, but
this is KEY!! Simply by clicking the aiming thumbstick in (the right stick in
the default button setup), you will 'lasso' your view to the nearest opponent
in front of you. The lock will last until you either lose line-of-sight to the
target (i.e. they run around a corner, move behind you, etc.), or you click
again to un-target them, leaving you free to train your sights elsewhere. This
target lock serves a multitude of purposes, including:

 - (Usually) Identifying the greatest threat to you, especially in the single-
player modes, as the AI bots unfortunately appear to have perfect knowledge
of your whereabouts at all times. If they happen to be distracted fending off
someone else, then the lock instantly identifies who it'd be easiest to kill!

 - Spotting hard-to see, and distant enemies. Maybe it's just my TV, but some
levels, especially night-time ones, make it very difficult to spot the darker-
colored contestants such as Arc-lite, Torgr and others before it's too late.
I've made a habit of constantly 'sweeping' the area in front of me while I'm
moving, to ensure that I'm not caught off-guard...Using this technique can
also be useful when in a sniping spot overlooking a large area - a simple
click is all you need to pick out distant enemies in an instant!

 - Tracking fast enemies. Like mosquitoes, they can't take much damage, but
damned if it isn't tough to lay a finger on 'em! Locking on is vital if you
don't wish to constantly get Selket's blades in your backside...

 - Locking on projectiles. Weapons like the Stinger's secondary fire, or any
projectiles while you're using Malcolm's Homing ability work much better when
you're locked on to your target.


3.5 ** Adrenaline Techniques **

As if all these crazy abilities, sick-ass guns and bad mofo contestants
weren't enough, Epic pushed the boat out and gave each character a unique set
of 6 Adrenaline powers - superhuman feats that can often turn a loss into an
outstanding win, and a meek 4th-place contestant into the 1st-place God of
Frag to whom all must bow.

Underneath your character's green health bar, you will see small blue bars
build up - this is your adrenaline gauge. You can gain adrenaline by
inflicting the killing blow to another contestant, picking up the cylindrical
blue canisters littered around the levels (you get one bar for each canister),
reflecting projectiles, performing a Coups De Gras, and it also gradually
builds up over time. There are a ton of different abilities, each affecting
the characters beneficially, and giving you a much-needed edge in battle.
Let's take a look, shall we?

******************************************************************************

It's important to note that all adrenaline abilities, and power-ups such as
UDamage and Invisibility are stackable, meaning you can have multiple powers
active at any given time. Take advantage of this mechanic, as with the right
combination, you can rack up 10 or more kills in the blink of an eye. Don't
believe me? Speed + Homing or Sentinel = Unholy amount of kills in short
amount of time with Malcolm. Blade Burst + Predator = Unstoppable melee
monster with Szalor; the list goes on. Experiment with your favorite
character's powers and see what works for you!

******************************************************************************

 - Speed [available to all characters]: Gives your character a massive boost
in movement, jumping and mid-air speed; highly useful in sprinting to the
ball/goal in Overdose games, catching up with the flag carrier in Capture The
Flag, or simply making yourself a harder target to hit. Well worth the 5 bars
you'll usually pay for it. Faster characters such as Devastation and Sapphire
require a full adrenaline bar to take advantage of this, and thus must weigh
when to use it more carefully.

 - Nimble [available to all characters]: This allows your character to jump up
to four times in mid-air, enabling them to gain massive height, and almost
hover above the arena. As I mentioned earlier, the more elevation you have
from your targets, the easier it is to place rockets, etc. at their feet -
when using Nimble, this becomes almost like shooting fish in a goddamn barrel.
Beware snipers, however - they'd love nothing more than to see you floating
through the air like a clay pigeon; "Pull!" *KAPOW, KAPOW!*

 - Beserk: Ups your stats in speed, damage resistance, and firing rate. Also
helps you to see enemies clearer, aiding target acquisition. Basically the
non-Nakhti version of the Warrior Spirit ability.

 - Blade Burst: Unique to the Skaarj contestants (i.e. Szalor, Torgr, Kraag
and Garek), this power sends green-glowing circular saws scything around you
to injure nearby opponents. Tears people apart when used in conjunction with
the Skaarj Razik wrist blades - use Blade Burst to soften 'em up and deliver
the killing blow with the claws!

 - Blade Shield: Surrounds your character with an orange energy shield that
protects you from all explosive projectile damage. If you happen to be facing
an opponent who favors their explosive weapon, you can use this to rob them of
their favorite tool!

 - Cannibalize: Unique to the Liandri/robotic contestants (Raptor,
Devastation, Syzygy and Corrosion), this ability basically exchanges a portion
of your health for ammo for both your explosive and energy weapons. Honestly
not worth it unless you're in a real pinch for ammo, or you're supremely
confident in your abilities versus the competition's.

 - Concussion: Unique to the Juggernaut characters (Arc-lite, Gorge and
Jackhammer), this ability causes your character to punch the ground, severely
hampering the vision, balance and hearing of anyone in the immediate vicinity.
Useful if you're being picked on by speedier opponents, and need to make a
getaway. Also good to use if your opponent is using a weapon with a slow
firing rate (sniper rifle, shock rifle), as it'll cause them to miss more
often, giving you more time to line up your shots with a smaller threat of
return fire.

 - Discharge [not available to playable characters]: The manual says: "Creates
a charge which arcs to a nearby foe". Anyone know more about this power?

 - Earthquake [not available to playable characters]: The manual says: 
"Mangles enemies with every step". Anyone know more about this power?

 - EMP: Creates a repeating electromagnetic pulse that serves multiple
purposes - a) detonates any incoming explosive projectiles, b) damages anyone
firing explosive weapons within the pulse radius, as the round detonates as
soon as they fire it (ouch!), c) Damages Liandri/robotic characters from
anywhere in the level - pair this with UDamage for a TON of robot kills with
minimal effort!

 - Energy Burst: Creates an eruption of energy that damages anyone in the
immediate vicinity - use this if you're cornered, or use it to soften up
approaching melee opponents. Another use for this ability (perhaps a bit
cheap, but hey, you earned all that adrenaline, now you get to use it!), is
to watch out for fights between other combatants; wait for them to wear each
other down a little, then jump in and nuke 'em all!

 - Energy Shield: Protects you against energy weapons - a useful anti-sniper
ability.

 - Ethereal: Makes it difficult for onlookers (esp. snipers) to pinpoint your
exact location. Watch out, as you can still be hurt by splash damage.

 - Fear: This is a Necris/Undead ability that prevents anyone affected by it
from using their adrenaline abilities.

 - Flash: Used properly, this ability can be the best and most fearsome weapon
in the game. Upon activation, anyone who cops this zinger will be blinded by a
bright white flash, and be completely unable to see anything for a few seconds,
which is pretty much all you need to sneak up behind them and bury an energy
blade right where it hurts...Careful though, as this move is known to induce
wild flailing in opponents - make your strikes count!

 - Head Turret: Unique to the Liandri contestants, this activates a
head-mounted turret that will auto-target the nearest enemy and pepper them
with rapid-fire energy bolts. This move is ripe for stacking with UDamage,
resulting in effortless kills! Speed also ups the firing rate of the turret,
so take advantage of this when approaching mosh-pits of multiple opponents.

 - Heal: Instantly recovers roughly half of your health bar - critical for
patching up after a heavy fight, or giving you that extra boost to outlast an
evenly-matched opponent.

 - Homing: This ability causes ALL of your shots to veer towards your
locked-on enemy. Make sure you use something that packs a punch! Try
experimenting with the Shock Rifle's secondary fire mode for easy kills, or
cackle as the slow-moving heavy characters crumble under a hail of direct-hit
fully-charged Ripjack secondaries >=)

 - Ice Burst: Instantly deep-freezes all opponents in the immediate vicinity,
setting them up for an easy Coups De Gras!

 - Poison Cloud: Similar to the tertiary fire mode of the BioRifle, this
ability sprays out a toxic poison cloud that will debilitate anyone who comes
into contact with it. The poison will drain their health, slow them down and
partially obscure their vision. This is best used at key choke points on the
map where there is no alternative route - try releasing it on jump pads, in
tight corridors and directly on the flag podium (in Capture The Flag games) to
make life difficult for your opponents...Beware that Skaarj opponents are
immune to this power, however.

 - Predator: Used by the Skaarj contestants, this ability ups your stats in
speed, damage resistance, and firing rate - try using the Stinger with this to
absolutely scythe through anything and anyone in your way. Also helps you to
see enemies clearer, aiding target acquisition.

 - Primal Scream: This is very similar to Fear, in that it stops anyone
affected from using their adrenaline powers, although I think it covers a wider
radius than Fear - can anyone confirm?

 - Radar: Avaliable to the Liandri contestants, Radar identifies all hostile
targets with a red circle, preventing anyone from getting the drop on you.
This initially appears to be of limited use, however, it definitely helps to
scan the enemy's base in Capture The Flag games, just to be forewarned of
what you're about to face.

 - Repulse: Makes it impossible for anyone to touch you with projectile
weapons - one for the samurai among us! Alternatively, you can activate this
power and run away, laughing while you pick off opponents who are powerless
to reach you!

 - Self-Destruct: Another Liandri exclusive (hmmm, biased towards their own
droids, perhaps?), this ability causes your character to overload its core,
causing a huge explosion, and taking anyone close by down with them. Honestly,
the countdown for this ability takes a long time, and since it counts as
suicide, you get docked a point for using this - EXTREMELY irritating if you
happen to activate it by accident, or if you manage to only kill one person
with it (making the net result that your score doesn't change, but you lose
all your ammo and any other active abilities).

 - Sentinel: Malcolm's sweet adrenaline ability has two little robot buddies
follow him around, auto-targeting and firing on anyone in the vicinity. This
is an awesome ability when stacked with UDamage, especially in crowded rooms!
An additional bonus is that the sentinels can alert you to enemies that you
cannot see, or who may be sneaking up behind you - plus, like Devastation's
Head Turret ability, they continue to fire even when you're stunned!

 - Siphon: One for the Undead/Necris gang, this ability fires out a black
gob of this weird stuff called NanoBlack (it's apparently what keeps these
suckers going long after they've died). Acts the same way as poison, in that
it drains health, slows your target down, and slightly obscures their vision.

 - Smash: Coming Soon!

 - Stun Trap: Coming Soon!

 - Teleport: Coming Soon!

 - Unstoppable: Coming Soon!

 - Upgrade: This is basically the robot/Liandri version of Heal, except you
get to watch little droids come out and repair your character (cool!).

 - Vampire: Sucks the life out of your opponents with each hit, both
projectile and melee. Couple this with UDamage, and you can damn near live
forever, just like Dracula!

 - Vampire Cloud: Another life-sucking power, this is more akin to the
Poison Cloud in that it is released over one point on the map, and affects
anyone dumb enough to come near it. Use it to block off tight corridors and
jump pad, or control strategic spots on the map like the flag podium.

 - Warrior Spirit: Temporarily ups your stats in speed, damage resistance,
and firing rate. Also helps you to see enemies clearer, aiding target
acquisition.

 - Wraith: Coming Soon!




7. ** Stunning **

Just like in that old classic Street Fighter II, your character can become
stunned if they suffer too many heavy hits, leaving them vulnerable to heavy
follow-up attacks and even a Coups De Gras! When this happens, you will
see them strike an agonized pose, and the announcer will yell "FREEZE". This
is your cue to wiggle the stick and tap the A button like a madman in
order to get out of the stun - you'll get an announcement that says "AWAKEN"
when you've broken out of it.

i. How to stun
There are multiple ways to inflict a stun on your opponents in UC2:
 - hit them with certain projectiles, including:
    > Nakhti pistols secondary
    > Necris pistols secondary (NOTE For necris characters, this attack is 
win-win, as if  hits the opponent, it will stun them as well as inflicting 
incremental damage; if the shot is reflected back at you, you will receive a 
health boost)
    > Human pistols secondary (Ice Shot)
    > Juggernaut pistols (Full-Auto burst - this does stun damage, but it's
extremely difficult to land all the hits - best used as a follow-up attack if
you intend to stun the opponent)
    > Liandri Rivet Gun secondary (NOTE If this shot connects near a wall, it
will stake the opponent to it - otherwise this projectile simply knocks the
opponent back a bit)
    > Lightning Bolts secondary

 - Hit them with your melee weapon: After 4-6 successive melee strikes, your
opponent will become stunned, setting them up for a big finish with the Coups
De Gras!

 - Hit them with the Ice Burst or Stun Trap Adrenaline Abilities - all enemies
in the affected radius will be frozen solid or paralyzed by electricity. 

ii. Coups de gras/Finishing moves

So you've used your tact, guile and major explosives to wear down your
opponent, and he stands there, stunned and disoriented. But the crowd wants
more than a simple blow; they want you to deliver them a bloody finish worthy
of the Tournament! To deliver a Coups De Gras, first you must stun your
opponent. Lock onto them, and quickly equip your melee weapon if it isn't
already. Now stand right in front of them, and enter the randomly-generated
button combination that flashes up on-screen, but do it quickly: your opponent
will be trying to get out of the stun to continue fighting! Success will
reward you with an animation showing your character stylishly dispatching
your foe, along with a huge adrenaline boost.

******************************************************************************

Although I love to do them, I find the Coups De Gras to be of limited use. The
last thing you want to be doing in a hectic firefight is standing right next
to an opponent with crossfire whizzing past you - not only does it make it
very difficult to perform the button combo, more often than not, stray rounds
will hit your stunned opponent, awakening them before you even have a chance
to input the command!

I recommend that you don't even bother with this unless you're only up against
maybe one or two other opponents (i.e. in Survival or Nali Slaughter matches,
or simply small games with only a couple players) - any more than that makes
you a sitting duck, and it's not worth getting fragged when you can get the
same amount of adrenaline just by picking it up around the map. Another
drawback is that you can often flub the command, and accidentally awaken the
stunned opponent, only to find yourself in close quarters when you really
shouldn't be, e.g. Lauren or Devastation against a stunned Szalor/Arc-lite -
ouch.

******************************************************************************


------------------------------------------------------------------------------
4. CHARACTER ANALYSIS
------------------------------------------------------------------------------

4.1 ** Character Races **
      4.1.i Humans - The good ol' hairless monkeys are in this one, despite
the fact that events depicted in UC2 take place thousands of years in the
future. Despite their comparative physical frailty when measured against that
of the other competing races, their skill and cunning make them more than
worthy adversaries, as evidenced by the returning 9-time champion, Malcolm.

     4.1.ii Nakhti - The hosts of this year's tournament, the Nakhti are
technically human, although their culture and technology appear vastly
different from other human competitors. Also of note is the fact that this
year's tournament has been built around the ancient Ascension Rites which are
a series of brutal competitions to elect the new Nakhti Emperor, adding even
greater incentive to win other than the continued ability to breathe without
medical assistance.

    4.1.iii Necris - Necris are an artificial race made up of the dead of all
the others. The patented Necris process is used to resurrect those who have
fallen in battle, and make them stronger, faster and better than ever. Don't
even bother to ask how much it costs - you can't afford it.

     4.1.iv Androids - The epic battles that rage in the arenas provide so
much more than simple entertainment - the Liandri Military R&D division has a
keen interest in recording the data from this year's tournament and using it
to create ever more deadly weapons, hence the entrance of several different
models from its line of androids.

      4.1.v Juggernauts - The genetically-altered walking tanks once again
make an apearance in the tournament, in the hopes of proving once and for all
that brains are nothing when faced with 1100lbs of enraged brawn.

     4.1.vi Skaarj - Just as physically daunting as the Juggernauts, and
cunning and wits to boot, the Skaarj fight to avenge the death of their
beloved queen at the hands of the cowardly hairless apes.

    4.1.vii Elder Gods - For eons they have watched over all mortals in the
universe, bound by their ancient oath never to meddle in their affairs. But
one of their number has seen the coming evil and decided that oaths be damned
- something must be done to prevent complete and total destruction of all
life.

   4.1.viii Nali - A calm and completely peaceful race, the Nali continue to
practice their shamanistic meditation rituals as they have for thousands of
generations. They pray that one day, the oppression that besets their kind
will be lifted, or at the very least, they won't cross paths with any
Skaarj this year...
	
  4.2 ** Playable Characters **
      4.2.i Anubis
     4.2.ii Selket
    4.2.iii Sobek
     4.2.vi Raiden
      4.2.v Brock
     4.2.vi Lauren
    4.2.vii Sapphire
   4.2.viii Devastation
     4.2.ix Szalor
      4.2.x Malcolm
     4.2.xi Raptor
    4.2.xii Arclite
   4.2.xiii Gorge
    4.2.xiv Torgr


  4.3 **Unlockable AI Bots**
UC2 provides a spate of additional CPU-controlled characters to practice
against and keep your skills sharp while you're not on Xbox Live. Very little
is known about them, other than their names and races. Those marked with a *
will be unlocked for players' use with the release of two additional
dowloadable content packs very soon. Check the GameFaqs boards for more
information on this new content!
      
      4.3.i Humans:
            [NONE]

     4.3.ii Nakhti:
            Ra
            Hyena
            Nepthys
            Memphis
            *Apophis*
            Darius
            Mirage

    4.3.iii Necris:
            Lilith
            Judas
            Calypso
            Necris Selket* [available in downloaded content only]

     4.3.iv Androids:
            Szyzygy
            Corrosion

      4.3.v Juggernauts:
            Jackhammer

     4.3.vi Skaarj:
            Garek
            Kraag
            Korig

------------------------------------------------------------------------------
5. WEAPONS
------------------------------------------------------------------------------

1. ** Melee Weapons **

Below is a listing of all the different melee weapons in the game. In my
experience their basic functions don't appear to differ that much (although
I've noticed that Szalor and Sobek are much more successful in melee
encounters than other characters I've tried...), and I won't copy what the
manual says about them, as that adds nothing to the discussion. If anyone out
there wants to flesh out this section of the FAQ with some useful info, email
me (space.monkey@gmail.com)!

i. Nakhti Staff
ii. Nakhti Swords
iv. Skaarj Razik Claws
v. Legionnaire's Sword
vi. Juggernaut fists
vii. Liandri Hammers
viii. Molten Kamas
ix. Necris Swords
x. Necris Staff
xi. Cryo Staff
xii. Cryo Swords
xiii. Thunder Staff

2. ** Ranged Weapons **

******************************************************************************

To avoid any confusion, lets get some definitions out of the way, shall we?

PROJECTILE: What does your tool of death spit when you pull the trigger? Also,
does it hit the opponent instantly [instant-on], or do you have to lead the
target [target-led]?
RATE OF FIRE: How fast does it spit it? [Quick is < 0.5 sec between shots,
medium is 0.5-1.5 secs, and slow is 1.5 secs+]
RANGE: How far does your target have to run to be safe? [Short, Medium, Long]
ACCURACY: Can your gun part the target's hair at a thousand paces, or lay
waste to entire armies with a single shot? [Pinpoint means you actually have
to hit the target with the projectile to cause damage; Splash means projectile
damages over an area]
FIRING MODES: How does the gun behave in each of the firing modes, and how
can it best be used? [All my own opinions - feel free to ignore, and
experiment!]

******************************************************************************

i. Pistols

These are your default ranged weapons, and come in a variety of different
flavors depending on the race of your character. They may look or sound puny,
but those in the know have a healthy respect for some of their capabilities:

 - Human Enforcer Pistols
PROJECTILE: Armor piercing rounds [instant-on]
RATE OF FIRE: Quick
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- Semi-automatic alternate firing of both pistols (all pistols are
dual-wielded, because everyone in the tournament is a badass) for appreciable
damage against medium and light characters. Against heavier characters, you'd
probably do more damage with foul language. 30 rounds per magazine - pressing
the secondary fire button while firing primary shots forces a mid-combat
reload - careful, though, this takes a few seconds during which you're
completely defenseless.

 SECONDARY- Shoots a bolt of ice that will freeze/stun your opponent, opening
them up for a Coups De Gras, or the follow-up attack of your choice. It
should be noted that this projectile can track opponents slightly at a limited
distance. Also important to know is that it takes around 3-4 seconds for this
secondary attack to charge fully. Releasing the trigger before the projectile
is charged will cancel the attack, and you'll fire nothing - make sure you've
fully charged the shot before letting it go, as you don't want to flub your
attack while being charged by a snarling Skaarj warrior. A good way to make
sure this doesn't happen is to watch the aiming reticule as you're charging
the shot - once it stops animating, let 'er rip.

 - Necris Enforcer Pistols
PROJECTILE: Armor piercing rounds [instant-on]
RATE OF FIRE: Quick
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- See Human Enforcer Pistols

 SECONDARY- This attack fires out a bolt of Nanoblack, which is a fancy term
for undead blood - yuk. It will stun an opponent on contact, as well as
marginally drain their health. The same charging rules as the Human Enforcers
apply here, and again, this projectile can track opponents slightly at a
limited distance. IMPORTANT: Necris characters hit by this attack will be
healed instead of taking damage, so pick your victims wisely!

- Juggernaut Enforcer Pistols
PROJECTILE: Armor piercing rounds [instant-on]
RATE OF FIRE: Quick
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- See Human Enforcer Pistols

 SECONDARY- This mode of the Juggernaut Enforcers fits right in with their
brute-strength mentality. When fully charged, your character will loose off a
roughly 2-second fully automatic spray of bullets. This is a double-edged
sword, as it is a beast to aim, but can really put the fear of god into your
opponents (as if they weren't terrified of your hulking size already...).
Catch an opponent with this up close, and you'll typically do enough stun
damage to freeze them; a plus, since Juggernauts' melee attacks usually pound
an opponent to bloody gibs within 2 or 3 hits, making stunning very difficult
 for them to perform.

- Nakhti Energy Pistols
PROJECTILE: Plasma Bolts [target-led]
RATE OF FIRE: Quick
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- Semi-automatic alternate firing of both pistols for appreciable
damage against medium and light characters. Use against heavy characters is
ill-advised.

 SECONDARY- Charges up a large bolt of energy that will stun an opponent on
contact - releasing this bolt completely depletes your pistols for a few
seconds, so it's best to switch to another as soon as you fire it. Annoyingly,
the pistols cannot hold the charge indefinitely, and will automatically
release it after roughly 10 seconds - only start charging when you have
acquired a target to avoid wasting the shot and finding yourself out of ammo
when you need it most.

- Skaarj Razik blades
PROJECTILE: Laser-Charged Poison Bolts [target-led] (hey, don't ask me, that's
what it says in the manual...)
RATE OF FIRE: Medium
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- In addition to gutting you like a fish, the Skaarj wrist-blades fire
out twin green bolts of energy that do pretty good damage against all
character types. The bolts are fairly slow-moving, unfortunately, so lead your
target well before opening fire.

 SECONDARY- Shoots out a bolt of poison that will dramatically slow your
opponent down, as well as drain their health. Useful for making those annoying
mosquito-like light characters easier to get your hands on with the ol' claws.
Important to note that all Skaarj characters (i.e. Szalor, Torgr, and Garek)
are immune to the poison of this move. Also, it's my theory that the Liandri
robot characters remain unaffected by the poison, because, well, they're
robots...

- Lightning Bolts [Coming Soon!]

- Liandri Rivet Guns
PROJECTILE: Rivets [target-led] 
RATE OF FIRE: Quick
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- Pelts your target with red-hot rivets that most opponents seem to
shrug off (in case you can't tell by now, I tend to prefer using REAL guns in
this game...)

 SECONDARY- Your character fires off a wicked stake that has the ability to
skewer your opponent to the wall! Here's the thing, though: I can't decide
whether this projectile will ALWAYS stake an opponent to a wall no matter
where you hit them, or whether this effect only works under certain conditions
- can someone fill me in?

ii. Flak Cannon

TYPE: Explosive
PROJECTILE: Shrapnel/Flak shards [Target-led] (just - shots are very quick
out of the barrel, but slow right down a short distance away)
RATE OF FIRE: Medium
RANGE: Medium
ACCURACY: Pinpoint/Splash (each flak shard is pinpoint, however each shot
covers an area)
FIRING MODES:
 PRIMARY- The favorite of shotgunners everywhere, the Flak Cannon's primary
fire sends out a burst of shrapnel in a shotgun pattern with each shot. An
added twist to this mode is that the shrapnel will rebound off walls and
solid obstacles a limited number of times (once or twice), allowing you to put
some serious hurt on anyone in close range, and in pitched fights down long
corridors - beware getting caught by ricochets! The shotgun burst is also
handy for hitting fast-moving characters in the air, as the shrapnel covers a
spread out area, but the damage is slight.

 SECONDARY- Lobs an explosive shell that detonates upon impact with the ground,
obstacles, or your opponent, sending the same shards flying outwards. Great
for ambushing people from above, as well as placing at their feet, however
this is complicated by the arc in which the projectile travels - make sure to
compensate for this with your aiming. Also, be careful when firing this up
close, as a frag pineapple in the face can ruin your day.

iii. Rocket Launcher

TYPE: Explosive
PROJECTILE: Dumb-fire rocket [Target-led]
RATE OF FIRE: Slow
RANGE: Long
ACCURACY: Splash
FIRING MODES:
 PRIMARY- The old favorite sends a rocket propelled grenade in a straight line
towards your target. Each rocket is dumbfire (i.e. doesn't home in), so be
sure to lead your target before firing, and AIM AT THE FEET! Don't worry about
trying to score direct hits with the rocket, instead try to make the rocket
hit the ground or walls near them for a much higher chance of actually
touching them. Elevation from the target helps a lot here. Nimble and Homing
are the adrenaline powers of choice to use with this sucker - Nimble will
allow you to quickly get some air above your opponent and rain rockets on
their noggin, whereas Homing catches people by surprise when they see you
loosing off rockets that begin tracking them! Oh, and try not to fire them
point-blank at walls. It will hurt a bit.

 SECONDARY- Holding down the secondary fire button will load up to three
barrels of the Launcher before letting them loose in a tight formation for an
almighty amount of damage - this is great for downing slow-moving Juggernauts
and Skaarj in a hurry, but be ready to move in case it gets reflected back at
you...

 TERTIARY- Also known as 'Drunken Fire' mode. As with above, hold down the 
secondary fire button to fire off three rockets, and while they are in flight
(and continuing to hold the secondary button), tap the primary fire button.
You will hear a distinctive "CHING" noise, and each rocket will split into
two, resulting in 6 rockets! I like to begin the loading sequence on the
ground, then use the Nimble ability to get a bird's eye view of the target(s)
 - carpet-bomb the area from the sky and many multi-kills will be yours!

iv. Grenade Launcher

TYPE: Explosive
PROJECTILE: Bouncy Grenades [Target-led]
RATE OF FIRE: Slow
RANGE: Short
ACCURACY: Splash
FIRING MODES:
 PRIMARY- *PLUNK!* Almost every game worth playing has one of these. Primary
fire sends out a canister grenade that will explode after the 2 or 3 sec timer
runs out, upon contact with an opponent, or if it gets caught up in another
explosion. With skill and practice, you can place these so your enemies walk
into them, but be sure to compensate for the arc in which they travel.

 SECONDARY- Secondary fire launches sticky mines with a proximity sensor that
detonates it if any unfriendlies stray too close...You can also set the
suckers off manually by simply pressing the primary fire button while holding
secondary fire - you can do this in mid-air, but the explosion does less
damage this way. This is real useful for protecting the flag in CTF matches,
as well as just setting plain ol' ambushes at critical choke points for the
unwary. Note that the mines will detonate if they are caught in another
explosion, meaning that an opponent with a keen eye and a Rocket Launcher
handy can easily clear your carefully-laid trap with a single shot. To avoid
wasting your effort, look for less than obvious places to stick your mines -
just above doorways, in shadowy areas, around blind corners, on jump pads, on
walls with intricate textures; all of these locations can help conceal your
mines from all but the most observant opponents, and make those kills so much
more satisfying!

v. Ripjack

TYPE: Explosive
PROJECTILE: Ricocheting circular saw blades [Target-led]
RATE OF FIRE: Medium/Fast
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- This is a fun one >=) Primary mode of this unholy offspring of the
Razorjack and Ripper weapons from the previous games slings out buzzing,
spinning circular saw blades that can rebound off a number of surfaces. Rips
people to shreds in tight spaces and corridors - just aim at the ceiling,
walls or floor to make them almost impossible to dodge. An important thing
to keep in mind is that a direct hit to the neck will result in a
decapitation instant-kill and a highly satisfying animation of your opponent's
headless body slumping to its knees - bwah hah hah!

 SECONDARY- Ah, how I love zee eggsploseeves! Secondary mode of this
often-underused weapon spins the blade to build up kinetic energy. The result?
A slower-moving, faster-spinning explosive disc of Death, I tell you,
SCREAMING DEATH! You can charge up one of these babies and hold on to them
indefinitely - releasing them at the perfect time, or if you get surprised by
someone running around a corner. Better yet, you can let one fly at any time
during the charge up sequence for a variety of damage potential. Direct hits
are very bad things unless you're the one scoring them, tee hee.

 TERTIARY- By charging up a secondary Ripjack shot and then pressing the
primary fire button (as always while holding the secondary), you'll release a
slow-moving sticky mine that will detonate on contact with and in proximity to
opponents, as well as after a short delay.

vi. Sniper Rifle

TYPE: Energy
PROJECTILE: Tarydium slugs [Instant-On]
RATE OF FIRE: Slow
RANGE: Long, long, long!
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- One for the sneakier contestant, the Sniper Rifle has the range and
pure speed-to-target to let you pick opponents off long before you see the
whites of their eyes. Primary fire is a simultaneous burst of three rounds in
a vertical line. Contrary to the philosophy of Sniper Rifles in most games,
the rifle in UC2 is actually handy up-close; catching someone with all three
rounds is usually enough for a one-shot kill - just watch out for the reload
time if you miss! The range and speed of the Sniper Rifle allows you to take
pot shots at targets of opportunity that can sometimes present themselves on
the other side of the arena.

 SECONDARY- Pressing the secondary fire button will zoom the Sniper Rifle in
to your target. In the options screen, you can configure whether you wish to
do this incrementally (i.e. the scope gradually zooms in), or 'snaps' to
standard magnifications (instant 5x and 10x zooms). Personally, I use the
instant zoom, since I find you don't have enough time to be messing with the
view in the heat of the competition. While zoomed-in, the rifle also fires a
single, much more powerful round, which is an instant-kill on a headshot, and
can really ruin an opponent's day pretty much anywhere else.

vii. Stinger

TYPE: Energy
PROJECTILE: Tarydium shards [Instant-On]
RATE OF FIRE: v. Quick
RANGE: Long
ACCURACY: Fair
FIRING MODES:
 PRIMARY- Personally, I believe that miniguns should be used in all games from
Tetris to Tyrian, but I digress. UC2's take on this most intimidating of
weapons is a goodie - after a split second of 'cycling-up', the Stinger begins
to spew bullets at an appreciable rate. Keep holding down the trigger, though,
and the gun will begin to overheat. Most games would let this signal that you
must stop firing, but not UC2 - the overheating makes the gun fire EVEN
FASTER, and makes the bullets do MORE DAMAGE and CHANGE COLOR. What more
incentive could there be to liberally spray gunfire in your opponent's
direction until you run out of juice? The fact that the Stinger's bullets are
instant-on is a huge plus, making this a great weapon for harrassing and
chipping away at your target's health.

 SECONDARY- This firing mode is the only (I believe) projectile that tracks
your opponents by default. Again, after a brief cycling-up period, the Stinger
will shoot out larger, slower-moving Tarydium shards that track your opponents
rather well - locking on to the target makes this feature much more effective.
Unfortunately, their slow pace sometimes makes it difficult to hit the more
agile characters, and their damage potential doesn't increase with extended
trigger-holding like the primary firing mode.

 TERTIARY [unconfirmed]- There has been rumor that the Stinger hides within
its menacing chassis a third firing mode that rains down tracking bullets
similar to those of the secondary firing mode from the sky on an unsuspecting
opponent. If anyone can confirm or deny this, and provide guidance on how to
unleash this third mode, you know where to reach me...

viii. Shock Rifle

TYPE: Energy
PROJECTILE: Bolt o' volts [Instant-On]
RATE OF FIRE: Medium
RANGE: Long
ACCURACY: Pinpoint
FIRING MODES:
 PRIMARY- The Shock Rifle in my opinion is the 'Voldo' of the weapons in UC2;
it's one of those weird weapons that you hate using, but learn to respect
after you get whupped by someone who has unlocked its full potential. Primary
fire sends out an instant-on bolt of energy in a straight line that does a
fair amount of damage against all types of characters (I theorize that
Liandri Droids are more susceptible to damage from this - anyone wish to
confirm/deny?). The time between shots means that patience is a must - pick
your shots wisely, and make 'em count (aiming for the torso is best, since
it's a bigger target, and there doesn't appear to be any difference in damage
caused by head/torso shots)...don't expect to be clearing rooms with this
mode.

 SECONDARY- Secondary fire mode with this most flexible of weapons fires out a
slower moving energy ball that explodes on contact with enemies and surfaces
for a healthy amount of damage. It's a little slow for catching targets at any
range but close, but often you will find that people get suckered by the
ball's surprisingly large splash damage radius.

 TERTIARY- Tertiary fire mode is where things start to get interesting with
the Shock Rifle. After firing a shock ball with the secondary mode, you can
cause it to detonate in a large explosion by simply hitting the ball with a
primary shot. This is your room-clearing weapon, right here; the explosion can
inflict heavy damage to anyone caught up in the blast, and is great for
ambushing opponents in dead-ends, or two plus targets who didn't notice your
energy ball winging its merry way towards them while they were going toe-to-
toe. Unfortunately, hitting the ball can be difficult when you're moving, but
staying still makes you an easy target. I'd recommend you make sure there's
no-one close by before you try this. Perseverance is key, as it can be
difficult to time the detonation right - try watching the blue lighting
effects that the ball casts on its surroundings. When you see the target start
to change color, chances are it's a good time to pull the trigger.

 QUATERNARY (?)- I believe this mode is rarely-used, but it only adds to the
flexibility of the Shock Rifle. Press and hold the secondary fire button to
release a shock ball, and then press the primary fire button to freeze the
shock ball in mid-air. From here, you have a number of options:

a) Leave it as a landmine of sorts - shock balls will detonate on contact with
an enemy. After a while they will fizzle into thin air, though.

b) Lay more frozen shock balls as a deterrent around the flag in CTF games,
for example. If you freeze the balls close enough together, you can...

c) Detonate them with a primary shot - if the balls are caught in each other's
detonations, you can set off a pretty wild chain reaction that will most
probably atomize anyone foolish enough to be dancing in the garden of death
that you've created. 

d) Expand the ball - you can shoot up to 11 additional shock balls into the
first one that you froze, before detonating it. Keep your distance before
lighting up an 11-ball atom bomb.

ix. BioRifle

TYPE: Energy
PROJECTILE: Gob of goo [oh-so target-led]
RATE OF FIRE: Medium
RANGE: Short
ACCURACY: Splash
FIRING MODES:
 PRIMARY- The BioRifle is another interesting one. Primary shoots out little
gobs of poisonous/explosive goo that has limited intelligence of its own, and
will hop after the target for a short distance. I find this gun useful for
barricading off areas by littering it with goo-buddies and watching opponents
try to get past them without getting hit. In a more aggressive situation,
you'll probably want to use...

 SECONDARY- The secondary mode of this weird gun loads up a full canister of
this slime and unloads it in one almighty ball of spooge. Sounds stupid, but a
direct hit with this projectile will obliterate any medium or light character,
and heavily damage anyone else. It will also pursue the target for longer and
further than its little buddies. Be careful when loosing this off at close
range, as if the shot connects, it will erupt into 5-6 smaller gobs that can
damage you with the splash-back. Typically when using the BioRifle, I will
use the secondary attack first and quickly follow up with several primary
shots to make things difficult for the opponent. Also, as with some of the
pistols' secondary modes, this mode will only fire when fully charged, so make
sure the aiming reticule has stopped animating before blowing your load...

 TERTIARY- Charge up a full secondary shot, press the primary fire button to
shoot it, and then release both buttons before it hits anything (walls,
ceiling, floor, opponents, etc.) to detonate the big gob of goo into a
stationary poison mist. As with the other poison abilities, this cloud will
drain the health of anyone who comes into contact with it, as well as slowing
them down and slightly obscuring their vision. Skaarj characters are immune to
the effects, but this firing mode is useful for blocking off choke points on
the map, protecting the flag, etc.

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6. GAMETYPES
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  6.1 ** Deathmatch **
  6.2 ** Team Deathmatch **
  6.3 ** Capture The Flag **
  6.4 ** Overdrive **
  6.5 ** Nali Slaughter **
  6.6 ** Survival **