---------------------------------------- Unreal Tournament 2003 - FAQ v1.02 (Sep 20, 2002) - For UT 2003 Demo by Matthew Lam of www.chibiknights.com ---------------------------------------- Revisions --------- 1.02 - Fixed revision numbering (should have been 1.01, not 1.1) Added double jump/elevator combo info - Thanks to rumit Updated Booster info - Thanks to Z-Force Added info on targeting Bombing Run ball passing Added brief section on weapons 1.01 - Added/fixed info on Invisibility, Berserk, and adrenaline point rules/scoring. - Thanks to Damage Table of Contents ----------------- 1. Introduction 2. Advanced Movements 2.1. Dodging 2.2. Double Jump 3. Adrenaline 3.1. Speed 3.2. Booster 3.3. Invisible 3.4. Berserk 4. Weapons 4.1. Translocator 4.2. Shield Gun 4.3. Assault Rifle 4.4. Shock Rifle 4.5. Link Gun 4.6. Bio-Rifle 4.7. Minigun 4.8. Flak Cannon 4.9. Lightning Gun 4.10. Rocket Launcher 4.11. Ion Painter 4.12. Redeemer 5. Bombing Run 5.1. Rules 5.2. Scoring 5.3. The Radar 5.4. Carrying the ball 5.5. Tips 6. Communication 7. Credits --------------- 1. Introduction --------------- This FAQ is a quick write up targeted for players of the Unreal Tournament 2003 demo. I haven't had the demo that long, and already I can see that this game will easily surpass the level of addicition that the original Unreal Tournament had for me. Unfortunately, the demo version comes with no instructions, and the readme file mostly contains technical info on running the game. The full game doesn't come out until October 1st, according to EBgames.com, so we may not see official instructions until then. There's a fair amount of things that are new, so I want to pass on what I've learned. Please keep in mind that whatever is stated here is based solely on my observations. It's quite possible that I have some information wrong. Feel free to send additions/corrections to email@example.com. If I make a change to this FAQ, I will try to credit individuals to the best of my abilities. --------------------- 2. Advanced Movements --------------------- Advanced moves include dodging and double jump, and can be incredibly important during play. 2.1. Dodging ------------ To dodge, double tap one of the four directions (forward, backward, strafe left, strafe right). This should cause your character to make a small but quick leap or roll in that direction. While your character is performing this dodge motion, you cannot move in any other direction. Some players may find dodging to be annoying when trying to outstrafe an opponent back and forth, but note that you cannot otherwise move as quickly as you can while dodging. Dodging creates a slight pause at the end of your motion, so you cannot use forward dodging to quickly run faster. 2.2. Double Jump ***Very important!*** ---------------- To double jump, press the jump key once (spacebar by default), and press it again quickly at any point AFTER reaching the peak of your jump. This technique is extremely important to master as not only can it make you more difficult to hit, but also allows you to reach some places that are otherwise inaccessible. If you double jump while being lifted by an elevator platform, you will be boosted even higher. It is almost impossible to score a "touchdown" in Bombing Run without performing a double jump. ------------- 3. Adrenaline ------------- Adrenaline is probably the most unusual change to Unreal Tournament. When you get your adrenaline up, you can press a key combination to generate different "powers" that I will describe below. To increase your adrenaline, collect the adrenaline pills scattered around the map. They are big red and white pill capsules. Each pill increases adrenaline by 3, and your total adrenaline count is displayed in the upper-right corner of the HUD (conveniently, with a picture of a pill). You can also increase your damage by killing opponents. It appears that you get 5 adrenaline points for killing a basic opponent, but the value increases based on certain factors. For example, killing the ball carrier in Bombing Run nets you 12 adrenaline points. Killing basic opponents in Bombing Run seems to only net 3 adrenaline points. As far as I can tell, you CANNOT use any of your "powers" until you have full 100 adrenaline. You also cannot collect more than 100. However, while a power is in effect, your adrenaline will quickly drain, but the effects can be prolonged by picking up more pills to keep your adrenaline up. Power effects end when your adrenaline reaches zero (0), and I do not know of any method to cancel a power once it is in effect, short of dying. If you die while using a power, the power effect ends and your adrenaline resets to 0. So long as you're not currently using a power, your adrenaline count stays that same when you die (if you had 33 adrenaline and died, you will still have 33 when you respawn), which is good because collecting full adrenaline can take a while. Here are the powers I have found so far: - Speed (press forward 4 times) - Booster (press backward 4 times) - Invisibility (press strafe right 2 times, then strafe left 2 times) - Berserk (press forward 2 times, then backward 2 times) Remember you must be at 100 adrenaline before these will work. 3.1. Speed ---------- To activate Speed, press the "Forward" direction quickly four (4) times at full adrenaline. By default, "foward" is the 'W' key, this is the key that makes you move in the direction you're facking. While speed is in effect, you move at a quicker rate, probably at or below twice normal speed. I do not believe that you fire quicker. 3.2. Booster ------------ To activate Booster, press the "Backward" direction quickly four (4) times at full adrenaline. While Booster is in effect, your health regenerates at a rate of about 5 hit points per second. Your health will max out at 199, at which point your shields will increase, to max of 150. While your stats will no increase beyond this point, the effect will not wear off until your adrenaline runs out. So if you get shot while Booster is still working, you will quickly regenerate lost hit points. You can tell Booster is in effect by an "aura" of small green plus (+) signs that appear around its user. It is not impossible to kill someone with Booster in effect, though definitely more difficult, for obvious reasons. 3.3. Invisible ----------------- To activate Invisible, press "Strafe Right" twice and then "Strafe Left" twice quickly. Strafe left and right are the 'A' and 'D' keys by default. Invisibility makes you (mostly) invisible. You appear as a ghostly shimmer, which is pretty much impossible to see unless you are looking for it, and still incredibly difficult to pick out in a fight even when you are. I'm pretty sure that if you're carrying the ball in Bombing Run that everyone will still see the ball carrier aura, which might be a bit eerie, but not very effective. =) 3.4. Berserk ------------ To activate Berserk, press the "Forward" key twice, and then "Backward" twice quickly. Berserk increases your firing rate, so that your weapons take less time between shots. "Berserk + Chaingun = Swiss Cheese. =)" - Damage ---------- 4. Weapons ---------- Here's a quick description of each weapon in the game. Of particular interest may be the Link gun's "team linking" capability, as well as some of the uses of the shield gun (jackhammer). Players should also read up on the highly useful translocator as well if they are unfamilar with how it works. 4.1. Translocator ----------------- Technically speaking, the translocator isn't a weapon, but a transportation device. Fire a translocator with the primary fire key, and then hit the secondary fire to teleport to where the translocator is located. In terms of physics, Translocators act similar to a launched grenade. After a translocator device has been deployed, you can press the same key used to equip the translocator (the 'Q' key by default) to switch your viewpoint to that of the deployed translocator, as if it were a remote camera. Hit the key again to switch out of the camera view. Alternatively, you can hit primary fire to recall the translocator, or secondary fire to teleport to its location. You start with an inventory of 5 translocators. One is used up each time you teleport. At this point a bar begins to fill in your weapon ammo display in the bottom right corner of the HUD. When the bar fills, a translocator is regenerated. If you use up all of your translocators in inventory, you won't be able to fire one until one has regenerated. 4.2. Shield Gun --------------- The shield gun is the 2003 version of Unreal Tournament's original jackhammer. By holding down the primary fire, a bar fills in the weapon ammo display in the bottom right corner of the HUD. A close range burst of energy is released when you run into another individual or when the primary fire is released. At full power, the shield gun does extreme damage, enough to instantly kill most unshielded opponents. If you point the shield gun at the floor and release a burst, you can propell yourself into the air, a trick borrowed from UT. In UT 2003, double jump is usually just as effective, however. The secondary fire of the shield gun projects (surprise!) a shield. This field protects you from most basic damage from projectiles and explosions. While in use, the weapon's charge will quickly drain. The charge begins at 100, and regenerates when the shield is not in use. The shield can be a very effective tool, particularly in Bombing Run. It can be used to act as, well, a shield for the ball carrier. Firing back may distract defenders and send them back to their spawn points, but being able to intercept projectiles and weapon fire can be extremely useful too. 4.3. Assault Rifle ------------------ The assault rifle is the basic offensive starter weapon. Primary fire acts as a machine gun. The secondary fire acts as a grenade launcher. You start with 4 grenades. Holding down secondary fire determines how force is used to propell the grenades. 4.4. Shock Rifle ---------------- The primary fire of the shock rifle is a high powered laser. It does slightly less damage than the lightning gun sniper weapon, but has a higher rate of fire. The secondary fire projects a sphere of energy. Energy spheres move in a straight line in the direction they were fired, and aren't very quick. The sphere will burst when it contacts an object for moderate damage. You can also set off a sphere by hitting it will the primary laser fire of the shock rifle, which causes a much larger and more damaging explosion. 4.5. Link Gun ------------- Similar to the plasma gun in the original UT, the Link gun's primary fire consists of rapid firing bullets of green plasma energy. At close range, the damage is comparable to that of the minigun, but it can be easier to hit the target due to the width of the projectiles. The secondary fire projects a green plasma beam of medium length. The button must be held down to be used effectively, and the beam damages any opponents that come in contact with it. Think of the beam as a long lightsaber or focused flamethrower. Damage is somewhere between low and medium, but can kill an opponent relatively quickly when constantly focused upon them. In a team based effort, link guns can combine powers between teammates. Just fire the secondary beam fire at a teammate equiped with another link gun. The beam should be the color of the team you're on. This will increase the power of the person being linked, and will not use up any of your link gun ammo. The person being linked will shoot a yellow beam of plasma than does intense damage. 4.6. Bio-Rifle -------------- The Bio-Rifle shoots out blobs of damaging ooze. The blobs cannot be projected far at all (maybe 10 feet max), but do extreme damage to anyone who is hit by them. Blobs that hit the ground will stay there for a few seconds before dissolving, but anyone who walks over them before then will take damage. Holding down secondary fire will fill the Bio-Rifle's chamber with the ooze, and will be released in one big burst when released. If hit, this will kill most unshielded opponents instantly. Be very careful however, as the burst will almost definitely kill you as well if you are at actual melee range when fired. Practicing enough to know the range of the weapon can make it quite effective, particularly on defense. Most players ignore it for weapons with better range, however. 4.7. Minigun ------------ The minigun is just as the name implies. It acts as a quick firing high powered machine gun. I'm not sure what the difference is between the fire modes. The primary fire uses up ammo at a much quicker rate than the secondary fire, which is the opposite of how the minigun worked in original Unreal Tournament. Assuming it's the total opposite, primary fire shoots more quickly, but is less accurate, while secondary fire is slower but more accurate. 4.8. Flak Cannon ---------------- The flak cannon is a high powered variation of a shotgun. Primary fire projects a burst of flak projectiles in a shotgun-type spread. Flak bullets will bounce slightly off walls. At close range, this attack will do extreme damage. The secondary fire launches a flak grenade, which explodes and does decent splash damage when it hits an object, including the ground. Flak grenades are effected by gravity, and must be heavy because they won't go very far. A direct hit by a flak grenade does extreme damage, and splash damage is somewhere above medium. The primary and secondary fire modes both use 1 unit of flak cannon ammo. 4.9. Lightning Gun ------------------ The lightning gun is the new variation of a sniper weapon. Primary fire shoots a burst of lightning that is completely accurate over a long distance. Secondary fire activates the scope. Hold secondary fire down to zoom, and release at the desired setting. Click secondary fire again to leave the zoom mode. The lightning gun can do insane damage, and is an instant kill when fired at the head of an unshielded opponent. It has a very low rate of fire. The lightning gun is considered to be a balanced sniper weapon, because while it continues to be effective over long distances, the arc of lightning is quite visible in the air, preventing snipers from hiding in corner where no one can see them while they constantly pick off players. 4.10. Rocket Launcher --------------------- The primary fire of the rocket launcher fires a rocket. Rockets travel at a medium rate, and do high damage and medium to high splash damage. As it can be hard to hit a player dead on with a rocket, it is usually a good strategy to aim for where their feet will be. The splash damage will also push them away from where the blast occured, which can be helpful to keep someone away from a certain target. Holding down secondary fire will load up to 3 rockets into the launcher. Once 3 rockets are loaded, ammo is used up, or the secondary fire is release, the rockets will fire simultaneously. 3 rockets will spread out slightly to do damage over a larger area, unless the targeting cursor is kept over the target for a short period of time, at which point the launcher will lock onto that target. When locked on, rockets will spiral in towards the target. 4.11. Ion Painter (not in demo) ----------------- According to descriptions, the ion painter is used to "mark" a target. Shortly after a target has been marked, an *orbital weapon* will vaporize the target! 4.12. Redeemer (not in demo) -------------- The ultimate weapon of UT returns! The redeemer can be fired only once, but launches a small, slow moving nuclear warhead. When runs into an object, a blast the size of a small house does insane damage to anything in its radius. Secondary fire can be used to switch a fired nuke's camera, at which point it can be guided around using the same controls for player movement. -------------- 5. Bombing Run -------------- Bombing Run is basically Unreal Football. And as silly as that might sound, it's insanely addictive! 5.1. Rules ---------- - The ball appears in the center of the map, players in their base - There is a gateway in each team's base, these serve as Goals - When the ball is scored, the ball reappears in the center, and players are teleported back to their bases - If the ball is somehow lost (ex: falls into a bottomless pit), it will reappear in the center WITHOUT resetting player positions. The announcer will declare when this is about to happen 5.2. Scoring ------------ - You score 7 points for carrying the ball through a goal - You score 3 points for shooting the ball through a goal 5.3. The Radar *** VERY IMPORTANT! *** -------------- - At the very top of the screen between the team scores is the radar. - The picture of a ball will be orange if no team has the ball, red if the red team has it, and blue if the blue team has it. - A yellow dot indicates what direction the ball is from you, like a compass. If the dot is at the top of the circle, the ball is in the direction you are facing. If it is at the bottom of the circle, you must turn around. 5.4. Carrying the ball ---------------------- - Run over a loose ball to pick it up - Kill an enemy ball carrier to make him/her drop the ball - While carrying the ball, you cannot use weapons or the translocator - While carrying the ball, you will slowly regenerate up to 100 health - Firing will shoot the ball. This can be used to pass to another player or shoot the ball into the goal. You can use secondary fire to target a teammate. This will help auto-aim a pass to a limited degree. Targeting does NOT work on the goal. - The ball IS affected by gravity! You cannot shoot it very far. Fire like you would a grenade. - While you cannot use weapons, you CAN use your adrenaline powers while carrying the ball! - Ball carriers are worth 12 adrenaline points if you kill them 5.5. Tips --------- In the Bombing Run map included with the UT 2003 demo, it is almost impossible to score a "touchdown" through the goals without double jumping! And to make matters worse, below each goal is a pit of death. If you are not sure you can make it through, you should strongly consider shooting the ball through the goal for less points. I'm not sure there's quite anything more humiliating than running towards the goal to win the game and falling to your death instead. But remember that the ball is affected by gravity, so take this into consideration when aiming. It is incredibly difficult to score a "touchdown" without falling into the bottomless pit below immediately after. If you die, you lose any weapons you're carrying. If you shoot the ball through the goal, so long as you survive the next 3 seconds before the board resets, you'll start out with your weapons and ammo stores intact. Keep in mind that if you're using an adrenaline power, you reset to zero adrenaline when the board resets after scoring, regardless of who and how it was scored. When defending, pick up the shields in the last arena before the goal room. It's not very bright to let an enemy ball carrier pick up your own shields on his run to your goal. Consider using the jackhammer (weapon 1) when you don't have a better weapon. The jackhammer's secondary fire is a shield you can use to screen ball carriers on your team, and the primary weapon does excellent melee damage while also knocking the enemy away. This can also be helpful when defending a ball carrier because it screws up the enemy's aim, compared with most other weapons that simply do health damage. ---------------- 5. Communication ---------------- I believe by default, 'T' is the global chat key, and 'Y' is for team chat. Press the key, type a message, and press Enter to send it. Since it can be hard to pay attention to text messages during the heat of battle, you can use the 'V' key to bring up the pre-recorded voice chat commands. By cycling through the menus, your character will "speak" an audio message to other players. Orders will only be heard to the players on your team they are directed to. The voice command menus are rather poor compared to games like Tribes. Order types aren't categorized separately from each other (no defensive or offensive categories). Perhaps worst of all, when sending a message to All players on your team, the "All" group is not the first selection on the target list. This prevents you from memorizing a voice key combination, as you must pay attention to see who is getting the message. I do believe you can rebind these commands however, although I have not tried this yet. ---------- 6. Credits ---------- This FAQ was written by Matthew Lam. His website is accessible at http://www.chibiknights.com - Thanks to Damage for information on Invisibility, Berserk, and some adrenaline point rules. - Thanks to rumit for info on elevator double jumping. - Thanks to Z-Force for pointing out that Booster Adrenaline increases shields when health is maxed out. Send any comments/feedback/contributions to firstname.lastname@example.org Please do not expect a response, I'm not sure how much effort will continue to go into this FAQ at the present time, but I would like to do what I can to help out the gaming community. Playing Bombing Run is always more fun with players who know what they're doing =) I will credit any contributions where appropriate, as best I can. Thanks for reading!
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