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    FAQ/Strategy Guide by Ranilin

    Version: 1.5 | Updated: 07/19/03 | Search Guide | Bookmark Guide

                **                                  **
                **  Unreal Championship Guide v1.5  **
                **           by Ranilin             **
                **                                  **
                ** E-mail: zidaneslayer@hotmail.com **
                **        Gamertag: Ranilin         **
                **                                  **
                **   Last Updated: July 19th, 2003  **
                **                                  **
                Game Info
                Player(s): 1-4
                Xbox System Link
                Online Multiplay (Live)
                Voice Communication
                Content Download
                Live Stat Tracking
    1. Introduction & Changes
     1.1 Introduction
     1.2 Changes
     1.3 Patch Changes/Fixes & Explanations
    2. Background
    3. Setting up the Game
     3.1 Single Player
     3.2 Sytem Link Play
     3.3 Xbox Live
      3.3a Router Help
     3.4 Actually Playing
    4. Settings
     4.1 Audio
     4.2 Controller
     4.3 Input
     4.4 Misc
    5. Game Types
     5.1 Deathmatch
     5.2 Team Deathmatch
     5.3 Survival
     5.4 Capture the Flag
     5.5 Bombing Run
     5.6 Double Domination
     5.7 Additional Info
    6. Weapons
     6.1 Shieldgun
     6.2 Assault Rifle
     6.3 Minigun
     6.4 Flak Cannon 3.0
     6.5 Lightning Gun
     6.6 Rocket Launcher
     6.7 Shock Rifle
     6.8 T.A.G Rifle/Ion Cannon
     6.9 Translocator
     6.10 Ball Launcher
     6.11 BioRifle 2.0
     6.12 The Link
    7. Powerups, Pickups, And Important Items
     7.1 Health Vials
     7.2 Health Pack
     7.3 Mega Health
     7.4 Shield Pack
     7.5 Super Shield Pack
     7.6 Double Damage
     7.7 Adrenaline
     7.8 Bomb Gate
     7.9 Domination Point
     7.10 Flag Stand
    8. Species Information
     8.1 Gen Mo'Kai
     8.2 Automatons (robots)
     8.3 Mercenaries
     8.4 Juggernauts
     8.5 Anubans (also called Egyptians sometimes)
     8.6 Nightmare
     8.7 Character Affinities
      8.7a Ammo (A)
      8.7b Damage (D)
      8.7c Fire Rate (F)
    9. Mutator Information
     9.1 Arena
     9.2 Floaty Cadavers
     9.3 Insta Gib
     9.4 Link Gun Medic
     9.5 Low Grav
     9.6 No Adrenaline
     9.7 Big Head
     9.8 Competition Mode
     9.9 Regeneration
     9.10 Slow Motion Corpses
     9.11 Vampire
    10. Playing the Game
     10.1 Using the Taunts/Orders Menu Effectively
     10.2 Single Player Campaign
     10.3 Offline Multiplay
     10.4 Xbox Link Play
     10.5 Xbox Live Play
     10.6 Voice Channel Menu
     10.7 Using Mutators
    11. Gameplay Tips
     11.1 Dodging
     11.2 Dodge Jumping
     11.3 Controller Schemes
     11.4 Wall Jumping
     11.5 Elevator Jumping
     11.6 Adrenaline Abilities
     11.7 Character Selection
     11.8 Linking 3 or More Players
    12. Game Strategies
     12.1 General Strategies
     12.2 Deathmatch
     12.3 Team Deathmatch
     12.4 Survival
     12.5 Capture the Flag
     12.6 Bombing Run
     12.7 Double Domination
     12.8 Additional Info
    13. Live Info
     13.1 Good Servers
    14. Credits
    15. Legalities
    Unreal Championship is a FPS (First Person Shooter) based on the
    PC game Unreal Tournament. Bearing many similarities and
    references to the PC, it still makes a solid standalone game.
    This Guide is very straight forward. If you have anything I
    should add, feel free to e-mail me at the above address. I will
    NOT be posting glitches in this Guide. I'm always looking for
    new strategies to add, or other things of use (controller
    setups, etc). This guide has been updated since a patch was
    released for UC.
     1.2 CHANGES
    Changes go down in order, from oldest (original creation) to newest
    (last update).
    V1.0 - April 30th - Original Creation
     Basics were written and submitted.
    V1.2 - May 26th
     Updated Section 1.1 Introduction
     Added this section (1.2 Changes)
     Added section 1.3 Patch Changes/Fixes & Explanations
     Added a small note, section 3.4
     Updated Section 10.3 Offline Multiplayer
     Added section 10.7 Using Mutators
     Updated section 11.6 - Berserk Definition
     Added section 12.1 General Strategies, bumped old section 12s by one
     Updated the strategy section (section 12)
    V1.4 - July 17th
     Updated Link Gun playing tips with notes 6 and 7
     Corrected ammo amount in the shield gun's ammo affinity
     Updated shield gun playing tips with notes 3, 4, 5, 6, and 7
     Updated Translocator playing tip 3, added 4 and 5
    V1.5 - July 19th
     Added section 11.8 (more Link gun information)
     Corrected the silly updated date
    Changes of May 22, 2003:
    1) The T.A.G. Rifle exploit. 
    2) The Rocket Launcher exploit. 
    3) All known map exploits. 
    4) The auto-aim exploit. 
    5) The novice bot, stats exploit. 
    6) The message: "No AA" now denotes a server that has auto-aim
    7) The ‘ghost-flag’ exploit, in CTF matches. 
    8) Joining full servers: UC now checks if there is room in the
     game... before loading the map. 
    9) Resolved an occasional crash when joining a friend's match. 
    10) Resolved issues with Max Players & Private Slots. 
    11) Players will now receive 1-point of damage when impeding
    12) The translocator disc will return to the gun, if it impedes
     a lift. 
    13) Players can no longer utilize the translocator, to pass
     through world geometry. 
    14) Anti-aliasing is now disabled by default. To enable it,
     depress both thumbsticks simultaneously during the initial
     UC intro video sequence. 
    15) Team-balancing fixed. The message "Teams Unbalanced", will
     show up briefly during an existing match, if the teams become
    Explanation of the above changes:
    1) No longer have infinite ammo with the T.A.G. Rifle
    2) Hosts can no longer stay locked on people forever
    3) Too much to explain.
    4) Hosts cannot disable autoaim for guests and turn it back on
     for self.
    5) Cannot slaughter bots on Live to fortify stats falsely.
    6) Self explanatory.
    7) Can no longer make flags appear to still be at base when they
     really are not.
    8) You won't get the message "This game is no longer available
     AFTER loading the level" anymore
    9) Self explained.
    10) I'm unsure of what is being referenced.
    11) Standing under an elevator of any type when it comes down
     harms you
    12) Translocator discs cannot be used to make an elevator steadily
     go up and down forever.
    13) All methods of getting outside level boundaries have been fixed.
    14) Self explanatory.
    15) Anytime one team has more total players than another, the message
     "Teams Unbalanced" will be displayed briefly.
    STORY BACKGROUND: The story opens with the death of a.. oh wait.
    There is no background story included. Guess that concludes
    section 2 of this Guide!
    Simply turn the power on, insert the game disc, and let it load.
    If you have never played before, you'll have to create a
    profile. Otherwise, the one you played with last will already be
    selected. The Xbox has a 'memory cache' that remembers some
    things. If you've played several other games since UC, you'll be
    asked to choose/create a profile again. After doing so, go to
    Instant Action for a quick match, or choose Single Player for a
    series of various matches forming a 'campaign.'
    After loading a profile, select System Link from the main menu.
    The screen that comes up will have a list of all games being
    hosted with available room. If none are listed, you can host
    For directions on setting up the system link, check your Xbox's
    If you have broadband connection, but do Not have Xbox Live, you
    can still play ANY System Link capable game online. Simply go to
    and follow directions.
     3.3 XBOX LIVE
    Go to the following address for complete help with setup:
    DIRECT CONNECTION: Turn the modem's power off. Plug a normal RJ-
    45 ethernet cable into the modem's ethernet port, and the
    Xbox's ethernet port. Turn the modem back on. After it
    establishes connection and is ready for use, you should be able
    to connect to Live. The reason for turning the modem's power
    off is that it will 'capture' the address (MAC address) of the
    Xbox for communication. The Xbox itself has the ability to
    'clone' the MAC address of anything else if you know what it
    is. For example, you could clone the MAC Address of your PC's
    ethernet card, and there would be no need to power on and off
    the modem when plugging the cable into either one.
    ROUTER CONNECTION: If you wish to be able to use both computer
    and Xbox online at the same time (or anything else that
    requires your broadband services), a router is the best way to
    go. First, power off the modem, then connect the modem to the
    router's Uplink port, or WAN port (refer to router's manual).
    Next, connect the Xbox to an available port on the router, as
    well as anything else needed. Turn the modem and router's power
    back on. With a little luck, everything should now be working.
    Try surfing the web with your PC. If it doesn't work, read
    section 3.3a of this guide for more technical help.
    USB MODEM/ICS CONNECTION: If your modem has no ethernet port,
    you'll need to buy an ethernet card and install it into your
    PC. This is the most complex method of connecting, and requires
    your PC to be ON for the Xbox to access the net. Due to that,
    please use the above address to find help on it.
      3.3a ROUTER HELP
    Be sure your router is compatible with Xbox Live. Go here:
    If you can connect to games, but people cannot join yours, be
    sure to have the correct ports on your router forwarded/open.
    You need the following: UDP 88, UDP 3074, and TCP 3074
    AOL Broadband is NOT compatible with Xbox Live, no matter what
    Read section 10 of this guide for directions.
     4.1 AUDIO
    MUSIC VOLUME:     Between 1 and 10, 10 being highest
    EFFECTS VOLUME:   Between 1 and 10, 10 being highest
    VOICE VOLUME:     Between 1 and 10, 10 being highest
    PLAY TAUNTS:      On/Off (turn this off when being spammed)
    MESSAGE BEEP:     On/Off
    AUTO-TAUNT:       On/Off (can spam people alot)
    MATURE TAUNTS:    On/Off
    Movement:        Left Analog (forward/back, strafe left/right)
    Aiming:          Right Analog (look up/down, turn left/right)
    Alt.  Movement:  Directional Pad (forward/back/left/right)
    Primary Fire:    R1 (Right Trigger)
    Secondary Fire:  L1 (Left Trigger)
    Next Weapon:     B
    Previous Weapon: X
    Jump:            A / L2 (click in left joystick)
    Taunts/Orders:   Y
    Scoreboard:      Black button
    Player Stats:    White button
    Voice Menu:      Back button
    Start Menu:      Start button
    Center View:     R2 (click in right joystick)
    NOTE: Read section 11 of this Guide for changing controller setup
     4.3 INPUT
    DODGING:            On/Off (explained in section 11)
    AUTO AIM:           On/Off (read below for more info)
    LOOK X SENSITIVITY: Between 500 to 6000 (how fast you turn)
    LOOK Y SENSITIVITY: Between 500 to 6000 (looking up and down)
    INVERT LOOK Y:      On/Off (When off, press up on right analog to
                        look up, down to look down - default is
                        off, most prefer on)
    SPRING LOOK Y:      On/Off (If not actively changing the
                        direction you are looking, it will
                        automatically recenter view)
    NOTE: Auto-aim on or off is not controlled by your setting if
    you are not the host of a game. When playing on someone else's
    server, you're auto-aim will be on/off depending upon host's
    setting when level is loaded.
     4.4 MISC
    NO GORE:            On/Off
    AUTO SWITCH WEAPON: On/Off (weapon changes to stronger one when
                        picked up)
    VIBRATION:          On/Off
    MANUAL DETAILS: Deathmatch is an every-man-for-himself sport in
    which you use weapons and pickups found through each match to
    kill the other players. Every time you kill another player,
    your score goes up one point. The first player to reach a
    predetermined score wins the match.
    MANUAL DETAILS: Team Deathmatch is just like regular Deathmatch,
    except that the players in the map are split into two teams. A
    team's score goes up one point every time a player from the
    other team is killed. The team that reaches the predetermined
    limit first wins.
     5.3 SURVIVAL
    MANUAL DETAILS: Survival is a one-on-one match, that pits you
    against all of the other players in the game, one at a time.
    MANUAL DETAILS: Capture the Flag is a team game where one team
    must capture the other team's flag a predetermined amount of
    times to win the match. To capture the other team's flag, run
    over the flag in the other team's base, and then return to your
    base and touch your own flag. You drop the flag if you are
    killed or use the Translocator. (Note: Cannot score if other
    team currently has your flag)
     5.5 BOMBING RUN
    MANUAL DETAILS: Bombing Run is a team game where one team must
    grab the ball, which spawns in the middle of the map, and
    deliver it to a Bomb Gate in the opposing team's base. Players
    can launch the ball through the Bomb Gate or run through it.
    Once a team has scored a predetermined number of times, they
    win the match.
    MANUAL DETAILS: Double Domination is a team game where one team
    must control both Domination Points in the map simultaneously
    for 12 seconds. Each time a team manages to do this, they score
    one point. The first team to reach a predetermined score wins
    the match.
    MANUAL DETAILS: When you select a game type you wish to play, you
    have the option of choosing on which maps to play. Your team is
    picked automatically for you and will be different in each
    game. The only goal of Instant Action play is to win individual
    matches. At any time during Instant Action play, a second (and
    third or fourth player, depending on which map is being played)
    can plug in another controller and join in the action on
    NOTES: When choosing the map in any game type, press the X button
    to go into settings. Press X again from there to access the
    Mutator settings. You can enable or disable a mutator by pressing
    the A button while it is highlighted. The Arena mode is the only
    mutator with extra options (also accessed by pressing X when
    highlighted). When done with anything, press B to return to the
    previous menu. When ready to begin the game, just select the
    map and continue like normal. For simple strategies, check
    section 12 of this Guide (incomplete at this time).
    6. WEAPONS
    NOTE: All information displayed is based upon the character
    having NO affinity with the weapon being described. Changes
    made by affinity will be listed also, however. 
     6.1 SHIELDGUN
    MANUAL DETAILS: 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
    PRIMARY FIRE: A close range weapon, it requires no ammo to use.
    By holding the primary fire button, it charges an attack.
    Depending upon the percent charged, the damage varies. Must
    make direct contact with an opponent to inflict damage.
    SECONDARY FIRE: Holding the alternate fire button creates a
    shield in front of you that will absorb or deflect attacks
    against you. It ONLY protects from the front, and will drain
    the energy of the weapon.
    STARTING/MAX AMMO: 100 - Will recharge automatically when not in
     1) The shield gun can be used as a method of upwards
    propulsion by charging the primary fire and tapping the
    alternate fire. Height of projection into air is based
    on strength of charge at use. A fully charged shield
    jump will deal 25 damage to the user (less if not
    charged fully, but less jump as well).
     2) The alternate fire is a very effective defensive weapon.
    When it prevents damage, it drains from your shield
    power (taking heavy fire will run you out of ammo
    quickly). Try to use it only when needed. It will
    consume ammo slowly when using it anyway. Recharges
    when not in use.
     3) By stating "direct contact" in the primary, I did not mean you
    have to literally RAM the opponent. This is false. While it IS one
    way to use the weapon, I recommend NOT using it this way. If you
    charge the weapon and "release" the charge, it emits a very small
    (but powerful) shockwave. You can get CLOSE to an enemy and release
    the charge intentionally to damage them with it. Good thing to know
    when having shield wars with friends. :)
     4) If you dodge backwards (default controls is D-pad down twice),
    and release the charge on the shield gun's primary attack while
    looking at the ground, you can throw yourself much further back by
    jumping again in midair. You get the best distance by looking just
    a LITTLE higher than as far downwards as you normally can. It still
    hurts you though. The improvement is NOT enough to warrant the
    difficulty it requires compared to using tip 1 for an upwards boost.
     5) Team strategy: Shield to shield contact. One player charges
    primary attack to 100, second player puts up shield defensively.
    First player rams seconds shield, sending them flying a VERY long
    distance. Second player can also jump once during the middle of
    their flight, increasing the distance even more. Automatons, of
    course, get the largest bonus from this.
     6) Berserk (NOT double damage) increases how far you are thrown
    upwards from tip 1, or distance on tips 4 and 5. DRASTICALLY for
    tip 1, not too noticeable on 4 and 5. You simply have to test it
    to see.
     7) Failing having someone to "bump" you in tip 5, use the
    knowledge from tip 6 combined with tip 1 and dodging. Best used on
    characters that move FAST (Gen Mo Kai & Humans - plus Automatons by
    default due to jumping ability). Directions: Charge shield gun
    attack. Dodge forward (or backwards, left, right, whatever), press
    the secondary on shield gun so it auto-fires downwards, throwing you
    high in the air, then perform a double jump in the air. The distance
    gained is INCREDIBLE.
    DAMAGE: Based on how much it is charged. A fully charged attack
    deals exactly 100 damage on contact.
    BERSERK DAMAGE: 200 fully charged.
    AMMO: Increases starting and max ammo to 300.
    DAMAGE: Currently no characters with damage affinity.
    FIRE RATE: Currently no characters with a fire affinity.
    MANUAL DETAILS: 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 as a
    light support weapon. The optional M355 Grenade Launcher
    provides the punch that makes this weapon effective against
    heavily armored enemies.
    PRIMARY FIRE: As no weapons require reloading, the AR will
    deliver a steady stream of bullets at a decent rate when the
    primary fire is pressed.
    SECONDARY FIRE: When the fire is held, it charges a grenade for
    launching. Although it can be tapped to quickly fire a
    grenade, the force behind it is so weak it only goes a few
    feet. The longer the charge, the further it flies.
    STARTING/MAX AMMO: 80 rounds, 4 grenades/160 rounds, 8 grenades
     1) A very tough weapon to use effectively, but Very deadly
    in skilled hands. Not much to it, other than aim at
    opponent, pull trigger. Try not to waste fire when
    chasing someone 'hoping' for a hit if you are far off
     2) If there is no enemy nearby and it is your only weapon,
    hold the secondary fire so a grenade is charging/charged
    when you do run into someone. A well placed grenade can
    severely cripple, if not kill, an opponent you just
    suddenly ran into.
     3) Can use the secondary fire in junction with another
    weapon. When holding a charged grenade, press the
    next/prev weapon button to cycle to another weapon. The
    AR will change immediately UPON the release of the
    grenade to your selected choice, but not before.
    DAMAGE: 5 damage per assault rifle bullet, 55-110 direct hit
    grenade (grenades have splash damage when explode on ground)
    BERSERK DAMAGE: 12 per bullet. Alot per grenade
    AMMO: Starts with 160 rounds and 8 grenades, max of 320
    rounds, 16 grenades
    DAMAGE: 10 per bullet, 100-220 per grenade
    FIRE RATE: Slightly noticeable. Damage isn't high enough to
    be of use.
     6.3 MINIGUN
    MANUAL DETAILS: With an unloaded weight of only 8 kilograms, the
    Schultz-Metzger T23-A 23mm rotary cannon is portable and
    maneuverable, easily worn across the back when employing the
    optional carrying strap. The T23-A is a rotary cannon of
    choice for the discerning soldier.
    PRIMARY FIRE: Extremely fast barrage of bullets, capable of
    dealing 272 damage in 5.4 seconds straight on with 100
    bullets. This is allowing for the .7 second time to start
    firing after pulling the trigger.
    SECONDARY FIRE: A slower barrage of bullets that hits harder.
    Takes 14.6 seconds to empty a clip of 100.
    STARTING/MAX AMMO: 100 start, 250 max
     1) This weapon is EXTREMELY powerful. When an enemy is
    being shot by it, it becomes very hard to move or jump.
    Once you really lock onto them, unless they make it
    around a corner or over a ledge, one of you two should
    die if no ammo shortage occurs.
     2) Choosing which method of fire to use is critical!
    Juggernauts are slow, but have massive amounts of
    health. If the Juggernaut is 'dangerous' (ie, flak
    cannon, rocket launcher, Very good aimer with other
    weapons) then use the primary fire to kill them fast.
    However, if the juggernaut is NOT so dangerous (at a
    long distance, bad aimer, etc) then use the alternate
    fire. The idea is to conserve ammo if you can. Another 
    good thing is to remember that shooting someone with the 
    minigun messes with their movement. For a juggernaut,
    they have no choice but to try and fight, they are
    slowed down so much escape is impossible. The secondary
    fire is almost too slow to really phase a race like the
    Gen Mo'Kai's speed, so try to use the main fire to
    eliminate them quickly.
     3) Always keep the barrel rotating when not in use if you
    can. Once you get the rhythm down, it'll become habit to
    tap the fire button just long enough to get the barrel
    rotating good, but not fire. This can help shave almost
    a full second off the time needed to kill someone or
    riddle them with holes at the very least when you run
    into them. Reaction time is a big factor in this game.
    By not having the barrel warm and spinning, you give any
    opponent a .7 second bonus to their reaction time. Not
     4) Circle and shoot. Never stand still, of course, but try
    not to walk straight at someone or directly left/right
    either. You have to keep them in your sights, so circle
    DAMAGE: 4 damage per bullet primary, 7 per secondary
    BERSERK DAMAGE: 10 primary, 18 per secondary
    AMMO: Start with 200 bullets, max of 500.
    DAMAGE: 5 primary, 9-11 secondary
    FIRE RATE: Slightly noticeable
     6.4 FLAK CANNON 3.0
    MANUAL DETAILS: 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, 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 fragmentation grenades that explode on impact,
    radiation flechettes in all directions.
    PRIMARY FIRE: A spread-shot pattern is projected from the barrel
    at a decent velocity. Will ricochet off solid surfaces one
    time (will damage user if not careful).
    SECONDARY FIRE: A grenade is lobbed in an arc forwards, exploding
    upon impact (wall, ground, player, doesn't matter). Explosion
    sends a spray of shots in random directions that will bounce
    off surfaces one time (do not use in close proximity).
    STARTING/MAX AMMO: 15 start, 50 max
     1) A very powerful weapon with it's high damage, it is very
    ineffective at long range combat. Very suited to mid or
    close range fighting. Grenades are slow enough that you
    need to predict where an enemy will be, but fast enough
    that it's not too hard to master.
      2) Always use the main fire when "on top" of an enemy. The
    alternate fire will hurt you as much as the target when
    it explodes, frequently killing you more than him/her.
    Both attacks deal the same amount of damage on direct
    impact. However, the grenade does a full 90 with ALL
    direct hits; the primary fire does damage per flechette
    that hits, totalling a max of 90.
    DAMAGE: About 90-100 damage per flak grenade (direct hit). 90
    damage max DIRECT hit from ALL shards of the cannon's primary
    fire. Generally average 25-60 damage per shot that hits from
    a distance.
    BERSERK DAMAGE: 180 primary point blank, 180 secondary direct hit
    AMMO: 30 start, 100 max
    DAMAGE: 108 primary, 108 secondary (direct hit)
    FIRE RATE: Very noticeable and useful!
    MANUAL DETAILS: 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 trigger, painting a
    proton "patch" on the target. Millisecond later, the rifle
    emits a high-voltage arc of electricity, which seeks out the
    charge differential and annihilates the target.
    PRIMARY FIRE: A devastating bolt of electricity is fired
    instantly directly at the target.
    SECONDARY FIRE: The secondary fire is actually a zoom function,
    that zooms in closer the longer it is held. Release to stop
    zooming, tap again to exit zoom mode.
    STARTING/MAX AMMO: 12 start, 30 max.
     1) When playing online, the best method is to predict the
    target's movement a little. Depending upon your
    connection, the shot will NOT be instant, no matter what
    (unless you are host). With a good connection, the shot
    will appear instant, although it actually does take 50-
    150milliseconds. Anything beyond that becomes noticeable
    to the point this weapon is rendered ineffective.
     2) The zoom is NOT really useful at all. Standing still to
    snipe will get you killed FAST. Occasionally you'll come
    across instances where someone is standing still for a
    few seconds, in which you can get that zoom in for a
    precious headshot while moving. After some time, you'll
    come to the point where you really no longer need to
    zoom in unless the target is extremely far away and you
    simply don't feel like wasting that second shot. When
    zooming, the bar on right indicates time between shots.
    When full, you can fire. Bar empties when fired, then
     3) Recenter the aim ALOT. Always recenter when on level
    ground before firing. Clicking the right joystick in
    should become second nature. A centered shot on any one
    on level ground with you is a headshot if you get in or
    near the middle of their body. Easy headshots.
    DAMAGE: 60 damage per shot anywhere but head. Headshots are 120
    damage (note that headshots are NOT instant kills, just a
    double damage bonus).
    BERSERK DAMAGE: 240 headshots, 120 anywhere else
    AMMO: Start 24, max of 60.
    DAMAGE: 72 body, 144 headshots
    FIRE RATE: Very noticeable increase in rate of fire.
    MANUAL DETAILS: The Trident Tri-barrel Rocket Launcher is
    extremely popular among the 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 designed to deliver maximum concussive force to
    the target and surrounding area upon detonation.
    PRIMARY FIRE: A single rocket launched in a straight path,
    exploding with splash damage on impact.
    SECONDARY FIRE: Hold the secondary fire to load three rockets
    into the barrel, automatically firing upon the loading of the
    third rocket. Can release the button at any time to fire all
    rockets currently loaded (one or two).
    STARTING/MAX AMMO: 12 start, 48 max
     1) First off, the manual mentions the word "dumbfire".
    While this is true in part, if you can keep a target in
    close proximity of your cross-hairs (no matter the
    distance between you and him/her) you will be notified
    of the "lock on" sound and a circle around them. The
    next shot (single or triple) will home in, following the
    straight path possible (ie, does not go around corners
    unless far enough to pass it when turning). Lock on can
    be lost by aiming the reticle elsewhere.
     2) When hosting on Live, or playing single player, it takes
    almost twice as long to get a lock on as when playing on
    someone else's server. However, to balance it out you can keep the
    firing button pressed to maintain that lock (will consume ammo,
    but very useful).
     3) When locked onto a target, if you quickly look at
    another enemy and release to fire, the rockets WILL
    target the new enemy, even though the circle is
    following the old one still. Be sure to fire before the
    circle vanishes from first target however, or the
    rockets will revert to dumbfire.
     4) The only race that truly requires triple rocket shot to
    kill is the juggernauts. I often only load dual rockets,
    as it is adequate to severly cripple any other race. If
    the dual rockets miss, I saved myself an extra rocket.
    If it hits and I did not see the glow of a shield, I
    switch to something else (link gun if I have it) to
    finish them off.
    DAMAGE: 68 a rocket, 204 triple rockets
    BERSERK DAMAGE: 136 single rocket, 408 triple rockets
    AMMO: 24 start, 96 max
    DAMAGE: 82 single rocket, 244 triple rockets
    FIRE RATE: Very noticeable, in primary fire and secondary.
    Makes secondary fire extremely deadly.
     6.7 SHOCK RIFLE
    MANUAL DETAILS: The ASMD Shock Rifle has changed little since its
    incorporation 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.
     COMBO: Shooting the projectile from the secondary fire, with a
    blast from the primary fire, will result in a large blast
    with an explosive force.
    PRIMARY FIRE: A quick burst 'laser' shot that travels a straight
    line instantly.
    SECONDARY FIRE: A ball of plasma that travels in a straight line
    at a decent speed, although somewhat slow.
    STARTING/MAX AMMO: 20 start, 50 max
     1) Holding down the tirgger is not the best method of
    employing this gun. Aim and then fire. When up real
    close, use the alternate fire. Both deal the same amount
    of damage, but the secondary is a "wide" shot. It also
    moves slow, so an enemy moving around alot has a very
    good chance of running into it. Also, when the secondary
    hits someone, it "throws" them somewhat. This can
    disorient players easily.
     2) Use the shock combo if you can! But don't WASTE ammo of
    you don't think you will hit anything. Again, "hoping"
    you will hit something here is a bad idea. The combo
    takes a total of 5 ammo, not 2. Although secondary fire
    is 1 munition, as well as primary, the explosion
    requires extra.
     3) Lead your enemies.. make them follow you around a
    corner. Backpedal around it, fire the alternate shot,
    then explode it in their face when they come around the
    corner. They won't see it coming til it's too late. Most
    people will fall for this from time to time, but they
    aren't dumb.. they don't fall for it ALL the time.
     4) People waiting around a small corner that can't get away
    but you know are waiting to hit you are prime targets of
    a shock combo. Use the explosive range to kill them. But
    you need to decide if it's worth that 5-15 ammo to kill
    them without seeing them.
    DAMAGE: 30 damage primary. 30 secondary, 130ish combo
    BERSERK DAMAGE: 60 primary, 60 secondary, 260ish combo
    AMMO: 40 start, 100 max
    DAMAGE:  36 primary, 36 secondary, 180ish combo
    FIRE RATE: Very noticeable difference here as well. Can
    also perform combos much sooner due to being able to
    fire primary soon after secondary.
    MANUAL DETAILS: The T.A.G. Rifle seems innocuous enough at first
    glance, emitting a harmless low-power laser beam when the
    primary firing mode is engaged. When it hits, a small glow will
    appear for a brief period, "painting" the target. If there is a
    direct line of sight to the orbiting Ion Cannon satellite, the
    Cannon will orient itself to the target. Several seconds later
    the multi-gigawatt orbital ion cannon fires on the target,
    neutralizing any combatants in the vicinity. The T.A.G. Rifle
    is a remote-targeting device used to orient and fire the VAPOR
    Ion Cannon. The T.A.G. Rifle offers increased targeting
    accuracy via its telescopic sight, easily activated by the
    secondary fire mode of the weapon. Once the T.A.G. Rifle has
    been used to designate a target, it is highly recommended that
    the user put considerable distance between themselves and the
    weapon's area of effect.
    PRIMARY FIRE: Emits a red targeting laser. Hold it still on a
    target for several seconds until it vanishes. The blast will
    follow shortly.
    SECONDARY FIRE: Same scope as the lightning gun. The bar on the
    right of screen will fill up when pressing the primary fire,
    indicating how long to "paint" the target.
    STARTING/MAX AMMO: 1 start, 1 max
     1) Good for blasting an entire base or entrance when an
    opponent you need to kill is heading for it.
    DAMAGE: Varies. Very high.
    BERSERK DAMAGE: Unsure if it affects.
    AMMO: None applicable.
    DAMAGE: None applicable.
    FIRE RATE: None applicable.
    MANUAL DETAILS: The Translocater was originally designed by the
    Liandri Corporations R&D sector to facilitate the rapid
    recall of miners during tunnel collapses and other
    emergencies. 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 respiratory 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
    today's contenders, limits have been placed on Translocater
    use. The was deemed necessary to prevent new recruits from
    become 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.
    PRIMARY FIRE: Projects a small disc in an arc forward. Switches
    to camera mode if disc is already out. Third press destroys
    the disc.
    SECONDARY FIRE: Teleports to the disc currently out.
    STARTING/MAX AMMO: 5 start, 5 max
     1) The translocator recharges steadily when used to a
    maximum of five uses. It travels in the air faster than most
    races can walk, so it is a valid method of travel to
    fire it then translocate while walking.
     2) Translocating to your disc when an opponent is on top of
    it results in their immediate death, regardless of
    health and armor total. Telefrag!
     3) Many people don't use the camera.. it does have some
    uses, however, but mainly when playing defense. Most
    levels that have a translocator available have a "choke-
    point" somewhere that the enemy has to pass to get to
    your base. You can place this at your end of the choke
    point and return to your flag/bombing gate and watch
    through the camera. NOTE: The ability to re-use the camera
    on a translocator by switching weapons to exit camera mode
    and coming back was REMOVED in the patch.
     4) Shoot an enemy disc laying on ground until you see it start
    sparking. If the enemy attempts to translocate into it then, they
    die instantly and YOU are awarded the kill.
     5) Whatever momentum you have when you translocate is carried
    over to where you translocate to. If your translocator is on
    solid ground and you are falling from a LONG distance,
    translocating to it will cause damage to you (normal falling
    damage). The reverse is also true. Jumping and immediately
    translocating will send you UP from the place you translocate to. Fire an
    BERSERK DAMAGE: Not applicable.
    DAMAGE: Not applicable.
     AFFINITIES: Not applicable.
    AMMO: Not applicable.
    DAMAGE: Not applicable.
    FIRE RATE: Not applicable.
    MANUAL DETAILS: 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, either at another teammate for a
    pass, or through the opposing team's goal.
    PRIMARY FIRE: Launches the ball at the nearest bombing gate, or
    to whomever you are locked onto.
    SECONDARY FIRE: Locks onto an fellow teammate for passing with
    the primary fire.
    STARTING/MAX AMMO: Not applicable.
     1) Teamwork is key in Bombing Run. While you can be
    effective without it, two or more people working
    together will totally destroy any people NOT working as
    a team. Pass it back and forth!
     2) The carrier of the ball is granted massive regenerative
    abilities. If near your own base, let a juggernaut carry
    the ball (their massive life will keep them alive
    longer). Have a faster race, such as the Automatons/Gen
    Mo'Kai/Anubans/Mercenaries, move towards mid-field to
    receive a pass when all of the opponent's team is trying
    to kill the big juggernaut. This will generally result
    in a score, especially when a Gen Mo'Kai receives the
    pass with their amazing speed).
    BERSERK DAMAGE: Not applicable.
    DAMAGE: Not applicable.
     AFFINITIES: Not applicable.
    AMMO: Not applicable.
    DAMAGE: Not applicable.
    FIRE RATE: Not applicable.
     6.11 BIORIFLE 2.0
    MANUAL DETAILS: 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 a 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 combatants,
    allowing participants 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,
    PRIMARY FIRE: A quick, small glob of green sludge is shot forward
    in an arc, sticking to whatever surface it hits (walls,
    ceiling, floor, etc). It explodes in a small pop after two to
    three seconds, damaging anyone nearby.
    SECONDARY FIRE: Hold to prepare a super-charged sludge shot that
    requires up to 10 ammo, depending on how long you charge it.
    Release to expell a huge ball, that spreads on impact unless
    it hits a player. Very painful.
    STARTING/MAX AMMO: 20 start, 50 max
     1) Like the assault rifle, you can charge the secondary
    fire on this and have another weapon selected. When you
    release the secondary, the game will automatically
    change to the weapon you chose.
     2) Very easy to commit suicide with this gun. Be careful
    not to be near the shots that don't hit an enemy when
    they explode. For the faster moving targets, spray the
    ground around their feet.
     3) When a target is hit by the BioRifle, whether primary or
    alternate fire, they are sent flying (fly further from
    secondary than primary). A good chance to change weapon
    and finish the task.
     4) Due to the only character affinities being faster fire,
    this weapon is not really a good choice for main weapon.
    When you hit an enemy, it knocks them around, so you
    need to re-aim after each successful shot anyway. Faster
    fire will waste your ammo. Possible reason for lack of
    ammo affinity is the sheer power of this gun...
     5) Try shooting at the exact same spot repeatedly. The sludge
    collects in a pile and starts exploding everywhere, making an
    effective mine field with the center shot doing excessive damage.
    BERSERK DAMAGE: 60 primary, 346 secondary
    DAMAGE: 30 damage primary direct hit, 166 secondary (full charge)
    AMMO: Currently no characters with ammo affinity.
    DAMAGE: Currently no characters with damage affinity.
    FIRE RATE: Noticeably faster, but due to low ammo capacity,
    you run out extremely fast.
     6.12 THE LINK
    MANUAL DETAILS: The Link looks like a high-tech laser and is
    similar to a Shock Rifle in its functionality, but delivers
    less damage. This is more of a team weapon and it's real
    power comes when used in a team. If this weapon is fired at a
    teammate, it creates a link between the two for as long as
    the firing player presses their fire button and as long as a
    direct line of sight is maintained between the players. This
    link will allow the linked player's weapon to do extra
    damage, with a faster rate of fire. If another player is
    added to the link, the firing rate will increase again, and
    the beam will deal a devastating blow.
    PRIMARY FIRE: A green projectile is shot forward at a fairly good
    speed. Will push an enemy it hits slightly if they are on
    ground, severely knocking them aside if in air.
    SECONDARY FIRE: Holding the secondary fire will maintain a steady
    green beam of energy that will damage any enemy it comes in
    contact with. Will also 'link' with fellow teammates if they
    are wielding the link gun at the same time. Once Link is
    established, there is no distance limit as long as the line of
    sight is clear between the two players.
    STARTING/MAX AMMO: 40 start, 120 max
     1) First of all, the main fire is not a narrow shot. Since
    it has some width to it, stepping left and right when
    firing is a very deadly tactic. This effectively creates
    a wide spread area of danger for enemies. Firing in a
    straight line makes this weapon easy to dodge, as the
    projectile is NOT instant, but must travel from gun to
    target. Plenty of time to side step at a mid to long
    distance. But not close range.
     2) This weapon's true power really is in a team game. If
    you have any doubts, get together with a friend and both
    of you try the characters Romulus/Remus (humans with extra
    link gun ammo). I'll explain EXACTLY what happens when
    two or more link gun users work together.
      A) Damage multiplier. When the person being linked to
    fires, they deal an addition 1x the normal
    damage for each person linked to them.
    Look below at the damage and then imagine this
    multiplied. Keep in mind, ANY person being berserk
    in a link affects the attacking person.
      B) Damage split. Basically it's a fraction. If there
    are two people linked, assuming the shot that hits
    one or the other isn't a lethal shot, the damage
    is split half and half to both. If three people
    are linked, if ANY one of them takes damage, all
    three receive a third of it (noone receives the
    FULL brunt of an attack). In my opinion, this is
    why no juggernauts were given link gun affinities.
    A shame, but a good call by DE.
      C) Ammo sharing. The person LINKING to someone else
    will have their ammo used by the one who can
    attack the enemies first. The person BEING linked
    will not use their own ammo until all people
    linked to him/her have ran out.
      D) The beam connecting any linked players is a weapon
    as well. Use it! If you are fighting multiple
    enemies, keep the beam steady between you and your
    teammate, but run the connecting beam through as
    many enemies as you can. It DOES hurt them!
     3) Note that berserk secondary beam has a higher multiplier
    than berserk primary. Use it. It takes about 2 seconds
    secondary fire to kill a freshly respawned juggernaut on
    berserk. When playing with friends and someone is linked
    with berserk.. death is almost instant for a juggernaut,
    let alone anyone else.
     4) Nightmares + Team Link. This is more of an advanced
    tactic, but a couple of Subversa's working together are
    a beautiful thing to see. If they take turns linking
    each other and dishing out the damage.. They already
    have damage affinities, plus a 1x added into it, with
    the life gain when dealing damage.. Mmmm-hmmm. Nice stuff.
    Sadly, the life gain isn't shared like the damage loss is
    among link members, but that's alright. They just take
    turns and it's sooooooooooooo sweet. Don't bother with this
    if link-gun medic is on.
     5) If you have good aim, use the secondary fire on jumpers.
    This will throw them around in mid air BADLY. You can catch
    someone in a corner indoors with it and keep them plastered to
    the ceiling until they die. Charge a secondary shot from AR,
    have it ready to switch to link gun, and when it throws the target
    up into the air, pin them there. Not really a useful strategy
    against good players, but fun to do anyway.
     6) Link gun medic mutator. If BOTH players are using the link gun,
    it's free healing. When you fight, be sure the person with the most
    shield/life is NOT the attacker. During the few seconds between a
    fight, you should heal your partner (they should QUIT linking with
    you AFTER they have already healed you). The best tactic with this
    mutator is to take turns being "point" position. It increases
    efficiency. An nigh unstoppable tactic: Person in link's attack
    position berserks, person at END of link gun chain regenerates.
    If there is someone in the middle (3 or more link gunners together)
    they are being healed anyway and don't need it. 
     7) Conserve ammo. If the enemy is far away with plenty of area to
    move, don't use the primary fire. Go secondary. When they are 
    close, or in a long narrow spot, cover the entire area from wall to
    wall with primary fire. The shots have width, so you WILL hit them.
    In team games, NEVER use up all your ammo if you have a friend
    working with you. Communicate with them. When your friend linking
    you is down to about 10 or less ammo, switch places. Then he'll use
    YOUR ammo and keep his 10, but you continue to share damage while
    dishing out more, as well as the faster rate of fire.
     8) If you would like to see how truly powerful a team of link
    gun users are, read section 11.8 Linking 3 or More Players
    BERSERK DAMAGE: 46 primary, 22 secondary
    DAMAGE: 23 primary, 9 secondary (4.3 seconds steady stream does
    190 damage or more)
    AMMO: 80 start, 240 max
    DAMAGE: 28 primary, 11 secondary
    FIRE RATE: Noticeable in primary fire.
     7.1 HEALTH VIAL
    APPEARANCE: A small blue stoppered vial that stands upright
    EFFECT: Increases current health by 5, up to a limit of 199 (or
    twice starting health, whichever comes first).
     7.2 HEALTH PACK
    APPEARANCE: A floating green cross that rotates slowly and is
    EFFECT: Heals 25 hit points of damage. Will not go over starting
     7.3 MEGA HEALTH
    APPEARANCE: An extra large green transparent cross
    EFFECT: Increases current health by 100. Will not go over 199
    health, or twice starting health.
     7.4 SHIELD PACK
    APPEARANCE: A small golden shield
    EFFECT: Increases shield count by 50.
    APPEARANCE: A large golden shield with a diagonal lightning bolt
    EFFECT: Increases shield count by 50
    APPEARANCE: A rotating purple icon; similar to bat wings
    EFFECT: Doubles all damage dealt by any weapon
    APPEARANCE: A red and white pill that loads on the ground upright
    EFFECT: Increases adrenaline count by 5 each (excepting Anubans)
     7.8 BOMB GATE
    APPEARANCE: A large rectangular object with a glowing circle in
    the middle
    EFFECT: Shoot the ball through for 3 points, run it through for 7
    APPEARANCE: A pad on the ground with a Letter (A or B) floating
    above it
    EFFECT: Walk over point A or B to gain control of it
     7.10 FLAG STAND
      APPEARANCE: A platform with a stand for flag poles
      EFFECT: Holds the flag for each team.
     8.1 GEN MO'KAI
    MANUAL GUIDE: Faster and more agile than their human
    counterparts, the lithe Gen Mo'Kai lack the vitality of
    robust opponents like the Juggernauts. They more than
    compensate for this handicap with their ability to distance
    themselves from the enemy with great haste.
    JUMPING: 3/10
    RUNNING: 8/10
    BONUSES: Super speed, gives them amazing maneuverability when
    feet are on the ground
    MANUAL GUIDE: Lightning-fast reflexes and a powerful synthetic
    musculature allow Automatons to jump higher and dodge faster
    than any other race in the arena. Limitations in the
    gyroscopic stabilizers require that jumping maneuvers have
    decreased horizontal motion, in order to ensure a stable
    JUMPING: 8/10
    RUNNING: 5/10
    BONUSES: Superior jumping ability makes them hard to keep an eye
              on or keep up with
    MANUAL GUIDE: Somewhat more rugged than their earthly
    counterparts, the Mercs of the 7th Fleet suffer from none of
    the vulnerabilities that make their opponents easier targets.
    JUMPING: 4/10
    RUNNING: 5/10
    BONUSES: No bonuses or maluses.
    MANUAL GUIDE: Hampered by the bulk of their genetically boosted
    physiques, the Juggernauts move ponderously through the
    arenas, shrugging off enemy fire as if it were a mere
    annoyance. They may not be fast, but they tend to keep coming
    long after others have retreated to lick their wounds.
    JUMPING: 1/10
    RUNNING: 2/10
    BONUSES: High life makes them harder to kill, giving them time to
    dish out damage.
     8.5 ANUBANS
    MANUAL GUIDE: The Anubans carry with them a long-standing
    tradition of acrobatic maneuvering and stimulant use in
    battle, possibly inherited from the ceremonial combat rooted
    deep in their planet's history. Deemed showoffs by some, they
    have shown their prowess repeatedly by using their unique
    skills to navigate even the most treacherous arenas safely.
    Because of their unique affinity for stimulants, their bodies
    absorb the adrenaline ampules with considerably more
    efficiency than other races. 
    JUMPING: 6/10
    RUNNING: 6/10
    BONUSES: Get 15 adrenaline for every two pills instead of 10. Get
    15 adrenaline per kill instead of 10. 
     8.6 NIGHTMARE
    MANUAL GUIDE: The pleasure these foul creatures derive from the
    pain of their wounded enemies triggers the release of
    powerful regenerative drugs secreted from their heavily-
    modified glandular systems. The more pain they inflict, the
    harder they become to kill.
    JUMPING: 2/10
    RUNNING: 3/10
    BONUSES: Gain 50% of all damage dealt as life. Can go over
    starting health with this ability to their race max of 140
    (no need for health powerups, vials, etc).
      8.7a AMMO (A): Doubles normal ammo capacity of preferred weapon
      8.7b DAMAGE (D): Increases damage of preferred weapon (about 20%)
      8.7c FIRE RATE (F): Increases rate of fire with preferred weapon
    NOTES: When choosing the map in any game type, press the X button
    to go into settings. Press X again from there to access the
    Mutator settings. You can enable or disable a mutator by pressing
    the A button while it is highlighted. The Arena mode is the only
    mutator with extra options (also accessed by pressing X when
    highlighted). When done with anything, press B to return to the
    previous menu. When ready to begin the game, just select the
    map and continue like normal. For simple strategies, check
    section 12 of this Guide (incomplete at this time).
     9.1 ARENA
    ICON: Basketball court with arrows pointing to four corners.
    DESCRIPTION: Replace all weaponsand ammo on level with one chosen
    from a list (excludes shield guns, T.A.G. Rifles).
     NOTE: Whatever your affinity with your normal weapon would 
     normally be, the affinity gets "carried over" to the Arena weapon
     so Ravage (LG with damage) in a shock rifle arena would be doing
     extra damage with the shock rifle.
    ICON: Corpse floating above a close with a skull and crossbone
    DESCRIPTION: Bodies float upwards when killed.
     9.3 INSTA GIB
    ICON: Hang-man type figure exploding with a gun at bottom
    DESCRIPTION: One-hit kills, using modified shock rifles
    ICON: Link gun inside a health (cross) symbol
    DESCRIPTION: Using the secondary fire on a teammate who is using
    the link gun also will heal them.
     9.5 LOW GRAV
    ICON: Figure with vertical stripes beneath feet
    DESCRIPTION: Low Gravity effects. Jumping goes far higher up,
    falling is very slow, etc.
    ICON: A pill crossed out with an X
    DESCRIPTION: No adrenaline capsules will load on the level, nor
    will you gain adrenaline for killing anyone
     9.7 BIG HEAD
    ICON: Figure with a huge head
    DESCRIPTION: The higher your efficiency rating, the bigger your
    head. The more kills you earn without dieing, the bigger your
    head grows.
    ICON: Graphing chart crossed out with an X
    DESCRIPTION: All characters are equal and start with the same
    weapon (100 health, run same speed, jump same height, start
    with AR rifle)
    ICON: Health (cross) symbol half full with horizontal lines and
    an arrow pointing upwards inside it
    DESCRIPTION: You regenerate health when beneath your starting
    amount at all times, about 10 health per second.
    ICON: A figure falling left with a clock in top right corner
    DESCRIPTION: Bodies take longer to vanish once dead
     9.11 VAMPIRE
    ICON: Vampire teeth!
    DESCRIPTION: 50% of all damage you deal is added as life to you
    current total (not to exceed starting life unless a
    DEATHMATCH: When you press the taunts/orders button in a
    Deathmatch game, a taunt is automatically sent. No menu
    TEAM DEATHMATCH: In this mode, a menu pops up with three options
    in it. Freelance, Follow, and Taunt. Freelance orders any
    bots to do whatever they want. Follow orders a bot to follow
    you around and provide support to you. Taunt sends a taunt
    just as in Deathmatch mode. To choose a command, after
    bringing up the menu, press the button shown beside the
    command you want.
     A) Issuing a follow/freelance order will only apply to ONE
    bot. To get 2, 3, etc bots to follow you or stop
    following, you must issue the command multiple times.
     B) The follow command can be more harm than good at times.
    Bots have a tendency to crowd together following you,
    making them an easy target to an explosive attack for
    multiple kills. If you engage in combat with someone or
    see someone coming towards you, fall back within the ranks
    of the bots following you. Think of yourself as scout
    leader for the squad, not as a solo player. When you find
    an enemy, retreat and ambush.
     C) Never order Novice level bots to follow you. They have a
    huge speed malus, as well as a damage cap to what they can
    deal. A headshot from the lightning gun from a bot is 30
    damage.. the chances of a Novice bot landing a headshot
    are very rare, so expect to take 15 damage total from a
    Novice bot with an LG. The fact they move so slow and in a
    group will get them slaughtered like cattle.
    SURVIVAL: Same as Deathmatch.
    CAPTURE THE FLAG: Four commands are available. Freelance, Attack,
    Defend, and Taunt. Taunt is always the same, as is Freelance.
    Attack orders a bot to attempt to get the other team's flag.
    If someone on your team is carrying the flag, attack actually
    orders bots to defend the one with the flag. Defend orders
    bots to stay near the base and protect the flag, or chase any
    opponent carrying your flag.
     A) Try to order juggernauts to defend and fast races to
     B) If someone has your flag and you are at your base waiting
    to score, order all bots to defend. This will send them in
    search of YOUR flag as a TEAM together. If some bots are
    on attack and some on defend, order them all to attack
    first so they gather around you, THEN order them all to
    defend. The reasoning is to ensure they hunt for the flag
    together, increasing their chances of a successful return
    without dieing. However, keep in mind that trying to team
    a juggernaut and Gen Mo'Kai together is a bad idea, as the
    juggernaut will fall far behind in the hunt.
    BOMBING RUN: Same commands as Capture the Flag, but with Attack
    and Defend having slightly different results. Ordering a bot
    to defend makes them stay near your team's gate and attempt
    to kill any enemy that comes near it. Attack has them seek
    out the ball carrier and kill them, or try to get the ball
    into the enemies gate for a score.
     A) Ordering bots to attack is not a good idea. Running the
    ball through the goal and shooting it gives different
    amounts of points, so it's better to try for a run through
    DOUBLE DOMINATION: Freelance and Taunt commands are here also,
    with Attack and Defend being replaced by Attack A and Attack
    B. Use these to tell a bot which point to attack/defend. Once
    they've takena  point they switch to defend mode and stay
    there guarding it til they die, then they attack it again.
     A) Bots follow a pattern that becomes ridiculously easy.
    First, order all bots on your team to attack the same
    place, then you attack the other. If it's extremely hard
    to take the side you're after, order the bots to try and
    take it and you attempt the other side. The enemy bots
    seem to be "Assigned" a point to take. They go straight
    for that point. If two are assigned the same point, one
    will stay to defend once it is captured, and the other
    attempts to take the alternate point. If both points are
    controlled and defended, the bot goes into Freelance and
    will head towards an enemy to kill, or their spawn point.
    Basically, find the side with the least bots that will
    come to it, and if you're unsure of you're skill, defend
    it. Have your team bots take the other.
    Basically, you have to fight your way through Seven team battles,
    increasing in amount of players (bots) in each of 4 game modes.
    Team Deathmatch, Capture the Flag, and Double Domination, and
    Bombing Run. At the end, Survival mode is unlocked and you must
    defeat your entire team, 1 by 1, all in a row, on the level
    When you win the third game of Team Deathmatch, CTF is
    unlocked. After winning the third CTF, Double Dom is unlocked.
    After the third Double Dom is won, Bombing Run is unlocked.
    A good place to play with friends, simply press start on any
    extra controllers plugged in to go to splitscreen mode. The
    new player will be prompted to choose a profile to use
    (cannot create a new one from here, must choose an existing
    one) and then will begin just like normal. You may also
    select 'Random', which will choose a character (from all
    characters in the game, not just the profiles) at random. Up
    to four people may play on one Xbox at a time.
     10.4 XBOX LINK PLAY
    As stated far above in section 3.2 of this Guide:
    After loading a profile, select System Link from the main menu.
    The screen that comes up will have a list of all games being
    hosted with available room. If none are listed, you can host
     10.5 XBOX LIVE PLAY
    First, you need to get an Xbox Live Starter Kit if you haven't
    already. After creating your account, choose Play Live from
    the main menu. From the new screen, you'll choose your
    account (or to create a New Account). An "Authenticating"
    message will appear while you sign on and it checks to make
    sure none of your hardware or software has been modified,
    then you go to the Live menu.
      10.5a QUICK MATCH
    MANUAL GUIDE: Search for any server available to play on.
      10.5b OPTIMATCH
    MANUAL GUIDE: Set specific server options to search for, such as
    specific game types, number of players, etc.
      10.5c CREATE MATCH
    MANUAL GUIDE: Set up a server for others to connect to online.
      10.5d FRIENDS
    MANUAL GUIDE: Look for friends online.
    NOTE: Add friends in game by pressing start, go to Players,
    highlight the person's name, and press A to bring up a list
    of options (Send Friend Request, Mute, Send Feedback). A
    person's gamertag will be in parentheses beside their
    profile's name. You can also look at the player's list to see
    who is talking, or who that annoying sound you are hearing is
    coming from. When sound is received from someone, a small
    icon appears next to the speaker beside their profile to
    indicate noise reception. Good for muting heavy breathers,
    annoying people, those with music or TV too loud, or sending
    feedback on spammers, cursers, people harassing you, etc.
      10.5e STATISTICS
    MANUAL GUIDE: Check out your Xbox Live ranking, compared to other
    Unreal Championship Live players. Your ranking and score are
    available for each game-type. Points are calculated based on
    items such, game specific goals, kills, suicides, etc.
    NOTE: Press the X button to cycle through Weekly, Monthly, and
    Total stats for each gametype. Press the A button to ccess
    info on the account highlighted. Kills are how many kills,
    deaths is how many times you've died, and points is your
    total score (suicides count as -1 point and a death,
    switching teams while ALIVE is -1 point and a death).
    Specials are any kills you have made through headshots with
    the lightning gun, shock rifle combo explosions, and killing
    someone from landing on top of them (this deals damage).
      10.5f SETTINGS
    MANUAL GUIDE: Set voice-masking options and online visibility.
    NOTE: The settings has all the same options as the settings from
    the game's Main Menu (see section 4 of this Guide), with the
    addition of a Live option added at the bottom. From the Live
    menu, there are two things to set, which the manual
    mentioned. You can choose to appear as offline to friends
    (although you can still receive or send invites), and Voice
    masking. To test what you sound like, you can speak into the
    headset while the Voice mask option is highlighted. Press
    left and right to switch among them and see what each one
    sounds like to everyone else.
    MANUAL GUIDE: Select this option to check for recent content
    NOTE: As of May 22nd on 2003, four new maps became available.
    Deathmatch: AquaMortis, Inferno, Leviathan B
    Capture the Flag: Otaros Run
    Press the button to bring up the voice menu in a game (default is
    Back button). There will be six channels listed. Depending on
    whether the game is a team game or not, the channels listed
    will be different. Team games have nine channels, non-team
    games have six. There is a limit of four people on any
    channel at a time. In non team games, there is simply
    channels one through six. In team games, there are three Red
    channels, three Blue channels, and 3 neutral channels. Red
    team members cannot normally access Blue channels, nor vice
    versa. For one team to talk to the other, they must both be
    on a neutral channel. There IS a bug where when you join a
    game, you are assigned a team and the lowest available open
    channel before you actually press fire to spawn. If you
    switch teams before spawning, your channel will NOT change.
    This allows you to be on the other team's channel. Not really
    much use.
    To change a channel, press the button shown beside the channel in
    the list.
    When choosing the map in any game type, press the X button to go
    into settings. Press X again from there to access the Mutator
    settings. You can enable or disable a mutator by pressing the A
    button while it is highlighted. The Arena mode is the only
    mutator with extra options (also accessed by pressing X when
    highlighted). When done with anything, press B to return to the
    previous menu. When ready to begin the game, just select the
    map and continue like normal. For simple strategies, check
    section 12 of this Guide (incomplete at this time).
     11.1 DODGING
    HOW TO: Using the directional pad (default setup), press any
    direction twice quickly. You'll "dodge" in that direction.
    It's a short leap that doesn't go very high, but covers
    distance quickly.
    HOW TO: Combine the dodging technique with a jump. Dodge first,
    then jump in mid air. The race that best utilizes this is the
    automatons. Even a Gen Mo'Kai can be hard pressed to outrun
    an automaton dodge jumping effectively. Other races can use
    it as well for a small speed boost, but will not find it as
    HOW TO: Go into the settings menu, and into controller settings.
    From there, you can edit the commands assigned to each button
    (press X to go to customize, then press Up/Down to select
    button, Left/Right to cycle through commands available).
    Y Button -      Move Forward
    A Button -      Move Back
    X Button -      Strafe Left
    B Button -      Strafe Right
    D. Pad Up -     Taunts/Orders
    D. Pad Left -   Stats
    D. Pad Right -  Scoreboard
    D. Pad Down -   Best Weapon
    White Button -  Prev Weapon
    Black Button -  Next Weapon
     11.4 WALL JUMPING
    HOW TO: Jump towards a wall, then press the opposite direction
    and jump again. Better method is jump into a wall, then DODGE off it.
    You can double jump before going into a wall to get massive distance
    away from the wall quickly. Or you can jump into a wall, dodge off it,
    then jump again in the middle of the dodge to perform a dodge jump from
    the wall. Robots can do incredible things in the proper places.
    HOW TO: When stepping onto an elevator, jump! This will send you
    flying high. The best use of this in Deathmatch, Team
    Deathmatch, and Survival is on the level Compressed.
    Juggernauts and Nightmares find this most useful, as they can
    catch the outer edge of the elevators on the very bottom
    floor, and jump to the third floor. Very good for escaping
    combat, or jumping right into the middle of it. As an
    automaton, on levels such as Antalus, a well timed jump can
    almost put you into orbit on open levels, giving you a great
    view of the area below you. Very good way to obtain recon data
    for when you land.
    HOW TO: Increase the adrenaline count in top right corner by
    picking up pills, or killing opponents (in some game modes,
    scoring points by game objectives gives adrenaline as well).
    When it reaches 100, enter any of the follow four commands to
    activate the ability:
    REGENERATION - Down, Down, Down
    BERSERK - Up, Up, Up
    INVISIBILITY - Right, Right, Left, Left
    AGILITY - Down, Down, Up
    Regeneration - Regenerates health and shield strength to a
    maximum of 150 shield, and twice starting health (the only
    way to go over 199 health; Juggernauts can regenerate up to
    380 health, but even with 199 health when they activate
    regenerate, unless they make a kill or pick up extra
    adrenaline, they will only get up to 349 when it wears off)
    Berserk - Increases damage dealt per shot as well as rate of
    fire; any damage taken while berserk is reduced by 50%.
    Invisibility - Often confused as invincibility, it is NOT that.
    Invisibility simply renders you invisible. However, at a
    closer range, your outline can still be seen, especially when
    moving. Also note that bots can see you from miles away when
    invisible! I mean to the point where it's a glitch; if you
    hide behind a corner panel while invisible a bot may walk
    past, and immediately turn and fire on you. Yet if you hide
    there when NOT invisible, the bot may very well walk on by.
    Beware using invisibility when bots are on godlike
    difficulty. They will tear through you like an angry cat
    through a wet paper bag. NEVER use invisibility in single
    player campaign. Quite pointless.
    Agility - Increases your running and jumping capabilities. VERY
    noticeable if the character already has a high rating in one
    of the two already. An agility powered juggernaut is not all
    that useful, for example, as they don't jump much higher nor
    run much faster...
    HOW TO: Basically, try playing Instant Action with competition
    mode on against skilled difficulty bots on the level
    Asbestos. It has all weapons, so you can try them all to see
    which you enjoy most or are best with. Then turn off
    competition mode and choose a race that best suits your
    playing style, and has the weapon with an affinity you want.
    If you like to walk in and slug out heavy damage and keep
    going, see if a juggernaut has the weapon you enjoy. If you
    would rather be fast, try a Gen Mo'Kai, agile jumpers is
    Anubans, distance/height jumpers is automatons, etc. Play a
    bit to find what you are really good at. If you hurt yourself
    alot with the rocket launcher but are still good with it,
    playing the Nightmare Mr. Crow probably isn't a good idea (70
    starting health, rockets with extra damage). I would foresee
    lots of suicides in your future.
    Alright, the way the damage split works with the link is Very
    complicated (I don't know everything yet, but I have found a way
    to abuse it to your benefit). If you don't like math, you won't
    like this. Just do Setup 2 below and trust it's best. However,
    math is my favorite subject and I must explain! ;)
    First, let's establish the following based on three people with
    link guns:
    Setup 1 - Person B and C link directly to A
    Setup 2 - C links to B, B links to A
    In Setup 1, everyone takes 33% of the damage. This is BAD.
    In Setup 2, Person A takes 33% of the damage, person B and C take
    33% of whatever A took. This drastically reduces the damage an
    opponent can do altogether (on TOP of splitting damage, it even
    REDUCES the amount taken!).
    Let me elaborate with an example:
    Person A is shot with the link gun while Setup 2 is going on. The
    damage is divided 3 ways (rounded down with no remainder). That is
    23 divided by 3. That's 6 with 5 damage left over (not gonna confuse
    you with decimals/fractions). The extra five is immediately discarded
    because it is simply not divisible by the amount of people in the
    link. Now, person A immediately takes that six damage, and here is
    where it gets good. For some reason, the damage split is recalculated
    AGAIN for player B.  Three people in the link divides the damage to 2
    per person - However, player A has already taken damage and receives
    no more. The remaining players in the link take their 33% damage each
    - a grand total of 2 damage a piece. Now, if you add all this damage
    up, you get (2+2+6) ten. So a weapon that would normally hit you for
    23 damage if you were alone is so far reduced in a group of three
    chain-linked people to become barely noticeable. Whew! Think on that!
     More Info
     ---- ----
    The best thing is a group of four (more is always better, but four
    will be most common - ie, 4vs4 clan match; however, I won't explain
    beyond four). Do NOT all link to one person. Two people should NEVER
    be linked to the same person. It will happen, of course, but try to
    avoid it as much as possible. To take advantage of the damage reduction,
    the links must form a chain. Four players (A, B, C, and D) connected
    Like D-->C-->B-->A will cut back damage immensely. Player A gets hit
    with a Lightning gun shot (from someone without damage affinity) so he
    would take 60. This is reduced to 15 for each player. Player takes 15.
    Now that 15 is divided by 4 again. That leaves 3 damage with 3 leftover
    (the extra three is discarded summarily). Player B takes 3 damage.
    Player C and D take no damage, because 3 damage is not divisible by four
    members in the link. (Note that this is because there is FOUR people in
    the chain total - three would be 20 damage to A, with 6 to B and C.
    SHIELD GUN: Use it. Alot. Among ticking people off, it can save your
    skin frequently. Shield gun is a shock rifle users worst enemy.
    Switch back and forth among your weapons, be good with what you use.
    If you play as Damarus, use the BioRifle secondary fire: charge a shot,
    keep it charged, and select the shield gun. The moment you release the
    goop at someone, hold the secondary fire again to have your shield up.
    Then just run around a corner and repeat the process. Will you win a
    large game of deathmatch this way? No. Very effective in small ones
    though. Shield guns will block rockets, grenades, and flak cannon
    explosions so long as they hit the shield from the front or the ground
    in FRONT of you. These explosions will also drain your shield strength
    GUERILLA WARFARE: If your weapon is a slow firing weapon, don't run out
    in the middle of a battlefield trying to kill people with it. This example
    is primarily targeted towards the lightning gun, as it is my best weapon.
    On Flux 2, most of the fighting occurs on the lower floor indoors, at the
    end that has three doors and the minigun. Lightning gun users should never
    run around ON that floor for long, as your rate of fire is simply far too
    slow to be effective, and you have too much area you need to keep covered
    with fire. Someone else is going to come in and kill you, eventually (being
    berserk is different, sometimes). Try and run up the steps to the middle
    floor, shooting at people; this will keep a wall behind you so you don't
    have to worry about someone coming from behind. Jump down from there to the
    dip in the middle of the floor where the two health packs are. Since the
    ground is at a lower height, it's easier to shoot people in the legs, feet,
    and torso who are on the slightly higher ground. It is far harder for them
    to aim Just a little bit down at you. Repeat the process, running back and
    forth, never staying on one level too long. And don't run through the
    middle. Stay near a wall, but far enough away you can dodge the splash
    damage of a rocket/flak grenade exploding behind you on that wall. Get
    behind the corners of the wall, the little pillars on the middle floor, the
    cover a ledge offers from those on lower ground, etc, right after firing a
    shot. Feel free to run out kamikaze style if you are low on ammo, however,
    as dieing is a good way to restock your weapon.
    NOTE: This is not meant as a one-level strategy. Take the above, adapt it to
    your weapon of choice (weapons like miniguns can't really use it; this is
    for slower weapons), adapt it to the level you are on!
     1) Triple rockets are a complete waste on any race but juggernauts. Only two
    rockets is required to kill any other race, one when berserk. When you are
    not the host, rockets lock on fast. All you have to do is keep the target
    close to your reticle for a few seconds. Get them near the reticle, then
    start loading rockets with secondary fire. When you get a lock, release to
    fire! You should generally shoot two homing rockets, but sometimes it will
    turn into three, or be too soon and only get one. No worries. Try again.
     2) When locking on in an open area or on someone at a higher elevation than
    you, look up quickly before firing the rockets after establishing a lock.
    This will cause the rockets to arc upwards and back down at the enemy, making
    them far harder to dodge. If they don't hit, the splash damage WILL. If the
    person is on higher ground, this will cause the rockets to get further up
    before going after the target - preventing the usual case where the enemy can
    step back so the rockets explode on the wall/slant/ledge they are standing
     3) Splash damage is a beast. Rockets bounce people around when exploding
    near them, and throws them much farther if they are in the air (jumping).
    For non-robots, generally never waste time locking onto people who are close
    to you. Robots, if the ceiling is high enough, can lock onto close people,
    jump, then look down at the same time to fire the rockets. In either case,
    the best thing to do is switch to primary fire and blast the ground around
    the enemy. If they start backpedaling, jump and aim for the ground directly
    behind them just a little. They will try to side step it, but will take
    splash damage regardless. If they don't sidestep, they should take a full
    bodily hit from the rocket. KEY PART: Aim for the ground where the target's
    feet Will be.
    This one is real easy to do. Take everything you, and in the case of having
    a teammate(s), don't need. In Deathmatch mode, if you are at 150 armor,
    shoot a rocket slightly in front of you to hurt yourself and grab the shield
    pack. Or use the shield gun to hurt yourself (charge primary, tap secondary
    while charging). No need to let someone else have it. Grab adrenaline even
    if you have 100. Guard the adrenaline spots. At 100% game speed, double
    damage and the super shield come back exactly 80 seconds after being picked
    up. If you have a good sense of timing, you can be in place to nab them
    every time they come back, or to kill the person(s) going for them. If you
    have no armor and are at full health (and not over it, just at your STARTING
    full health), then do the same as for a shield pack. Hurt yourself and take
    it. Don't let someone else. Hog everything, or share with your teammates,
    but keep it AWAY from the enemy.
    Shield Gun vs Shock Rifle: When playing against someone armed with
    a shock rifle and you're desperate, switch to the shield gun.
    Engage the secondary fire. When your opponent uses the shock
    rifle's secondary fire, DODGE forward (NOT dodge jump) with your
    shield gun's secondary fire on. The result, if done correctly, will
    be that the shield will have bounced the ball back toward the person
    who fired it. It is also best used against some one who is not using
    a character with a shock rifle w/ firing rate affinity.
     -Submitted by Randall Stephens
     -Author Notes: Have seen this happen once by someone else, and done it once
      myself. If the shockball kills anyone (whether hitting them or being
      exploded) after bouncing off of your shield, YOU get the kill. Quite nifty
      actually. Thanks Randall!
     12.2 DEATHMATCH
    AGAINST BOTS: Don't use invisibility. Due to what I would call
    bad scripting, bots get perfect knowledge of you and your
    location if you go invisible. Unless you can outrun your
    opponents, berserk isn't that good to use either. Bots will
    automatically turn around and run the other way, even if they
    can't see (remember, bots are all-knowing, since they ARE the
    AGAINST PEOPLE: Berserk is great. People don't play like bots.
    They have a tendency to throw themselves at unbeatable odds.
    Berserking shock rifle users are tough to fight. Hence, I
    don't fight them. I go to shield gun and back away, let them
    blow their ammo and their berserk. This ticks people off to
    NO END. I love it. They get so mad they mess up and become
    easy to kill. Do the same against LG users, and flak cannons.
    I've made several people commit suicide with the flak cannon
    off my shield (secondary explosion). Agility isn't that good unless
    AA is off. Regeneration is very useful, but only if you are a robot,
    juggernaut, or human. Anubans can make use if it too, but
    they can reach their max health (170) without it. Generally,
    regeneration is good for races that can go over 199 life.
    AGAINST BOTS: Bots always work in a group. The only time this is
    really a problem is on Godlike, and certain combination of
    bots on Masterful. In those situations, you'll want to order
    all your bots to follow you. Get used to cheap shots from
    bots on Godlike. They always know where you are, at all
    times. Best thing you can do is find a way to kill them from
    a distance. Bots ALWAYS seem to have a flak cannon, even
    after freshly respawning. If you get within 10ft or so,
    they'll switch to flak and rush you, killing you with a point
    blank primary fire (the most damaging weapon in the a
    Deathmatch, and even Novice bots don't miss point blank).
    Also, this knowledge applies to ANY bots on ANY game type.
    AGAINST PEOPLE: Two or three people working together as a TEAM
    can defeat anything. They will take casualties, of course,
    but will most likely come out on top. Various strategies to
    use are combinations of weapons that compliment each other.
    Two people with shock rifles is dangerous together. One can
    fire shock balls at the enemy while the other does the
    exploding of the ones actually near the opponent. Takes some
    practice working together, but once they have it down...
    Another thing is someone with the biorifle following another
    person. Believe it or not, biorifles + miniguns are deadly.
    Being shot by the minigun severely limits your
    maneuverability, and this gives the BioRifler plenty of time
    to pepper the ground around the target (if not the target
    itself). Work together, that's all there is to it. Travel in
    groups of two or more...
     12.4 SURVIVAL
    AGAINST BOTS: You can either wittle them down or try and rush-
    kill them. Either way, bots will turn and run when low on
    health. Playing Gael on Godlike against a lightning bot is
    basically asking to be slaughtered. Bots react faster than
    you do, so be careful going around corners. You can fire an
    area of effect around it first, since it doesn't matter if
    you give an early warning to bots. They react same speed
    AGAINST PEOPLE: Invisibility is the most often used adrenaline
    power in Survival. Other people get to watch you when they aren't
    playing, so they know the general area of where you will be
    when they spawn. If not playing insta-gib, use the ability to
    charge a biorifle secondary shot and have another weapon
    ready to switch to. The biorifle damage will kill any but a
    juggernaut if it hits, and you'll be ready to start blasting
    with another weap.
     12.6 BOMBING RUN
    AGAINST BOTS: When the team with the bots has the ball, the bots
    will attempt to spawn camp. Go figure. When the other team has the
    ball, bots will almost totally ignore anyone else. They'll attack
    people who come to close, but otherwise, just keeps going towards
    the ball carrier.
    AGAINST BOTS: I've found a very useful tactic for this (you can
    see it easily on the level Fridge). Play like normal until
    you get to 100 adrenaline, then when you control both points,
    turn on berserk and head towards the bot's spawn points.
    They'll go a diffrent route (the long way) around to the
    point you are coming from, which is enough time to score. Use
    this tactic in other applications.
    Please feel free to send me any strategies you have that you'd
    like to see posted here. I will be sure to give full credit to
    the person who sends in each strategy.
    13. LIVE INFO
     13.1 SERVERS
    Please, if you know any good servers that have a steady time they
    are up, send them to me for posting.
     13.1a DEATHMATCH
    8 players - Flight33 - 1am to 7am Central
    16 players - bonytenaciousd - Nights until 6am or so
    16 player - Jimy - Not a set time, but still good...
     13.1c SURVIVAL
    Don't play it, so unsure. Send in info.
    Another thing I generally don't get to play much of..
     13.1e BOMBING RUN
    16 player - bungieserver343 - Fulltime? I think
    Haven't found any that are up at the same time all the
    14. CREDITS
    I'd like to give credit to.. myself, for starters. Major credit
    goes to Atari and Digital Extremes, as well as Epic Games and 
    Infogrames. Naturally Microsoft gets it's fair share, otherwise 
    there would no console to play this game on! :)
    Alot of information was taken from the manual (for 
    those who don't get a manual, such as in a rental) before I
    expounded on it with my own information.
    Wanna give thanks to people who host good servers, and don't try
    to push it so it's lagging for anyone, including my friend
    FLIGHT33. He also contributed some to this Guide. Also to
    bballmaniac15 for writing a guide as well.
    All trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders. No part of this material
    may be copied without obtaining the author's consent. The author is in
    no way affiliated with Digital Extremes, Infogrames, Epic Games, nor Atari.
    Sites currently allowed to host this FAQ, and their added date:
    www.gamefaqs.com - April 29th, 2003
    www.cheatcc.com - April 30th, 2003
    www.neoseeker.com - May 6th, 2003
    www.outsidexbox.net - May 8th, 2003
    www.cheats.de - May 28th, 2003
    If this FAQ is found anywhere else, please e-mail me so I may deal with it.
    You can reach me at: zidaneslayer@hotmail.com
    Copyright 2003 Michael King

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