******************************************************************************* Unreal Tournament Walkthrough Copyright 2004, Apathetic Aardvark, farmerBob All rights reserved Version 1.02 3/24/2004 ******************************************************************************* Index/Table of Contents ******************************************************************************* Disclaimer.........................................................i Version History....................................................ii Weapons............................................................iii Non-weapon items...................................................iv The Bots & Story...................................................v Levels.............................................................vi The Tournament.....................................................vii Menu Options.......................................................viii Credits............................................................Last ******************************************************************************* i) Disclaimer (Legal stuff) ******************************************************************************* Copyright 2004, Apathetic Aardvark, farmerBob All rights reserved. The following sites have our permission to post this; www.gamefaqs.com www.neoseeker.com Any other site wishing to host this may do so if and only if the file is kept in a .txt format, unaltered from this from. In addition, on the link to page we would like to be credited. Failure to comply to these simple requests will result in a curse being cast upon you and everyone you care about for the remainder of all of your natural born lives. ******************************************************************************* ii) Version History ******************************************************************************* 3/15/2004 - Began the guide. All data charts completed before starting. Weapon tables begun. 3/16/2004 - Finished the weapons. Started levels 3/20/2004 - Began character and team descriptions. 3/21/2004 - Finished bot list, tournament list, continuing map list. 3/22/2004 - Finished DM map list, Finished AS map list, finished tournament list. Finished DOM map list. Finished DM map list. 3/23/2004 - began going through maps again making corrections to weapons and ammunition load outs. Adding/merging strategies with players of different skill levels to try and find an ideal for all matchup. 3/24/2004 - Began adding the menu options.. hey, finished it too! Planning to add - All mods and maps given from the GOTYE edition A frequently asked questions section general tips for a levels of play. ******************************************************************************* iii) Weapons ******************************************************************************* Unreal tournament boasts a great deal of weapons. By default, there are twelve weapons to choose from. In addition, some others may be added. You may also download different types of weapons from mods. In this section we will learn what the basic weapons you got with the game do. Most weapons have a primary fire [left mouse] and a second fire [right mouse], some weapons even have combo shots. It is important to maintain a good supply of ammunition as well. All damage charts are on standard [classic] damage mode. Turbo causes about 1/3 more damage and hardcore a good amount more still. Less damage will of course be done if the target is wearing armor. ------------------------------------------------------------------------------- Impact Hammer By default, the impact hammer is weapon number one. It shares this number with the translocator if it is enabled. The impact hammer is one of only a few weapons which does not take ammunition. The impact hammer has no range what so ever and you will need to make contact with an enemy to hit them. Primary Trigger - Press and hold this button to charge up the impact hammer. When it is fully charged it will wobble around some. While you can let go of the button when you're near someone to hit them, just run right into them with this trigger, it will automatically hit them. This attack causes about 110 damage if it hits at full strength. Secondary Trigger - This attack has no charge up, it just rapid fire jacks the enemy. It is considerably weaker, doing about three damage per hit, though increasing by one for each successive, successful hit. This trigger has a small amount of splash damage. However, the greatest ability of the second trigger is to deflect incoming fire. If timed correctly, Rockets can be sent of course, as can Razors, Pulse bursts and other projectiles. This is a great way to keep yourself, or someone nearby you alive. ------------------------------------------------------------------------------- Enforcer This simple handgun is not to be underestimated. It starts off with a mere thirty shots. Each bullet pack will give you fifty more and a bullet clip will give you twenty. The enforcer is a one hand small weapon, thus, if you find a second one you may use two at a time. The enforcer is number two on the keyboard. Primary Trigger - The primary trigger shoots at a moderate pace but almost always hits the crosshair at short and medium range. It causes seventeen damage, which is very good considering it is a default weapon. Secondary Trigger - This trigger fires at about double the rate of the primary fire button and deals the same damage. The only real flaw is the terrible inaccuracy it creates. Instead of shooting directly on the crosshair, many shots veer off to the upper right of it. This style is still very deadly at close range, but loses a lot of effectiveness beyond that. ------------------------------------------------------------------------------- GES BioRifle This weapon deals quite a punch. The projectiles are little green goops which arc down. This weapon does not carry a lot of range because of the shot. The GES BioRifle is number three on the keyboard. The GES starts with twenty five ammunition and gains twenty five more for each pack you pick up. Primary Trigger - This will fire one shot at a time in pretty quick succession in front of the player. If the shot hits another player, it will detonate doing around forty damage, less if near the outsides of the body. If it does not hit a player, it will stick on the floor, wall, or ceiling it was fired into. After a few seconds it will explode. This weapon does splash damage to nearby targets, but if you get up and kiss an enemy, you will take more damage than they do as it gets weaker at very, very close range. Secondary Trigger - This trigger allows the player to charge up several shots in the GES at once. Up to ten shots may be fired at once. When it shoots, instead of a tiny glob of slime, a rather large one will come outward. This glob can do nearly 450 damage and does splash damage! If it misses the target, it will split into smaller globs and blow up not long after. ------------------------------------------------------------------------------- ASMD Shock Rifle The shock rifle is an excellent weapon. It starts with ten shots, each shock core adds another ten. It is weapon number four on the keyboard. Primary Trigger - This firing shots a beam directly in front of it. While the animation may take a moment to reach the target, the effect is in fact instant. This shot is not terribly powerful though, doing only forty damage to another player. Perhaps the greatest advantage of this gun with no team damage, or very little at least, is to propel an ally when shooting them from the back. This works well against enemies too, being able to knock them off of thin walk ways. Secondary Trigger - This trigger shots a slow moving, medium sized energy ball at other players. Depending on where it hits, it can do around thirty to fifty damage. This trigger shoots more frequently and does a small amount of splash damage. It will also hurt you if you are too close. Special Shot - The special shot is not too difficult to pull of. First, shoot the secondary trigger. Hit the little ball it fired with the primary trigger, the beam. The beam will detonate the ball causing a rather large explosion of energy. This explosion does a considerable amount of damage to close objects, less as it moves outward. ------------------------------------------------------------------------------- Pulse Gun The pulse gun is more of a fun gun than anything else. If I had to give a bad weapon award to any gun in this game, it would go to this one, only because both of the triggers are similar and neither is too powerful. It is still a good weapon though by standards of any game. It starts with sixty ammo and picks up twenty five for each ammunition pack. It is gun number five. Primary Trigger - This triggers shoots little green balls straight forward. They move fast as well as fire fast. They only do about twenty damage though, so try to make sure you are in fairly close range of the target. Also, while it may appear as though the shots have a little variation in direction, they shoot dead on the crosshair. Secondary Trigger - This is a powerful shot. It shoots a solid beam out in front of you. Anything in the beam takes seven damage per ammunition used. It fires off ammo pretty darn quick and is a great way to stack up the damage quite quickly. This has a fairly short range though. ------------------------------------------------------------------------------- Ripper The Ripper is a fierce looking weapon. It fires off razor blades. Starting with fifteen blades and picking up twenty five per ammunition pack. This is gun number six. Use this weapon well, it is primarily designed for ambush or support. Primary Trigger - Fires razors straight ahead. If they hit a wall they will bounce off of it. This trigger is capable of head shotting enemies. A head shot registers 105 damage, but a body shot just thirty. This is a great way to flood small rooms in which someone may be hiding, just be careful not to bounce razors into your own head. The head shot on this weapon is slightly higher aimed in the air than you would think, which is slightly different from a later weapon, the sniper rifle. Secondary Trigger - By far and away the more useless of the two. The second trigger does about thirty six damage. It has a VERY small splash range and does not fire very quickly. The only real good aspect to this trigger is the little push it gives a target when hit. This trigger detonates when it hits something, not bouncing like the primary. ------------------------------------------------------------------------------- Minigun The minigun shares an ammunition supply with the enforcer. It comes with fifty shots and has ammo packs and clips for fifty and twenty more respectively. The minigun is one of the deadliest weapons at close and medium range, but loses a lot of accuracy deep out. This is gun number seven. Primary Trigger - The minigun does about nine to twelve damage per bullet, it fires continuously, but if you just tap it you will still fire two or three times. This trigger does not fire terribly fast, but is quite accurate at the medium long distances. Secondary Trigger - This trigger fires a lot faster. It does the same damage and is far more inaccurately. It also has a bit longer refire time after you let go of the button. Thanks to its increased firing speed, this weapon is second to only one at touching range. ------------------------------------------------------------------------------- Flak Cannon The flak cannon is the end all and do all in big damage. it starts with ten shots and picks up ammunition for ten more a piece. This is gun number eight and packs one, no, two hell of a punches. This is regarded by many [not me] to be the best all around weapon. Primary Trigger - This trigger fires a load of trash in front of you. While you probably see about fifty shards, only eight of them register damage at sixteen a piece. This shot can be used to bounce around corners, but generally loses a lot of accuracy doing so. Also, if it bounces back and hits you, you will sustain damage. This is the best close quarters kiss of death. Secondary Trigger - This trigger fires a big ball of flak sloping downward in front of you. The ball does 160 damage with a dead hit, but carries a decent splash range as well. This trigger is not as advisable at close range as you will likely blow you own brains out, but is more effective in the medium range since the shot stays together instead of spreading out. ------------------------------------------------------------------------------- Rocket Launcher The Rocket Launcher is another weapon to be considered the best in the game. It starts with only six shots and gains twelve per pack. It may fire one shot with just a single click, or charge up and dispense six at a time. Rockets have splash damage and a good splash range at that. This is gun number nine. Primary Trigger - Rawks... really. This fires rockets directly in front of you. If you hover your crosshair over an enemy for a while, you will get a red weapons lock. Rockets will home in on that target, though they are easily fooled off course by any quick move or a simply turn around a wall. Firing a sole rocket does about seventy five damage, firing six at a time does six times that. This weapon has great range, but without the weapon lock you best hope something hits your rocket by accident... Secondary Trigger - This trigger is underrated. Rather than firing the rockets off, they are dispatched like grenades. They will roll/bounce a bit and then blow up. If you hit something with them on the fly or a bounce, they will also blow up. You may fire up to six of these at a time, doing eighty damage, slightly more than the primary. There is however no lock for this trigger. ------------------------------------------------------------------------------- Sniper Rifle The Sniper rifle is a great weapon at a distance. Unlike many games, it is not a horrible one at close range either, though it does boast a slow reload time compared to most. The sniper rifle has no second trigger fire, instead, it acts as a zooming device. Zooming can be done anywhere from 1.0x to 8.3x. It is rather hard to stop the zoom between 3.0 and 8.3 though, as it goes through those numbers much faster. The rifle starts with eight shots, picks up ten more for each box of rounds and a single shot from small rifle rounds. This is gun number zero. Primary Trigger - May be fired with or without a zoom. Has great range, bullet travels instantly. The Sniper rifle does forty five damage when it hits the body but also does one hundred if the shot is to the head. Obviously, aim for the head if you can. ------------------------------------------------------------------------------- Redeemer This weapon is a miniature nuclear warhead. These are very uncommon to find on any map and when they do appear it is often in an obscure location. The gun itself fires only once, though if you pick up another one you will get one additional shot. This shares number zero with the Sniper Rifle, but you may hold both of course. Primary Trigger - You fire the Redeemer missile straight ahead. When it hits something it will blow up creating a shockwave which is enormous. Anything in this shockwave will die. The redeemer does 1174 damage... so yeah, you will die too if you are too close. Secondary Trigger - Often considered to be more fun, this trigger allows you to steer where the redeemer goes. While steering, you may not do anything else. If you should die, you lose your little toy. Also, if the redeemer is shot by another weapon, such as a sniper rifle, it will go away as well. The blast radius is the same as above with the same damage, but the moving speed seems to be a lot slower when you shoot it. ------------------------------------------------------------------------------- Chainsaw Not enabled by default, this weapon replaces the Impact hammer. It does not have the deflection abilities of the hammer, but it is a bit more useful for fighting. Primary Trigger - This will shove the saw forward in an attempt to gauge an opponent. It does twenty damage per second while something is getting sliced. Secondary Trigger - This one takes the saw and slices right to left. It does an amazing 210 damage. However, it is VERY short range as you might expect. Also, the reload time is longer than seems necessary. ------------------------------------------------------------------------------- Translocator Not really a weapon, but it sure is used by us LPB's online. The translocator allows you to teleport around. Fire it and a little beacon will come out. Hit it again and you will teleport there. Hit the right trigger to cancel the location of it so you may fire another. This is also weapon number one with the Impact Hammer/Chain Saw. The Translocator can be used to 'telefrag' an enemy by teleporting inside of them. This is a wondrous way to kill enemies ^_^. But really, this item is designed to fetch hard to reach locations and teleport back to nice attack locations. However, should your beacon be shot while on the ground, when you teleport back to it you WILL DIE. ------------------------------------------------------------------------------- Enhanced Shock Rifle This weapon is only available with the instagib mod on. Under this mod, it is the only weapon. It looks like a shock rifle, only it glows orange. It has only the primary fire of the shock rifle as well. Each shot does a mere TEN THOUSAND damage, which means instant death if hit. If you can not aim to save your life, do not even attempt instagib. ------------------------------------------------------------------------------- ******************************************************************************* iv) Non-weapon items ******************************************************************************* In addition to the great arsenal of weapons, Unreal Tournament has many other items scattered around maps. Many of the rarer items are often located well out of the way and generally one per map. ------------------------------------------------------------------------------- Health Vial This are common ways to heal up. These vials will restore five health each up to a maximum of 199 health. They are often stashed in groups of three to five. ------------------------------------------------------------------------------- Health Pod These boxes have little crosses on them. They restore twenty health each but only up to 100 total health. These are the most common and often appear in groups of two. ------------------------------------------------------------------------------- Big Keg of Health The keg grants +100 health to a total of up to 199. These are very rare and do not appear on all maps. These are the most powerful healing item. ------------------------------------------------------------------------------- Thigh Pads Thigh pads offer protection for the lower body. Although they will absorb damage to the chest as well, it is just to maintain the armor count that the difference matters. Thigh pads give fifty armor. They may be combined with Body Armor to reach one hundred and fifty total armor. However, you may not use three thigh pads to reach one hundred and fifty, you will remain at fifty. ------------------------------------------------------------------------------- Body Armor The most common of the armors, the body armor gives you one hundred armor. It may be combined with thigh pads to reach one hundred and fifty, but may not be stacked with other body armor. Getting another body armor will just repair the one you have to one hundred armor. ------------------------------------------------------------------------------- Shield Belt Perhaps the best defensive item in the game. The shield belt is quite rare and respawns very slowly. It gives one hundred and fifty armor. Unlike other armors, the shield belt takes all of the damage you incur, not just three quarters of it. If the shield belt is damaged and you run over other armors, you will note the armor total increases, but the amount of that which is pure blocking is still only what you had left on the shield belt. For instance, if you have 38 shield left and you get a thigh pad, it will display 88, but only the first 38 of this will be fully blocked damage to your health. ------------------------------------------------------------------------------- Invisibility A very rare item, when obtained, the player will be invisible for several seconds. They may still be seen by a sharp eye though as they leave a slight distortion around them and have very faint white outlines. Rockets can still lock onto invisible targets. ------------------------------------------------------------------------------- Anti Grav Boots These allow you to make jumps as if you were in low gravity. This makes reaching out of reach areas much easier. However, only three jumps may be made off of one pair of boots. Additional boots may recharge these, but you may never have more than three at a time. ------------------------------------------------------------------------------- Damage Amplifier Easily the best of the support items. The Damage Amplifier will make your weapons a translucent shade of purple/pink. While under this effect, generally for forty seconds, all shots fired will do three times their normal damage. Be warned with weapons which may damage you that this can be deadly as well, as you can take three times as much damage! This upgrade is particularly potent with ASMD shockrifles, sniper rifles and miniguns. ------------------------------------------------------------------------------- ******************************************************************************* v) Bots & Story ******************************************************************************* a) Allies and Opponents b) The Clans ------------------------------------------------------------------------------- a) Allies and Opponents ------------------------------------------------------------------------------- Through the tournament you will combat many different enemies. Each has a reason for being there, just as yourself. Some modes of play allow you to have allies. Characters who fall into certain clans will have that next to their name, a description of clans is further down. ------------------------------------------------------------------------------- Andrew Classification: Criminal Andrew is serving a 30 year sentence for computer related crime. He is an intelligent programmer, systems cracker and hacker. A high breakout risk. Just the kind of guy you don't want to keep in prison very long. ------------------------------------------------------------------------------- Anna Classification: Civilian Anna is an ex-circus performer who is forced into the tourney for financial reasons and she's none-too-happy about it. As a result, she loves the ripper because she can juggle her opponents in the air with its explosive alternate fire. ------------------------------------------------------------------------------- Anna Team: Dark Phalanx An ex black ops runner for the New Earth Government, Anna went rogue after being given a series of particularly brutal missions. She now seeks to defeat Xan and bring down the Liandri Corporation and the NEG. ------------------------------------------------------------------------------- Annaka Classification: Demolitions Expert Never send a man to do a woman's job. Annaka is the premiere demolitions expert. She masterminded over twenty covert structure hits against the Skaarj in less than a year and advises the NEG Wet works Board on amphibious arms development. ------------------------------------------------------------------------------- Anthrax Team: Iron Skull Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Archon Classification: Psychotic Archon is a ruthless murderer and he wouldn't want it any other way. This guy has his wires crossed... deriving pleasure from pain and vice versa. Probably the nastiest mother you'll ever meet. ------------------------------------------------------------------------------- Arkon Team: Raw Steel Arkon left the NEG security forces after Raw Steel offered him a position. He never liked the military and finds the Tournaments lack of rules more his kind of fighting. ------------------------------------------------------------------------------- Arkoth 24 Classification: Psychotic Arkoth's history is irrelevant, his memories were lost during Liandri conditioning. Now a member of The Corrupt, he serves Van Kriegor's will without a question. ------------------------------------------------------------------------------- Arys Classification: Soldier Arys is a field commander from the 12th Mechanized Imperial. She was selected for Tournament play after she single handedly killed 8 Skaarj with an energy knife during the battle for the Orion Stormwatch Outpost. --- 2nd time: Although you were victorious over Arys, she has excelled in the losers bracket and returned to the tournament proper. ------------------------------------------------------------------------------- Aryss Team: Thunder Crash Classification: Warrior A former hotshot pilot, Aryss found that her skill and agility worked well on the battlefield, earning her a spot on the Thunder Crash team. ------------------------------------------------------------------------------- Athena Team: Venom Athena fights for the sake of the battle. Her eyes sharp and her mind focused only on victory. She will not confide in the rest of Venom, but something drives her solely towards victory. ------------------------------------------------------------------------------- Azure Classification: Criminal Azure has served six long years on Mars for reasons that are currently classified. She was recently transferred to the Tournament, but no records of her history are available. ------------------------------------------------------------------------------- Azure Team: Thunder Crash Classification: Warrior Born into an extremely rich family, Azure has had the benefit of training from the top fighters of her time. Physical engineering from the best hospitals has enhanced her abilities to the limit of perfection. ------------------------------------------------------------------------------- Baetel Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Baetel Team: Iron Skull Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Barktooth Classification: Psychotic Barktooth is a madman. Screaming with berserk rage, he would rather rip an opponent to shreds with his bare hands than fight from afar. When forced to use a gun he favors the Flak Cannon’s close range stopping power. --- 2nd time: Barktooth just can't be put down. His brute force and disregard for his own well being have paid off as he moves even higher in the tournament ladder. ------------------------------------------------------------------------------- Bart Classification: Economist There isn't much worse than a lawyer, but economists come close. Liandri has discovered that civilians will pay good money to watch economists and other vermin take a beating. ------------------------------------------------------------------------------- Berserker Team: Red Claw Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Blake Classification: Arena Fighter A warrior of some renown, Blake has fought hard to enter the tournament. Nonetheless he lacks tactical finesse and will most likely be the weakest opponent you meet. --- 2nd time: Blake is back and he's pissed. The first time you fought him, he lacked a lot of skill and tone, but now he thinks he can take you on. Show him where to stick it. ------------------------------------------------------------------------------- Boris Team: Blood Reavers Boris fought for the Earth Defense Force, but fled the field during a particularly bloody skirmish on Io. Apprehended soon after, he has been given sentence for the ultimate punishment, death at the hands of Xan Kriegor. ------------------------------------------------------------------------------- Botanika Classification: Criminal Rather than face execution at the hands of the Mars Prison Tribunal, Botanika chose to fight in the Tournament. With more than 11 brutal murders to his name, Botanika should have no problem adapting to arena combat. ------------------------------------------------------------------------------- Brock Team: Iron Guard Brock's combat skills are second only to his presence of character. When he's not trying to seduce the ladies, he'll be in the arena, pulse gun in hand. ------------------------------------------------------------------------------- Bruce Team: Raw Steel Bruce is all about style. He'll often stop in the middle of a fight to make side comments towards the nearest holocam. A favorite among the innerworlds. ------------------------------------------------------------------------------- Cadaver Classification: Necris Murderer A ruthlessly skilled murderer who knows every nook and cranny, every bolt, and every weapon location. His aggressive ability to control tournament arenas makes easy prey out of challengers. ------------------------------------------------------------------------------- Calameth Classification: Soldier Calameth was kicked out of the NEG Armed Forces after a violent brush with his commanding officer. He has little care for those around him and will fight ruthlessly. ------------------------------------------------------------------------------- Cali Classification: Criminal Many tournament fighters are criminals given an opportunity to buy their freedom in blood. What they lack in general public appeal is made up for in their numbers. ------------------------------------------------------------------------------- Cathode Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Cilia Team: Venom Cilia fights for perfection of self. She sees the Tournament as the greatest standard of physical strength devised and seeks to master it as she seeks to master herself. ------------------------------------------------------------------------------- Cryss Team: Black Legion Cryss, like Visse, takes pleasure in destruction. Unlike her Blood Sister, however, she is less likely to be overcome by a berserker rage. Distance weapons and silent tactics are her favorite. ------------------------------------------------------------------------------- Darhl Classification: Psychotic The Tournament has a don't-ask-don't-tell policy on enhancement stimulants and Darhl is known as a frequent abuser of these substances. He plays erratically, often ditching conventional range weapons in favor of the close-combat impact hammer. ------------------------------------------------------------------------------- Damascus Classification: Assassin Orphaned after birth, this heirless killer spent years on the street, learning his trade and losing his emotions. The Corrupt had no difficulty in bending his will towards their ends. Now completely void of human feeling, Damascus is an unstoppable machine. ------------------------------------------------------------------------------- Deslok Classification: Warrior Deslok is the clan mate of Drimacus. Although weaker than his warrior-brother, Deslok is a competent fighter and will prove a worthy opponent. ------------------------------------------------------------------------------- Devastator Team: Red Claw Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Divisor Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Dominator Team: Red Claw Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Dovienya Classification: Veteran Soldier Born on board the IWV Battlecruiser Ciran-Vega and nursed on the scorched plains of the embattled Skaarj planet of Skrath, Dovienya is a highly experienced warrior. She knows the Tournament arenas better than her peers and learns quickly on the battlefield. --- 2nd time: Dovienya's field experience has guided her aim true. Now she has those same sights set on you. ------------------------------------------------------------------------------- Drimacus Classification: Warrior Unlike many other Tournament fighters, Drimacus has earned his position by ascending the lower ladders; fighting his way to the top of the amateur league. He is a very experienced and capable warrior. ------------------------------------------------------------------------------- Enigma Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Entropy Team: Iron Skull Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Farham Team: Dark Phalanx Farham fought with the Earth Defense Force during the '7 Day Siege,' Earth's darkest hour during the war. He was solely responsible for the destruction of the Skaarj Skri'th Class Dreadnaught 'Krujhlok' and is a highly decorated veteran. ------------------------------------------------------------------------------- Freylis Team: Black Legion A Blademaiden of the highest order, Freylis is a skilled and experienced warrior. She understands team tactics well and will always be where her team needs her the most. ------------------------------------------------------------------------------- Fuego Classification: Criminal Ex-bodyguard for the famous performer Flabeline Xion. After he confessed to her gruesome murderer, the only way out was the Liandri Tournaments. They call him 'the Singer'. ------------------------------------------------------------------------------- Function Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Genghis Classification: Raider/Prisoner Genghis takes his name from a conqueror of old. He proclaims himself 'Ruler of the Eastern Expanse' come to forge a new Empire. In reality, he is a petty freight raider sentenced to fight in the Tournament for his crimes. ------------------------------------------------------------------------------- Gilfred Classification: Miner Suckered into competing in the tournament by his former employers at Liandri Corp., this poor ex-miner stands no chance of winning the tournament. He is lost in despair and will do anything to kill an enemy, regardless of the damage to himself. ------------------------------------------------------------------------------- Gorn Team: Dark Phalanx Gorn was a charismatic fighter until he got his face damaged beyond recognition during the '7 Day Siege'. Unable to restore his good looks, medical specialists fitted him with highly advanced implants which restored his senses. ------------------------------------------------------------------------------- Guardian Team: Red Claw Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Harlin Team: Iron Guard Harlin is a solid fighter with plenty of field experience. He joined the Iron Guard after watching NEG Storm Troopers execute his family during a block raid. Hijinxs Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Ice Weasel Classification: Specialist Ice Weasel is the codename for Jesse Davis, a 'deep freeze' cold world combat specialist. Able to survive for weeks on melted snow alone, he has mastered control over his mind and body. ------------------------------------------------------------------------------- Ivana Team: Dark Phalanx [Leader] Ivana is a self-taught warrior who hooked up with the Dark Phalanx when she heard about Gorn's story of overcoming the odds on Neurovision one evening while training. So deeply moved, she decided to join the team, fighting alongside Gorn. ------------------------------------------------------------------------------- Jayce Classification: Civilian Jayce is an ex-movie stunt woman. Figuring she could do it for real in the tournaments, she joined up and is proficient with any weapon. ------------------------------------------------------------------------------- Jayce Team: Blood Reavers Jayce is the team's tech specialist. She uses her top notch military training to service and stock equipment. ------------------------------------------------------------------------------- Johnson Team: Iron Guard Johnson was hired out of the black market slave trade to serve as bodyguard to Nyhn. He is strong and has an extreme amount of endurance. ------------------------------------------------------------------------------- Kragoth Classification: Necris Phayder Also of the Necris, Kragoth is a known member of the Phayder Secret Society. A brood of assassin and doomsday cultist, the Phayder have declared a sort of guerilla war against Earth. ------------------------------------------------------------------------------- Kragoth Team: Black Legion Known as the 'Star Slayer' Kragoth is a dread assassin of the Phayder secret society. He is rumored to have single handedly killed the entire crew of an ICV Star Cruiser. Liandri will neither confirm nor deny this information. ------------------------------------------------------------------------------- Kregore Team: Raw Steel Kregore is a rough dude. Having survived multiple Tournament championships, he knows the venues well and is the most experienced Raw Steel Warrior ------------------------------------------------------------------------------- Kryss Classification: Necris Blademaiden Member of an alien race known as the Necris, Kryss is possessed of a dark beauty. Beware, however, for it hides a darker mind. --- 2nd Time: Kryss isn't out of the Tournament yet. The Necris are persistent and dangerous and she is no exception. Be careful, she is definitely more powerful than before. ------------------------------------------------------------------------------- Kyla Team: Blood Reavers Kyla was captured after a five year manhunt that spanned 13 star systems. Guilty of masterminding one of the largest miner rebellions in history (Green's World) she has been forced to fight in the Tournament for her life. ------------------------------------------------------------------------------- Lauren Team: Iron Guard Lauren was said to be the Jihan Nyhn's lover. Suspecting Liandri to be the cause of his death, she joined the Iron Guard to uncover the truth. ------------------------------------------------------------------------------- Leeb Classification: Necris Phayder Liandri Suspects Leeb to be behind the Phayder operations in the Sol Sector. Believed to be responsible for over 543 politically motivated killings. Terminate with extreme prejudice. ------------------------------------------------------------------------------- Lexington Classification: Gun Warrior An extremely honorable warrior, Lexington is known for only using pistols to fight with. He considers himself above the tourney and would rather take part in a traditional duel. His aim is legendary, and he becomes twice as lethal when he's got two pistols. ------------------------------------------------------------------------------- Loque Classification: Necris Phayder Loque is a suspected Phayder captured snooping around the Io Directorship buildings. The Phayder have become more active as of late and are believed to be responsible for at least 6 tac-nuke bombings against NEG installations in the past month. ------------------------------------------------------------------------------- Luthienne Classification: Civilian Having survived the wreck of ISV-Kran, Luthienne was forced to watch all of her friends and crew-mates die at the hands of the Skaarj until she and three others were rescued two years later. Irreparably scarred by her experience, she has entered the tournament to confront her inner demons and ultimately to silence them through her own death. ------------------------------------------------------------------------------- Luthor Team: Blood Reavers Luthor spent twenty years as a covert black ops specialist. He was arrested by the NEG security force during a government sanctioned internal raid. He feels betrayed and now fights against the government that created him. ------------------------------------------------------------------------------- Malakai Team: Black Legion Malakai fights for the glory and destruction. He, like many Necris, believe that every emotion is to be savored, every nuance of pain divine. ------------------------------------------------------------------------------- Malcom Team: Thunder Crash Classification: Chem Killer FenTech's finest creation, Malcom is an engineered warrior enhanced by chemicals. Adrenaline stimulants, synaptic catalysts, and impulse regulators combine to create a superhuman killing machine. ------------------------------------------------------------------------------- Manwell Team: Raw Steel Manwell is the strongest of the Raw Steel. He uses a custom mixture of biochem enhancements to keep his power level at a maximum at all times. ------------------------------------------------------------------------------- Mariana Team: Blood Reavers Unlike many of the other Blood Reavers, Mariana served the NEG faithfully for four years. That four years ended in her discharge with little compensation. She feels that the government and Liandri owe her for her service. ------------------------------------------------------------------------------- Matrix Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Nikita Team: Dark Phalanx Nikita was trained in the construction and maintenance of heavy weaponry and demolitions. She maintains the Dark Phalanx armory. ------------------------------------------------------------------------------- Nikki Classification: Civilian Occasionally, rich civilians are able to buy their way into the Tournament. The Liandri Rules Board doesn't like to include normal civilians because, frankly, they aren't good enough to be entertaining. --- 2nd Time: In three upset victories last week, Nikki proved civilians can, in fact, be successful in the Tournament. She has learned a lot very quickly and has returned to show you some new tricks. ------------------------------------------------------------------------------- Othello Team: Thunder Crash Classification: Warrior Once a trade for the Cyron Financial Commission, Othello became a suicidal pit fighter following the mysterious death of his wife. ------------------------------------------------------------------------------- Pestilence Team: Red Claw Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Pharoh Team: Iron Skull Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Rath Classification: Warrior Rath is more machine than human. Rebuilt from spare parts and what was left of his brain after the Earthstar One incident, his mental instabilities make him an excellent warrior. ------------------------------------------------------------------------------- Raven Classification: Criminal Criminals make excellent pit fighters. The volatile combination of cabin fever and desperation that a long prison sentence imparts is therapeutic to say the least. ------------------------------------------------------------------------------- Reaper Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Reaper Team: Iron Skull Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Rhea Classification: Specialist An ex-NEG field commander and energy weapons specialist, Rhea knows combat. She favors the Shock Rifle's accuracy, but is well trained with all modern weapons. ------------------------------------------------------------------------------- Riker Team: Thunder Crash Classification: Warrior Riker is a walking fusion of tactics and style. He always tries to find new ways of killing his opponents and has won multiple awards for creative improvisation. ------------------------------------------------------------------------------- Rolph Team: Raw Steel Rolph is the weakest of the team, but is still very tough by normal human standards. What he lacks in brute force he makes up for in raw speed and endurance. ------------------------------------------------------------------------------- Rylisa Team: Iron Guard Little is known about Rylisa or her motivations for joining the Iron Guard. Nearly every member of the guard has a reason for fighting the NEG and Liandri, but she has not confided in any members of the group since joining. ------------------------------------------------------------------------------- Sarena Team: Venom Unknown to her battle sisters, Sarena is the result of a complex mindcontrol experiment by the NEG. She fights not of her own volition, but as a test of government conditioning. ------------------------------------------------------------------------------- Silicon Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Skrilax Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Skrilax Team: Iron Skull Classification: L9 No profile available. Level 9 security clearance required. ------------------------------------------------------------------------------- Slain Classification: Veteran Soldier Slain fought with the 47th Mechanized Imperial during the first Necris invasion. He was a distinguished veteran of modern military operations. Although his skills tend toward the tactical, he is, nonetheless, an excellent hand-to-hand fighter. ------------------------------------------------------------------------------- Slain Team: Raw Steel Slain is the founder of Raw Steel. He understands that the success of the team lies not only in their physical strength, but in their crowd pleasing pro wrestling style. ------------------------------------------------------------------------------- Tajheri Classification: Civilian Captured and forced into the slave trade, Tajheri made a daring escape and was later picked up by the NEG police and forced to fight in the tourney. She has little fighting experience and will be happy to find any gun at all. ------------------------------------------------------------------------------- Tara Team: Venom Tara is the athletic model of the new era. She is strong, quick, and intelligent. She wields all weapons with equal proficiency and studies in many forms of battle. ------------------------------------------------------------------------------- Tensor Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Toe Cutter Classification: Criminal Real name unknown, the Toe Cutter is a notorious gang leader. Captured during a skirmish south of Reconstructed New York, there was no question to his participation in the Tournament. ------------------------------------------------------------------------------- Vanessa Classification: Psychotic Vanessa was committed at a psychiatric institution at the age of twelve for murdering her parents and brother. This is one real nut case. She likes to blow her opponents open with a well placed rocket. ------------------------------------------------------------------------------- Vector Classification: Slave Warrior A warrior slave. Member of 'The Corrupt,' a group of reprogrammed warriors who fight for the entertainment of Xan Kriegor. ------------------------------------------------------------------------------- Visse Classification: Necris Blademaiden Many Necris warriors are female. Known as blademaidens, they fight ruthlessly; favoring cruelly-formed bayonet’s and energy swords. Visse is a Necris prisoner-of-war made to fight in the tournaments in exchange for her life. --- 2nd time: Vanessa's psychosis has proven her savior, ripping through ranks of warriors and fighters to get to this point in the ladder. ------------------------------------------------------------------------------- Visse Team: Black Legion Seeking only pleasure in the pain of others, Visse rends her enemies with relentless fervor. ------------------------------------------------------------------------------- Xan Classification: Tournament Champion Origin and Identity unknown. Various rumors exist as to who and what Xan is. The most popular rumor being that he is the man who heads up the Liandri Corporation and has poured his vast wealth into building the most advanced battle suit ever, solely for maintaining champion status in the Tournament. ------------------------------------------------------------------------------- Xoleras Classification: Executioner A former Greek mob executioner on extended leave from his family business. Xoleras has a reputation of completely and utterly dominating his opponents. A master of thin ledges and with vision of an eagle, he rarely misses and opportunity to blank an unskilled opponent. ------------------------------------------------------------------------------- Zanna Team: Venom Zanna is a prototype chem warrior developed by Fen Tech Incorporated. Her considerable physical strength is augmented by a constant flow of synaptic catalysts and endorphins. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- b) The Clans ------------------------------------------------------------------------------- Being on which clan seems to vary from game to game. Generally you will be placed on one of Thunder Crash, Dark Phalanx or Iron Guard. For the most part the same enemy clans stick to the same levels, but of course varies depending on which clan you are. ------------------------------------------------------------------------------- Thunder Crash Members: Othello, Azure, Aryss, Malcolm, Riker Thunder Crash is the current big city favorite, Sporting a calculated balance of strength and style, they always manage to crush the opposition and look good at the same time. ------------------------------------------------------------------------------- Dark Phalanx Members: Ivana, Farham, Nikita, Gorn, Anna The Dark Phalanx are an honorable collection of military specialists. All have proven themselves in the Human/Skaarj war and now seek glory in the ranks of the Tournament. ------------------------------------------------------------------------------- Red Claw Members: Dominator, Berserker, Guardian, Devastator, Pestilence The N.E.G. has long recognized the superiority of the Skaarj warrior as a military fighting machine, as was made clear in the brutal Human-Skaarj wars. The Skaarj Hybrid is a result of secret military genetic research using both human and Skaarj DNA performed after the capture of a Skaarj scout ship. If proven in Tournament battle, the Hybrids shall become a leading force in ground based ops. ------------------------------------------------------------------------------- Iron Guard Members: Harlin, Rylisa, Johnson, Lauren, Brock This veteran squad of elite warriors once served as personal bodyguards to the powerful arms smuggler Jihan Nyhn. After Jihan's assassination, the Iron Guard found themselves unemployed and the Tournament was an ideal arena to vent their aggression. ------------------------------------------------------------------------------- Blood Reavers Members: Kyla, Boris, Mariana, Luthor, Jayce An organization of mercenaries and ex-military specialists, the Blood Reavers are interested in fame and fortune. They seek to win the Tournament for the prize that victory offers: nearly limitless wealth and power. ------------------------------------------------------------------------------- Venom Members: Athena, Cilia, Sarena, Tara, Zanna Venom is an elite faction of warriors and athletes. Every member is female and all fight solely for their own enjoyment. ------------------------------------------------------------------------------- Raw Steel Members: Slain, Manwell, Kregore, Bruce, Arkon, Rolph Only men are allowed in the fighting force known as 'Raw Steel'. An amalgamation of human muscle and polyfoam metals, 'Raw Steel' upholds strength and power over all other virtues. ------------------------------------------------------------------------------- Black Legion Members: Cryss, Kragoth, Freylis, Malakai, Visse A powerful team of Phayder assassins that seek to dominate the Tournament. By destroying Xan Kriegor, the corrupt Tournament Champion, the Legion believes it can take control of Liandri operations. ------------------------------------------------------------------------------- Iron Skull Members: Reaper, Baetel, Pharoh, Skrilax, Anthrax, Entropy The N.E.G. has long recognized the superiority of the Skaarj warrior as a military fighting machine, as was made clear in the brutal Human-Skaarj wars. The Skaarj Hybrid is a result of secret military genetic research using both human and Skaarj DNA performed after the capture of a Skaarj scout ship. If proven in Tournament battle, the Hybrids shall become a leading force in ground based ops. ------------------------------------------------------------------------------- ******************************************************************************* vi) Levels ******************************************************************************* The levels described here are only the levels which appear in the Unreal Tournament itself, not including the tutorials. All levels have some unique aspects to them as well as a good deal of arsenal to carry around. ------------------------------------------------------------------------------- Deathmatch ------------------------------------------------------------------------------- In Deathmatch [and team Deathmatch] a player gains one point per kill, often called a frag. They will lose a frag if they kill themselves. Most maps have frag limits, though time limits may be imposed in addition to or instead. If that is the case the most frags when time expires is declared the winner. Every map in Deathmatch mode may be used in Team Deathmatch and Last Man Standing as well. In last man standing there are no powerups on the maps except for Anti Grav boots where available and players will start fully armed with every weapon [no redeemer]. ------------------------------------------------------------------------------- Arcane The Nali, an ancient race of four armed aliens, constructed this hidden temple to worship their Gods in secrecy when they were oppressed by the vicious Skaarj aliens. Unfortunately for the Nali, the Skaarj eventually located the temple and systematically slaughtered every inhabitant. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, 2 Sniper Rifles, Redeemer Ammunition: 3 Biosludge Ammo, 4 Shock Cores, 3 Pulse Cells, 2 Razor Blade Packs, 3 Boxes of Bullets, 2 Flak Shells, 3 Rocket Packs, 5 Boxes of Sniper Bullets Support Items: 12 Health Vials, 8 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt, 1 Damage Amplifier This level has a lot of area to run around. There are several large rooms and many small ones as well. Enemies always seem to be just around the corner as well. Make use of the redeemer hidden inside of the pond outside of the complex to make short work of everything inside of any of the crammed rooms. Most of the action though will take place in the central room, as most spawn points are nearby. The enforcer[s] make the best weapons here as you may be respawning a lot. This is a very offensively mindsetted map. ------------------------------------------------------------------------------- Codex The Codex of Wisdom was to be a fantastic resource for knowledge seeking beings across the galaxy. It was to be the last place in known space where one could access rare books in their original printed form. However, when the construction crew accidentally tapped into the magma flow, the project was aborted and sold to Liandri at a bargain price for combat purposes. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells, 1 Razor Blade Pack, 2 Boxes of Bullets, 2 Flak Shells, 3 Rocket Packs, 1 Box of Sniper Shells Support Items: 6 Health Vials, 8 Health Pods, Body Armor, Shield Belt This level is very cool. Combat takes place on a few different levels, though cross-level combat is only a realistic option in two areas. The Shield belt is on the bridge which runs through the main room. While it is a great item, the body armor is a bit more practical as it is located in an area where enemies like to go, you do need to kill them after all. The Pulse Gun, Flak Cannon and Rocket Launcher all work great as well. Some of the weapons are a good deal out of the way, such as the Sniper Rifle, try not to lose valuable time if you are going for their ammunition, which as usual spawn next to the weapons. ------------------------------------------------------------------------------- Conveyor The refinery makes for a particularly balanced arena. A multilevel central chamber keeps fighters on their toes while the nearby smelting tub keeps them toasty. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Mini Gun, Flak Cannon, Rocket Launcher, Sniper Rifle, Redeemer Ammunition: 3 Biosludge Ammo, 7 Shock Cores, 4 Pulse Cells, 2 Razor Blade Packs, 3 Boxes of Bullets, 6 Flaks Shells, 4 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 9 Health Vials, 11 Health Pods, 1 Big Keg of Health, 1 Thigh Pad, 1 Shield Belt, 1 Damage Amplifier, 1 Anti Grav Boots For such a large level there are not a whole lot of weapons to go around. The big keg and damage amplifier both sit near each other on one side of the map while the shield belt is under a small ramp on the other. Almost all of the action takes place in the very, very, tall room in the middle. Lift and conveyor belts allow for moving between the floors with ease. While the bottom floor may see the most action, it is also the easiest to spam with any type of weapon. Whatever you do on this map, do not hold still for even the smallest of times. Most weapons work good on this map, Pulse guns are potent for ramp fighting and flak cannons for dropping bombs to below. There are also several hazard areas on this map, but none are particularly shocking. ------------------------------------------------------------------------------- Fractal LMC public polls have found that the majority of Tournament viewers enjoy fights in 'Real Life' locations. This converted plasma reactor is one such venue. Fighters should take care, as the plasma energy beams will become accessible through the 'Fractal Portal' if any of the yellow LED triggers around the floor are shot. Weapons: 2 ASMD Shock Rifle, Rocket Launcher Ammunition: 4 Shock Cores, 4 Rocket Packs Support Items: 4 Health Pods, Shield Belt They key on this map is to get the shield belt before anyone else. It is in the dead center of this map which is one large room with a very high roof. Two elevators can bring you to the second floor, which is where all of the rocket related gear and health pods are. If you are on the bottom, do not be afraid to switch to the shock rifle and use the combo shot when someone jumps down from above, otherwise though, stick to rockets, there will not be a shortage of them on this blood bath map. Also, the floor under the shield belt occasionally opens up and you will die if you fall in. Oddly, the bottom and top of this room are the same. Try it out? Shoot a rocket from the dead center of the map straight up and then look down, you will see it explode on the other side of the floor. ------------------------------------------------------------------------------- Galleon The indigenous people of the Koos World are waterborne and find there to be no more fitting an arena than this ancient transport galleon. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, Redeemer Ammunition: 5 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 2 Boxes of Bullets, 4 Flak Shells, 4 Rocket Packs Support Items: 8 Health Vials, 6 Health Pods, 1 Big Keg of Health, 1 Body Armor, 1 Shield Belt, 1 Invisibility, 1 Damage Amplifier, 4 Anti Grav Boots Perhaps the most annoying level in the game, there just never seems to be any one where you are. The redeemer is way up high on one of the masts, which you can get to through a teleporter. The invisibility is near the Bow of the ship and the rockets near the steering wheel at the stern. Projectiles can not go through the sails so do not try to do that. Most of the action however takes place in the lower decks. There are many narrow passages under there to get somewhat lost in and obstruct your shots. ------------------------------------------------------------------------------- Grinder A former Liandri smelting facility, this complex has proven to be one of the bloodiest arenas for tournament participants. Lovingly called the Heavy Metal Grinder, those who enter can expect nothing less than brutal seek and destroy action. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher Ammunition: 2 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 2 Boxes of Bullets, 2 Flak Shells, 2 Rocket Packs Support Items: 4 Health Vials, 8 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Damage Amplifier This map could not be more faced paced if it tried. The Body Armor is located in a wonderfully central location along with a curving hallways with some nice health pods and some flak ammo. Alternatively, one could use rockets and heal from that area of the map. If you control the big guns, you control this map and there is nothing which will change that. As far as spawn killing goes, this is one of the easier maps to be a 'llama' and do such a thing. The Pulse Gun is a great backup on this map as well, as it is fairly straight forward in design even with the multiple levels. ------------------------------------------------------------------------------- Hyperblast Thanks to Magnetic Anti-Vacuum Resonance technology, combatants are able to battle outside of Xan's 'Hyperblast' ArenaShip for an extended period of time. Use extreme caution though, one mistake and you'll find yourself floating in space. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher Ammunition: 2 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 2 Boxes of Bullets, 3 Flak Shells, 3 Rocket Packs Support Items: 8 Health Vials, 8 Health Pods, 1 Body Armor, 1 Shield Belt, 1 Invisibility This map has normal gravity on the inside and low gravity on the outside. It is relatively small as well. The invisibility gives a great advantage on this map and is located towards the front.. at least I think it is the front end of the ship. The shield belt is in the curving hallway near the back. For out of ship combat, use the shock rifle to send someone flying out into the middle of no where. For indoor combat use whatever you feel appropriate. Ripper bounce shots have little effect on this map as they often go out of windows. ------------------------------------------------------------------------------- Liandri A textbook Liandri ore processing facility located at Earth's Mohorovicic discontinuity roughly below Mexico. Phased ion shields hold back the intense heat and pressure characteristic of deep lithosphere mining. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Minigun, Flak Cannon, 2 Rocket Launchers, Sniper Rifle, Redeemer Ammunition: 3 Biosludge Ammo, 3 Shock Cores, 2 Pulse Cells, 1 Box of Bullets, 2 Flak Shells, 4 Rocket Packs, 1 Box of Sniper Shells Support Items: 12 Health Vials, 6 Health Pods, 1 Body Armor, 1 Shield Belt, 1 Damage Amplifier This level has one giant room with multiple levels and ramps leading around. Try to do most of the fighting in here as it by far and away has the most action. All of the other, smaller rooms contain arguably the better items, including the redeemer. However, due to their lack of inhabitants a lead can quickly be lost by getting some fresh items. There is plenty of health in the main room as well, mostly in the form of vials. This level has a lot of level to level fighting, so be ready to use that free look up and down you have neglected for most maps. ------------------------------------------------------------------------------- Malevolence This small facility is well suited for testing rising tournament favorites in one-on-one combat Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 4 Boxes of Bullets, 4 Flak Shells, 2 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 3 Health Vials, 6 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Damage Amplifier This level is not as small as the game states. It is rather large, but most items are spaced out as well, making it seem like you never have anything to shoot. The Damage Amplifier is terribly hard to get without a translocator, perhaps not even worth getting. Most of the fighting will be done near the body armor or in the main room, try to make it the former for obvious reasons of staying alive. ------------------------------------------------------------------------------- Morpheus LMC knew they had found an excellent arena at the very top of a newly constructed Galaxyscraper Super Structure. Thanks to the modern miracle of super tensile solids, these three buildings reach a staggering 12 miles high at their pinnacle. The thin atmosphere and reduced influence of Earth's Gravity provide an interesting test of the tournament athlete's ability to adapt to and conquer in extreme environments. Weapons: ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, 2 Rocket Launchers, Sniper Rifle, Redeemer Ammunition: 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 2 Boxes of Bullets, 4 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 6 Health Pods, 1 Invisibility, 1 Body Armor Morpheus is a great map overall. Low gravity makes jumps very high. Because of this, it makes it possible to be juggled in the air forever if your enemy has a sharp aim. Try to make use of the rocket launchers on the outside and anything else when inside. Most bots will fall off of the buildings often even on the higher settings. ------------------------------------------------------------------------------- Oblivion The ITV Oblivion is one of Liandri's armored transport ships. It transports new contestants via hyperspace jump to the initiation chambers to their first events on Earth. Little do most fighters know, however, that the ship itself is a battle arena. Weapons: ASMD Shock Rifle, Flak Cannon, Rocket Launcher Ammunition: 2 Shock Cores, 2 Flak Shells, 2 Rocket Packs Support Items: 6 Health Pods Oblivion is designed for a couple of players only. It consists of one fairly open room, a couple of corridors and a few smaller rooms. The Flak Cannon is probably best for this level as it does not involve too much up and down. The map provides very little cover aside from a large pillar in the very middle of the middle room. All of the ammunition for guns are pretty much next to the gun except for the rocket launcher which is in one corridor and the ammunition in another. ------------------------------------------------------------------------------- Peak Originally built by the Nipi Monks in Nepal to escape moral degradation, this serene and beautiful place once called for meditation; until Liandri acquired if for perfect tournament conditions. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher Ammunition: 2 Biosludge Ammo, 4 Shock Cores, 1 Pulse Cell, 3 Razor Blade Packs, 2 Boxes of Bullets, 3 Flak Shells, 2 Rocket Packs Support Items: 4 Health Pods, 1 Big Keg of Health, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt, 1 Damage Amplifier, 1 Anti Grav Boots This map is easily the hardest to not kill yourself on. Most of the outdoor areas are about a body length wide and falling of is synonymous with death. Make great use of the shock rifle outdoors as it sends enemies flying off of these areas with ease. The indoor area tends to get saturated with dead bodies nearby the shield belt, which is another great place to fall. If you have weapons with splash damage, or perhaps just a death wish, this is a great place to fulfill them. There is very little health on this map, not as if escaping a fight to get to it is a viable option. The body armor is way up high on this map reached by a lift, most of the health on the map is in this area as well. A courtyard like area houses the Big Keg as well as a couple of guns. It makes for perhaps the best open combat area, but staying in it will not net you many kills at all. ------------------------------------------------------------------------------- Phobos This Martian space station is caught between Mars and its satellite Phobos, resulting in a chaotic rotation. Fortunately, the gravity generators are working well enough to lend a fast paced rhythm to Deathmatch. Weapons: GES BioRifle, ASMD Shock Rifle, 2 Rippers, Minigun, Flak Cannon, Rocket Launcher, 2 Sniper Rifles, Redeemer Ammunition: 3 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells*, 4 Razor Blade Packs, 2 Boxes of Bullets, 2 Flak Shells, 4 Rocket Packs, 8 Boxes of Sniper Cells Support Items: 11 Health Vials, 4 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt, 1 Invisibility, 2 Anti Grav Boots This map has on main room which is open to attack from several different levels of the map. This room is where almost all action takes place. Basically flood the hell out of this room with whatever you have. You could take the time to venture around on the outside of the complex to get all of the good items, but it takes a lot of time as mayhem happens quickly on this match. Also, there is pulse gun ammunition on this map though I have never seen a pulse gun on it, I assume there must be one, *shrug* ------------------------------------------------------------------------------- Pressure The booby trap is a time honored tradition and a favorite among Tournament viewers. Many Liandri mining facilities offer such 'interactive' hazards. Weapons: ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 5 Shock Cores, 4 Pulse Cells, 4 Razor Blade Packs, 2 Boxes of Bullets, 2 Flak Shells, 5 Rocket Packs, 3 Boxes of Sniper Shells Support Items: 13 Health Vials, 14 Health Pods, 1 Big Keg of Health, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt, 1 Damage Amplifier This map offers a wide variety of fighting. It has a very large bottom floor, many of the rooms having rafters accessible through a series of lift systems to make for multi-level fighting. Inside of the pressure chamber are some of the better items, however, while inside if another player activates the chamber, you will die. There is also no shortage of health on this map, making for long and bloody combat. This is one of the better levels. ------------------------------------------------------------------------------- Shrapnel Tournament coordinators love burnt out factories, foundries, and warehouses because of the natural height and architectural hazards they provide. With the original name of this burnt-out facility long forgotten, the contestants have morbidly named this place. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 7 Shock Cores, 4 Pulse Cells, 4 Razor Blade Packs, 4 Boxes of Bullets, 4 Flak Shells, 2 Rocket Packs, 5 Boxes of Sniper Shells Support Items: 16 Health Vials, 6 Health Pods, 1 Thigh Pad, 1 Shield Belt, 1 Damage Amplifier The shield belt is wondrous on this level, as it is not way out of reach and sits next to some health pods and ammunition as well. Unfortunately it is a rather dull room and you will not score many kills just camping around waiting for it. On this map try to find a nice set of rooms in which you can run a nice large square through and kill everything you happen to see. There are also plenty of health vials to help improve your health beyond 100. ------------------------------------------------------------------------------- Stalwart Jeri Liandri purchased this old mechanic's garage as a possible tax dump for his fledgling company, Liandri Mining. Now, Liandri Corp. has converted it into a battle arena. While not very complex, it still manages to claim more lives than the slums of the city in which it lies. Weapons: ASMD Shock Rifle, Pulse Gun, Flak Cannon, Rocket Launcher Ammunition: 2 Shock Cores, 2 Pulse Cells, 3 Flak Shells, 1 Rocket Pack Support Items: 6 Health Vials, 3 Health Pods, 1 Big Keg of Health, 1 Thigh Pad, 1 Body Armor Stalwart is another small map. There are a few decent sized rooms conducive to more open fighting than on other small maps. Stalwart tends to hide the guns and ammunition nearby. Make use of the health vials and armor for a quick advantage over other players. There is not much of an up and down factor again on this map, but all of these weapons are great in the open field. The Rocket Launcher requires an impact hammer jump to reach without the translocator and shooting the boxes in the same room will reveal the big keg of health. ------------------------------------------------------------------------------- Tempest The Tempest Facility was built specifically for the Tournament. It was designed strictly for arena combat, with multi-layered areas and tiny hiding spots. It is a personal training area of Xan Kriegor and sits high above the sprawling Reconstructed New York City. Weapons: GES BioRifle, 2 ASMD Shock Rifles, Pulse Gun, 2 Rippers, 2 Miniguns, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 4 Shock Cores, 5 Pulse Cells, 5 Razor Blade Packs, 5 Boxes of Bullets, 5 Flak Shells, 4 Rocket Packs, 3 Boxes of Sniper Shells Support Items: 15 Health Vials, 10 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt, 1 Damage Amplifier, 1 Anti Grav Boots A very tough level to succeed in. The Tempest complex has several layers and rooms. The best place to fight if I had to choose one would be the room in which the Shock Rifle is found, only because it is pretty flat and mildly large, though the best strategy by far is too keep mobile on a map like this. Flak cannons come in very handy on this map as it is easy to jump down behind and unsuspected enemy. ------------------------------------------------------------------------------- Turbine A decaying water-treatment facility that has been purchased for use in the Tourney, the Turbine Facility offers an extremely tight and fast arena for combatants which ensures that there is no running, and no hiding, from certain death. Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 5 Shock Cores, 3 Pulse Cells, 2 Razor Blade Packs, 2 Boxes of Bullets, 3 Flak Shells, 3 Rocket Packs, 1 Box of Sniper Shells Support Items: 11 Health Vials, 7 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Damage Amplifier Like many other maps, most of the ammunition sits somewhat close to the weapon it belongs too, except for Shock Cores which are just about everywhere you can turn. You will need to use the impact hammer or a rocket into the ground to be able to get the Damage Amplifier if you are playing the actual tournament. There is plenty of health on this map so you should not run into problems in that department. The Thigh Pads are on the overpass of the main room if you will. This map starts to combine elevation as a part of playing. Rockets are probably the best bet for this level, but the Minigun is not too shabby itself. ------------------------------------------------------------------------------- Zeto Liandri Corp. in an attempt to recoup financial losses from a failed research station on the arctic moon of Coret, has converted this frozen outpost into a Tournament arena. Weapons: 2 ASMD Shock Rifles, 2 Pulse Guns, 2 Rippers, Minigun, 2 Flak Cannons, 2 Rocket Launchers Ammunition: 6 Shock Cores, 4 Pulse Cells, 4 Razor Blade Packs, 2 Boxes of Bullets, 4 Flak Shells, 4 Rocket Packs Support Items: 11 Health Pods, 1 Big Keg of Health, 1 Body Armor, 1 Shield Belt This map has two main levels to fight on. Weapons are well spread out across them. There are many places to attack the lower level from the higher one too. Due to the long length of the map, most weapons are found in two locations. Take advantage of the ability to jump down a level behind someone as well. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Domination ------------------------------------------------------------------------------- In domination there are various switches which start out as silver X's, when a team activates one of them their team icon and color will replace it. While it is their color that team will gain one point per switch every couple of seconds it remains theirs. The player who flipped it will also gain that point to his or her personal score. Generally there is a point limit to maps, but a time limit may be imposed as well. ------------------------------------------------------------------------------- Cinder After dozens of broken legs and incinerated employees, the Cinder Foundry was finally shut down and placed upon the auction block, where it was promptly snatched up by a savvy Liandri location scout. Scoring Switches: Top, Lava, Nook Weapons: GES BioRifle, 2 ASMD Shock Rifles, Pulse Gun, Ripper, 3 Miniguns, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 4 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 3 Boxes of Bullets, 5 Flak Shells, 3 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 7 Health Vials, 6 Health Pods, 1 Big Keg of Health, 1 Thigh Pad, 2 Body Armors, 1 Shield Belt, 1 Damage Amplifier The Nook is wedged in a corner and is probably the easiest location to defend. Nearby is a rocket launcher, some health and some body armor. The Lava has a shield belt just above and some shock cores and Biosludge nearby. It is open from more sides though. The Top is the most unique of the areas. It is very easy to translocate up into the switch and take it, causing this one to be exchanged quite frequently in human games. In addition, there is some health, armor and lots of weapons nearby it, though the space granted to fight for this switch is rather limited. ------------------------------------------------------------------------------- Condemned The many gang-related fights that ravaged this particular area have already proven this section of the city slums to be a bloody battle ground. The Liandri organizers are expecting this to be the case once again, only this time, as a tournament domination arena. Scoring Switches: Garage, Rooftop, Arturo's Weapons: GES Bio Rifle, 2 ASMD Shock Rifles, Minigun, Rocket Launcher Ammunition: 2 Biosludge Ammo, 4 Shock Cores, 2 Boxes of Bullets, 2 Rocket Packs Support Items: 6 Health Pods, 1 Big Keg of Health, 1 Shield Belt, 1 Anti Grav Boots This map is very small, two switches on the lower area of the streets are easy to defend both from their locations and from the rooftop above, which allows you to defend that switch as well. The Big Keg is through a broken out window in the 'town' nearby. Make good use of the translocator on this map since each switch is only a teleport or two away. Biosludge is very effective for the close quarters as well. ------------------------------------------------------------------------------- Cryptic One of the few 'Manufactured' Tournament arenas, this ancient seeming ruin was built by the legendary Tournament Master Kilbragh as a personal training facility. After his death, the property reverted to Liandri, who now make full use of it. Scoring Switches: Daemonhead, Gargoyle, Iron Star Weapons: ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, Rocket Launcher Ammunition: 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 2 Boxes of Bullets, 2 Flak Shells, 2 Rocket Packs Support Items: 1 Health Vial, 5 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt The Gargoyle switch is all alone on one side of the map. A one way transport makes a fast trip from the Daemonhead, but otherwise is a bit of a walk. This switch has all the good items around it, the Shield Belt, Thigh Pads, Rocket Launcher and a Flak Cannon. It is easy to defend as nothing spawns nearby. The other two switches are near each other, though they sport very little in terms of useful weapons nearby. The Daemonhead is the better of the two, with some health and a Body armor near by. The Iron Star is hard to defend as enemies tend to spawn all around it and attack it from several directions. ------------------------------------------------------------------------------- Gearbolt New peace treaties by the NEG have resulted in many abandoned military facilities. Gearbolt was once an underground storage base for military weapons and inventory. Scoring Switches: Ramp, Bridge, Lift Weapons: ASMD Shock Rifle, Pulse Gun, Ripper, Minigun, Flak Cannon, 2 Rocket Launchers, Sniper Rifle, Redeemer Ammunition: 4 Shock Cores, 1 Razor Blade Pack, 2 Boxes of Bullets, 2 Flak Shells, 3 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 4 Health Vials, 6 Health Pods, 1 Thigh Pad, 1 Body Armor, 1 Shield Belt There is a good deal of this level which is on a lower level which contains no switches what so ever, though they are all open floors so one may translocate up on a whim of notice. The ramp switch is not too bad to defend, having a nearby rocket launcher and flak cannon, though not a lot of survival gear. The bridge changes hands quite often, it is not worth defending, just run near it every now and again and capture it if need be. The best switch to defend is the one near the lift. It houses a shield belt, rocket launcher ammunition with a near by launcher and health pods. The floor is also partially see through so you will have advanced warning of enemies coming. As tempting as it is to fight on the under levels, valuable time is lost doing so, especially if your team is down. ------------------------------------------------------------------------------- Ghardhen A newly constructed explosion testing facility, Ghardhen Labs houses two blast chambers. Unfortunately, one of the silent investors was a Liandri location scout, and Ghardhen fell to Liandri. Scoring Switches: Top, Center, Bottom Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, 2 Flak Cannons, Rocket Launcher Ammunition: 2 Biosludge Ammo, 2 Shock Cores, 2 Pulse Cells, 3 Razor Blade Packs, 4 Flak Shells, 2 Rocket Packs Support Items: 9 Health Pods, 1 Big Keg of Health, 1 Damage Amplifier, 1 Anti Grav Boots This map is about medium sized. The upper switch is in a large room but can only be reached through one of two lifts, both of which need to walk across a scaffolding bridge to reach the switch. It is easy to knock people off or just kill them here. The center switch sees a lot of action being as open as it is, but it is easy to defend as well. The lower switch is probably the most difficult to defend, though it often serves well to run little laps between the middle and lower switch. Use the Translocator to reach the Keg of Health and Damage Amplifier in their respective weapons rooms. The top switch, while being easy to defend, does not offer nearly the amount of ammunition as the bottom one does, though it does offer more health. ------------------------------------------------------------------------------- Leadworks An old Leadworks on the wrong side of the tracks is an excellent place for war. You can expect molten lead still pooled in some areas of this facility. Step lightly if you plan on being effective. Scoring Switches: Tower, Storage, Bridge Weapons: ASMD Shock Rifle, 2 Pulse Guns, Ripper, 2 Miniguns, 2 Flak Cannons, 2 Rocket Launchers Ammunition: 2 Shock Cores, 2 Pulse Cells, 2 Razor Blade Packs, 3 Boxes of Bullets, 4 Flak Shells, 4 Rocket Packs Support Items: 10 Health Pods, 1 Big Keg of Health, 1 Body Armor, 1 Shield Belt, 1 Damage Amplifier. The switches are very spread out on this map. The tower has a minigun and ammunition along with some health, making it a good defense point. The walls are also somewhat sheltered forcing attackers to run around it and then into it. The only real downfalls to this location are its distance away from the others and from the respawn points. The Bridge switch offers Flak and Rocket ammunition nearby, as well as some ledges in the room to camp on and see enemies come from down the hallways before they are able to see you, giving a large advantage. The storage switch is hardest to defend, being surrounded by lava on three sides. Most of the good support items are hidden inside of ventilation shafts near the spawning areas, keeping them far away from heavy combat zones. ------------------------------------------------------------------------------- Metal Dream This oil rig has been converted into a Domination Arena. It is located near strange meteorological phenomenon in the northern reaches of Kryllia. Use the architecture to dominate your opponents. Switches: Helipad, Crane, Boxes Weapons: GES BioRifle, ASMD Shock Rifle, Pulse Gun, Ripper, 3 Miniguns, Flak Cannon, 2 Rocket Launchers, Sniper Rifle, Redeemer Ammunition: 2 Biosludge Ammo, 2 Shock Cores, 2 Razor Blade Packs, 3 Boxes of Bullets, 5 Flak Shells, 4 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 5 Health Pods, 1 Big Keg of Health, 1 Body Armor, 2 Shield Belts, 1 Damage Amplifier, 1 Invisibility, 2 Anti Grav Boots This level is a pain in the royal ass. All of the switches are on the top of the rig while many spawn points are on the bottom or inside. Use the lift systems to get up to the top. There is not a lot of life on this map, though there are a pair of shield belts to soak up some damage. The Redeemer can come in handy at times on this map too. The helipad is by far the hardest switch to defend, but its proximity to both shield belts and the crane switch makes it worth the effort. The Crane sits near the big keg of health, which is about the only reason to try and defend it. The Boxes Switch is the furthest from any item of interest, but offers the best 'hiding' places for the defenders to try and hold their claim. If you manage to take control of the entire top, most of the spawn points are below, why not be a total jerk and camp where the other team spawns. ------------------------------------------------------------------------------- Olden This ancient temple was sacred to the race that built it, but not to the Liandri. Upon discovering it nestled in the mountains above the Eternal Cave, desecrated it for battle. Switches: Mid, Lower, Upper Weapons: GES BioRifle, ASMD Shock Rifle, Ripper, Minigun, Flak Cannon, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 5 Shock Cores, 2 Razor Blade Packs, 2 Boxes of Bullets, 6 Flak Shells, 3 Rocket Packs, 1 Box of Sniper Shells, 3 Single shot Sniper Shells Support Items: 10 Health Vials, 6 Health Pods, 1 Big Keg of Health, 1 Body Armor Yes, the switch list is somewhat out of order, you will live. The lower switch is very easy to defend, computer opponents seldom venture toward it either. The upper and mid switches sit very close to each other and have most of the good items on the map nearby. It is probably a bit easier to defend the middle one just because it is harder to fall off, though it is also perhaps easier to attack as you can do it from the comforts of a wider bridge. This is a fast paced map as it is rather small and built on top of itself. The buttons which look like Daemons on the lower level which go straight to the upper level. ------------------------------------------------------------------------------- Sesmar Despite worldwide protests, this historical landmark is now owned by Liandri. Jeri Liandri, President Liandri Mining Corporation: "We owe it to the people to ensure quality cultural events. We won't settle for less." Switches: Red Ankh, Blue Ankh, Hall of Pillars Weapons: 2 ASMD Shock Rifles, 3 Pulse Guns, 4 Miniguns, 6 Rocket Launchers Ammunition: 5 Shock Cores, 5 Pulse Cells, 7 Boxes of Bullets, 9 Rocket Packs Support Items: 34 Health Vials, 6 Health Pods, 1 Big Keg of Health, 1 Shield Belt, 1 Damage Amplifier There is absolutely no shortage of health and ammunition on this map. It is pretty much symmetrical with one ankh on each side of the upper map. In the direct middle is a pit [of death mostly] which has the Hall of Pillars switch which can be fallen on from above. The hall can be exited either with the translocator or through some hallway ramps to either side. The Hall of Pillars switch is a frequent target by both computer bots and human players alike, mostly because each team generally has an ankh and players spawn near this particular switch. The Translocator may be the best weapon to use on this level aside from bombarding the pillars room with rockets. This DOM map has more frags than most of them, despite the ridiculous amounts of life sitting around, as few ever get to them. To guard the Ankhs most effectively, run back and forth over the bridge to stay recharged with many types of ammo as well as health. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Capture the Flag ------------------------------------------------------------------------------- The objective in Capture the Flag is obvious. Your team will need to get the opponents flag and return it to your own flag to score a point. Flags may not be captured if the opponent has your flag when you bring it back. In that case which is known as a flag standoff, one team will need to get theirs back before being able to score. When returning a flag, simply kill the carrier and walk on the flag, there is no need to run it back manually. While carrying a flag, a player may still use the translocator, but doing so will result in them dropping the flag from the point they left. This is to prevent full map caps in under five seconds. Should the flag carrier fall of the map, burn up in lava or be otherwise nailed by most hazards, the flag will return instantly to the flag pedestal. If the flag remains in no ones possession for twenty or so seconds, it will automatically return as well. ------------------------------------------------------------------------------- Coret Built into a mountaintop on the Coret moon, this facility was once the waypoint between the Interstellar zone gate in orbit over the moon and the Zeto Research Station located half the moon away in the frozen wastes. Weapons: 2 ASMD Shock Rifles, 2 Rippers, 2 Miniguns, 2 Flak Cannons, 2 Rocket Launchers, 2 Sniper Rifles Ammunition: 4 Shock Cores, 4 Razor Blade Packs, 4 Boxes of Bullets, 4 Clips of Bullets, 4 Flak Shells, 3 Rocket Packs, 1 Box of Sniper Shells Support Items - 12 Health Vials, 18 Health Pods, 2 Thigh Pads, 2 Body Armors, 1 Damage Amplifier This map is symmetrical and both bases look the same, except the Blue side gets an extra Rocket Pack and the only Box of Sniper Shells. There is a good deal of health and a couple variations on routes which may be run to get back to the base with the flag. Try to lose chasers by taking different routes home every time you get the flag. This map is not a whole lot of fun unless there are a good deal of players on it. ------------------------------------------------------------------------------- Dreary The Distant wastemarsh of Vandaron 3 is said to be the wettest place in the galaxy. A post dreaded by soldiers due to its remote location, cramped quarters, and maddening echo of ever beating rain. Weapons: GES BioRifle, 2 ASMD Shock Rifles, 3 Pulse Guns, 2 Rippers, 2 Miniguns, 2 Flak Cannons, 2 Rocket Launchers, 2 Sniper Rifles Ammunition: 3 Biosludge Ammo, 4 Shock Cores, 4 Pulse Cells, 4 Razor Blade Packs, 4 Boxes of Bullets, 4 Flak Shells, 4 Rocket Packs, 4 Boxes of Sniper Shells Support Items: 6 Health Pods, 2 Body Armor, 1 Shield Belt, 1 Damage Amplifier Dreary has two main floors and a rafter level. The higher of the two main floors is the most conducive to running flags around as the flag rooms are on that level, though dropping below offers more movement range and the ability to go back up in an elevator later. This map, unlike many others, is fair and symmetrical in almost all ways. Both flag rooms have poison pits surrounding the flag and Flak Cannons spawn behind them leading to a lot of death. This map gets highly chaotic when there are many players on it. Bots seldom go to a different level than the one they spawned on, except to chase down a flag carrier. ------------------------------------------------------------------------------- Eternal Cave Ruins belonging to an unknown race, acquired by Liandri Corporation's Xenobiology Division for research and excavation. Deemed a 'valuable and entertaining venue' by the Tournament Board after 17 XD archeologists fell to their deaths. Weapons: 2 GES BioRifles, 2 ASMD Shock Rifles, 2 Rippers, Minigun, 2 Rocket Launchers Ammunition: 5 Biosludge Ammo, 1 Shock Core, 4 Razor Blade Packs, 2 Boxes of Bullets, 2 Rocket Packs Support Items: 4 Health Pods, 2 Thigh Pads, 1 Shield Belt This map creates a lot more mess than the weapons selection would lead one to believe. The flags are both on rather small pedestals. The Red flag is much easier to get to and get away with, but the blue flag is just a pain. A board the width of a single leg makes falling into a death put frequent. Defending the blue side is easy because of this. This map is very unfair to the red team because of the flag situations, everything else is pretty even though. ------------------------------------------------------------------------------- Face [Facing Worlds] This ancient asteroid has been converted to an Arena for the Tournament. It is highly dangerous due to aberrant gravitational properties and, of course, the snipers from the other team. Weapons: 2 ASMD Shock Rifles, 2 Rippers, 2 Rocket Launchers, 6 Sniper Rifles, 2 Redeemers Ammunition: 4 Shock Cores, 8 Rocket Packs, 14 Boxes of Sniper Shells Support Items: 8 Health Pods, 2 Body Armors, 1 Big Keg of Health, 2 Damage Amplifiers This map is identical, though the big keg of health is a step closer to the red base. Sniping is prevalent on this map, as it is one of two weapons found in bulk. Because of all the sniping, this map is highly defensive. Chain capturing is unlikely against human opponents and translocating to the enemy base is highly recommended, getting back is the challenge. With large numbers of players this map is a pain as you die almost the instant you respawn thanks to enemy sniping tactics. ------------------------------------------------------------------------------- Gauntlet Not all environments are retrofitted Liandri Real Estate. The Gauntlet is one of a small number of highly stylized combat arenas specifically for the Tournament. This particular venue has been customized for teamplay. Weapons: 2 GES BioRifles, 2 ASMD Shock Rifles, Pulse Gun, 2 Rippers, 3 Miniguns, 2 Flak Cannons, Rocket Launcher, Sniper Rifle Ammunition: 4 Biosludge Ammo, 3 Shock Cores, 2 Pulse Cells, 4 Razor Blade Packs, 6 Boxes of Bullets, 4 Flak Shells, 1 Rocket Pack, 2 Boxes of Sniper Shells Support Items: 2 Thigh Pads, 2 Body Armors, 1 Shield Belt As usual blue seems to get the better base. The red base is on the ground level and the transporter out pushes people to the base of a ramp, which can be used to go up to the level to the blue base, or the person could run to a large elevator which goes there as well. The Blue base is harder to get into, but a quick escape is easier. Red sits in SLIGHTLY better position to get to the shield belt in the lava pit, but blue seems to get an extra supply room and with it more guns and ammunition. The Flag room for both bases are identical, though that is about it. ------------------------------------------------------------------------------- Hydro [Bases] This enormous hydroelectric plant used to power the colonies on Vesuvius 9 until a mysterious virus killed everyone off. Now that a few years have passed, Liandri officials have declared the plant safe for combat (safe is relative to Liandri officials). Weapons: 2 ASMD Shock Rifles, 2 Pulse Guns, 2 Rippers, 2 Mini Guns, 2 Flak Cannons, 4 Sniper Rifles Ammunition: 8 Shock Cores, 12 Pulse Cells, 8 Razor Blade Packs, 18 Boxes of Bullets, 8 Flak Shells, 8 Rocket Packs, 18 Boxes of Sniper Shells Support Items: 34 Health Vials, 16 Health Pods, 2 Body Armors, 2 Shield Belts There is not any shortage of ammunition on this map. Led primarily by bullet type weapons too. While there are no kegs of health, the excess amount of vials make up for that in a hurry. Sniping is encouraged as there are two rather large sub bases designed for that purpose with a great deal of sniper rifle shots stored inside. The inside of the bases are easy to defend and sometimes rough getting out of. Use the escape route with the body armor as it offers more protection and has better pickups along the way. For getting into the enemy base just translocate through the small window which leads into the same room just discussed. Try to have someone cover you or run along with you when getting flags, as the straight away back to base is grossly long and wide open to enemy fire. This map is suitable for large numbers of players, though the more crowded it gets the far less likely flag captures are. The shield belts are located high above the flag area on top of some pipes where fog begins to form [above the minigun and ammunition even]. This map is identical on both sides so neither team has a real advantage. ------------------------------------------------------------------------------- Last Command The Last Command is a fully functional Nuclear Processing Station owned by the Liandri Corporation. This facility's system oriented layout makes an ideal proving grounds for Capture the Flag Tournament matches. High Tech voluminous industrial architecture paired with curving maintenance corridors means fighting here will require quick reaction times if your team plans on surviving. Weapons: 2 GES BioRifles, ASMD Shock Rifle, Ripper, 3 Miniguns, 2 Flak Cannons, 2 Rocket Launchers, 2 Sniper Rifles Ammunition: 4 Biosludge Ammo, 2 Shock Cores, 2 Razor Blade Packs, 8 Boxes of Bullets, 4 Flak Shells, 4 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 7 Health Vials, 16 Health Pods, 2 Body Armors, 1 Shield Belt, 1 Damage Amplifier, 1 Invisibility For once the Red team has the advantage. While their flag may be slightly easier to grab, it is harder to escape with. The Blue base is set up high, thus one can jump down with the flag, though the Blue carrier needs to walk the long way back up. The Red Base also has more items to pick up inside, which has obvious advantages to it. This is one of the more defensively orientated CTF maps, though a pure rush at the blue base often overwhelms it. ------------------------------------------------------------------------------- Lava Giant This volatile world has an extremely low orbit around a superdense gas giant. The resulting gravitational forces have caused the planetary mantle to collapse. Combatants are issued special gravbelts for each match. Weapons: 2 GES BioRifles, 2 ASMD Shock Rifles, 3 Pulse Guns, 2 Rippers, 2 Miniguns, 2 Flak Cannons, 1 Rocket Launcher, 3 Sniper Rifles, Redeemer Ammunition: 4 Biosludge Ammo, 4 Shock Cores, 6 Pulse Cells, 4 Razor Blade Packs, 6 Boxes of Bullets, 4 Flak Shells, 4 Rocket Packs, 4 Boxes of Rifle Shells Support Items: 18 Health Pods, 2 Body Armors, 1 Shield Belt, 2 Anti Grav Boots This map favors the blue team slightly. Their base has slightly higher walls and more sheltered sniper coves. The flag however can be reached quite easily with Anti Grav boots. The red base has the flag on the lower level and is more boxed in than the blue base, though ramps leading all around the inside of the red base making jumping the wall very easy also. The Redeemer is hidden inside one of the mid level caves and several weapons are on the lowest level of the map, which is more or less useless as it takes a player way out of the action. ------------------------------------------------------------------------------- Niven An experimental orbital nuclear reactor, abandoned after funding for the project dried up. High radiation levels and waste leakage offer an environmental challenge for Tournament combatants. Weapons: GES BioRifle, 2 ASMD Shock Rifles, Ripper, Minigun, Flak Cannon, Rocket Launcher Ammunition: 5 Biosludge Ammo, 4 Shock Cores, 2 Razor Blade Packs, 2 Boxes of Bullets, 2 Flak Shells, 3 Rocket Packs Support Items: 4 Health Pods, 1 Thigh Pad, 1 Body Armor A very small map, pretty much a square with a curvy hallway holding each flag. The Red base has the Body armor under its ramp, the Blue the Thigh Pad. Red gets the ripper and blue the minigun. Overall Red may have the small advantage but it is pretty close. This map is not designed for a large number of players, if you elect to use a large number of players, realize it becomes very hard to get to the enemy flag in such a small, crowded hallway. ------------------------------------------------------------------------------- November Sub Pen Battle around a tired November class nuclear submarine docked in an underground pen. This relic, left from the First Cold War, still includes machinegun nests and defensive positions key to victory. Weapons: 2 GES BioRifles, 2 ASMD Shock Rifles, 2 Rippers, 2 Miniguns, 2 Flak Cannons, 2 Rocket Launchers, 3 Sniper Rifles Ammunition: 4 Biosludge Ammo, 2 Shock Cores, 4 Razor Blade Packs, 7 Boxes of Bullets, 10 Flak Shells, 10 Rocket Packs, 9 Boxes of Sniper Shells Support Items: 12 Health Vials, 8 Health Pods, 2 Big Kegs of Health, 2 Thigh Pads, 2 Body Armors, 2 Shield Belts, 1 Damage Amplifier While the bases are totally different in design, there is no clear cut advantage to the map. The blue base is much easier to get out of with a large hole which leads back into the main pen, though it will cost a player some good amount of life to fall that far. The Stairs into the Blue base also take less time than running through the maze known as the red base. While this is a disadvantage for Blue Base Defense, all of their items in the base are much closer together than their counterparts in the red base. Also, their 'Gun Tower' actually faces the door to the red base rather than facing back into the base itself. The only damage amplifier is on the highest point of the submarine itself. This map is ideal for many players. The Blue shield belt is also unfortunately close to the middle of the map, making it just as likely that a red player will get it. Also note the name of this map is a rip off of a great movie, Hunt for the Red October. ------------------------------------------------------------------------------- Orbital The interior of this dual-sided space station may appear complete, but much functionality was never completed when funding ran out due to corrupt contractors and irresponsible administrators. As usual, the savvy Liandri location scouts caught wind of this and picked the station up at a discount for inclusion in the tourney. Weapons: 2 GES BioRifles, 4 ASMD Shockrifles, 4 Pulse Guns, 2 Rippers, 4 Miniguns, 2 Flak Cannons, 2 Rocket Launchers, 2 Sniper Rifles, Redeemer Ammunition: 4 Biosludge Ammo, 8 Shock Cores, 12 Pulse Cells, 4 Razor Blade Packs, 8 Boxes of Bullets, 6 Flak Shells, 6 Rocket Packs, 4 Boxes of Sniper Shells Support Items: 12 Health Vials, 30 Health Pods, 2 Body Armors, 1 Shield Belt, 2 Damage Amplifiers, 2 Anti Grav Boots Orbital is a perfectly balanced map in all aspects. It is also very large and supports a great deal of players. Weapons are fairly well spread out when the base size is taken into account. The Sniper "Coves" are rather useless as the only real targets they have are the other coves and the shield belt area. Flag Cappers are going to enjoy this map as there are health pods virtually everywhere. There are a few different ways to escape the base, but they all have to go through the large center room at some point. The shield Belt and redeemer are both in the very center of the map. Body Armor is located just above the front exit to both of the bases on the inside. Bots have decent AI on this map as well, so prepare for some large player fun! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Assault ------------------------------------------------------------------------------- Assault maps are arguably the funnest of all, though they seldom last long if one team is particularly adept at them. Each map has various objectives in which a team must complete to win the map. Generally, ten points are given to the player who does the objective and one hundred points to the player who does the final objective. In addition, ten points are often awarded to the first player to reach a various point on the map, often allowing for a closer spawn point. The goal is to complete all of, or on some maps most of, the objectives as quickly as possible. All maps have time limits only. If the time limit is ten minutes for example, and the attackers win in 3:38, the team that was defending must successfully attack in under 3:38 in order to win. On these types of maps the defense generally has the advantage of supplies, though once they get pushed back the attackers will be able to use these as well. ------------------------------------------------------------------------------- Frigate A somewhat antiquated Earth Warship, the restored SS victory is still seaworthy. A dual security system prevents intruders from activating the guns by only allowing crew members to open the control room portal. However, should the aft boiler be damaged beyond repair the door will auto-release, allowing access to anyone. Time Limit: 6:00 Objectives: Destroy the Hydraulic Compressor, Reach the gun controls to win. Points given: 10 - Penetrating the first inside hallway, 10 - Destroying the Hydraulic Compressor, 100 - Reaching the gun control switch Weapons: GES BioRifle, 2 ASMD Shock Rifles, Ripper, 2 Miniguns, 2 Flak Cannons, Rocket Launcher, Sniper Rifle Ammunition: 2 Biosludge Ammo, 3 Shock Cores, 2 Razor Blade Packs, 4 Boxes of Bullets, 4 Flak Shells, 2 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 5 Health Pods, 1 Big Keg of Health, 1 Thigh Pad, 2 Body Armors, 1 Shield Belt. When attacking - Most of the spawn points are in a room with a pretty good selection of ammunition, however, make sure to use the body armor and extra weapons on top of the crates in the much larger room. There are two ways to enter the ship, the first is walking across the dock and attempting to enter. This path has a minigun turret which may damage you slightly. The other is by swimming into the underbelly of the ship. This way offers more in the way of items provided the defense has not taken them first. Whichever way you go, you will still need to blast up a very narrow hallway to reach the Hydraulic Compressor. Once it is destroyed, the main staircase will lead up to the room with the gun controls. However, the doors do not open immediately so make no rush to get up there as you will be waiting for them to open. Once they are open, all you need to do is run up the wide staircase in this room and reach the red button. While it sounds easy, it often is not if the defense gets in a good position. When Defending - One of the easier maps to defend. If you prefer to guard the docks, grab a flak cannon and use the second trigger to drop flak grenades on the thin pier. This should take care of most things. The lower way into the ship is more often used by human players, though almost never by bots. Defending the long hallway is also another easy option as everything needs to come through it at some point. If the gun control room is open, a snipers perch will open as well in which you may gain an added advantage to keeping enemies from re-entering the ship. This room is also easy to defend as the only entrance is very thing and easily spammed with powerful weapons. ------------------------------------------------------------------------------- High Speed Always looking to entertain the public, LC refitted this 200 mph high speed train for tournament purposes. This time the combatants will have the added danger of being able to fall off a train. Get your popcorn out people and enjoy the show! Time Limit: 7:00 Objectives: Flip the cabin control switch, flip the lever in the engine room. Points given: 10 points for being the first attacker in car 3, car 2, and car 1. 10 points for opening the door to cabin control, 100 points for reaching the switch in the engine room. Weapons: 3 ASMD Shock Rifles, 2 Pulse Guns, 4 Rippers, 2 Miniguns, 2 Flak Cannons, 4 Rocket Launchers, Sniper Rifle Ammunition: 7 Shock Cores, 5 Pulse Cells, 3 Razor Blade Packs, 4 Boxes of Bullets, 4 Flak Shells, 5 Rocket Packs, 1 Box of Sniper Shells Support Items: 10 Health Pods, 2 Big Kegs of Health, 1 Body Armor, 1 Shield Belt, 4 Anti Grav Boots When Attacking - Anti Grav boots make it possible to jump on top of cars and get to car 1 in a hurry. On the top of the train are various poison pits and minigun turrets. Running over a car counts as being the first one in it so you will still get the points. You can only circumvent going into car 3 and car 2 using this method though, after that you must go inside. Once the final car is entered the spawn points will be moved up to inside of the third and second cars. This map can be very hard if you keep falling off of the train. Once you reach the final car, the switch is on the top level, press it and jump down to the lower one, avoiding the ASMD turret and enter the engine room. When Defending - Guard the roofs at all costs, with Anti Grav Boots at the exit of every car there should be no trouble getting up there. If you are defending the ground instead, make use of the fact the attackers have to walk on the ledges on their way to the third car and attempt to shoot them off. Once they start making their way into the cars and through them, defending becomes very difficult. ------------------------------------------------------------------------------- Mazon Nestled deep within the foothills of the jungle planet Zeus 6 lies Mazon Fortress, a seemingly impregnable stronghold. Deep within the bowels of the base resides a enormous shard of rare and volatile element Tarydium. This shard is levitating between two enormous electron rods above a pool of superconductive swamp water. Time Limit: 10:00 Objectives: Destroy the two chains to open the main gates, Flip the switch to open the front doors [optional], flip the switch to open the doors to the room with the shard. Destroy the Shard. Points given: 10 points for destroying each chain, 10 points for opening the front doors, 10 points for opening the shard room doors, 100 points for destroying the shard. Weapons: GES BioRifle, 2 Pulse Guns, Ripper, 2 Miniguns, 2 Flak Cannons, 3 Rocket Launchers, Sniper Rifle Ammunition: 2 Biosludge Ammo, 3 Pulse Cells, 2 Razor Blade Packs, 4 Boxes of Bullets, 4 Flak Shells, 6 Rocket Packs, 2 Boxes of Sniper Shells Support Items: 1 Body Armor When Attacking - This is probably the most difficult map to attack. Try not to be an ammunition hog at the beginning, chances are you will die before you can use half of it anyway. First you will need to dodge some turrets shooting hot plasma at you, not a difficult task. Then you need to run, yes run, down a straight platform. You COULD elect to swim but water makes you go slower thus making you an even easier target [if it is possible] for enemies to pick you off. When you reach the area you are being shot at from, there are two chains to the right. Both of these need to be broken to open the gate between them. The chains are much stronger than those on AS-Rook and are a bit more picky on where they need to be shot. Once they are open, your team can storm into the fortress. The ramps up lead to another level which has the switch to the Shard Chamber doors. If there is no one in front of you, go for that one. If however you are low on life head right and open the front doors. This will allow your team a much shorter journey into the base. Sooner or later the shard chamber doors will be open. Destroy the big crystal. It has a good five rockets worth of life so do not try to kill it with an enforcer if you do not have to. Defending - If you spawn near the ripper, grab it and run to the ledge and try to headshot attackers as the walk by. Anywhere else you should defend the tiny hallway with a minigun or rocket launcher. If you go up to the roof of the base you can get a Flak Cannon and Rocket Launcher to lob down shots at the attackers as they enter the base. Do not put too many resources into guarding the front doors, as it is an aspect to be skipped and would leave you a few defenders short in the more needed areas. Still, it is worth putting up a small fight with maybe one player. Once the Shard Doors are open the map is pretty much over, it is very difficult to defend three entrances to the same room. ------------------------------------------------------------------------------- Ocean Floor Oceanfloor Station5, built by universities around the globe for deep sea research, almost ran out of money when LC came to the rescue. Jeri Liandri President LC "If we can't ensure education for our children, what will come of this world?" Time Limit: 6:00 Objectives: Destroy four computer panels throughout the complex Points give: 10 points per panel destroyed, 100 for the final one Weapons: 2 ASMD Shock Rifles, 2 Pulse Guns, 2 Rippers, 1 Minigun, 1 Flak Cannon, 2 Rocket Launchers Ammunition: 1 Biosludge ammo [though there is no GES BioRifle to shoot it with], 4 Shock Scores, 5 Pulse Cells, 4 Razor Blade Packs, 3 Boxes of Bullets, 3 Flak Shells, 5 Rocket Packs Support Items: 4 Air Tanks, 9 Health Pods, 1 Body Armor, 1 Shield Belt, 1 Big Keg of Health When Attacking: There are two entrances to the base. The smaller entrance is close to terminal 1, the hardest of them all to hit. The other three terminals are very easy targets and should NOT be done first. Terminal four may be a suitable first target as well, but the two in the middle room are very easy to hit so let the defense waste their time defending them early to allow you to get better targets. You probably will not need the air tanks to reach the inside of the lab. Watch out for automatic cannons as well, they are deadly on this map as they are much closer to you than normal. When Defending: Do not even bother defending the two terminals in the middle room, it just is not worth it. Stack the two long hallways around terminal one if you want to have any real chance of holding for a couple of minutes, which is generally how long this map lasts. If you want to at the start, swim outside of the station and up at the boat trying to wound as many attackers as you can while they are slow moving in the water. ------------------------------------------------------------------------------- Overlord The tournament organizers at Liandri have decided that the recreation of arguably the Earth's most violent war would create the perfect arena of combat. Storming the beaches of Normandy in WWII was chosen in particular because of the overwhelming odds facing each member of the attacking force. Defending this beach, however, will prove to be no less of a daunting task. Time Limit: 10:00 Objectives: Destroy the computer controlling the long range cannon. Points given: 10 for breaching the caverns, 10 for getting beyond the boiler room. 100 for destroying the computer control to the long range cannon. Weapons: 4 Miniguns, 2 Flak Cannons, 3 Rocket Launchers, 5 Sniper Rifles Ammunition: 15 Boxes of Bullets, 4 Flak Shells, 5 Rocket Packs, 13 Boxes of Sniper Shells Support Items: 10 Health Pods, 1 Thigh Pad, 4 Body Armors When Attacking - Ugh, ugh. There is just a minigun and a sniper rifle in the boat, no ammo at all. You'll need to make your way up the shores dodging enemy snipers, minigun turrets and mortars lobbed from above, which will kill you instantly. Once you penetrate the cavern there is a long hallway which exits out into another room. If you play bots, this room is a disaster as they all like to stand on the upper ledges and flood you with bullets. Just up the ramp to the right is the second respawn area, try to get to this if at all possible as it has been a long run. The next set of hallways offer up many health and armor things. Get as many as you can fore this will be one nasty room. The cannon causes the whole room to shake when it fires. This will cause anything on the platforms to be moved, often falling down to the main level. Try not to get caught up top when the entire room shakes. When you reach the little room, shoot the main computer panel to end the map. When Defending - This is not nearly as hard. The left tower contains sniping supplies to head shot the attackers on the beaches. The right has a rocket launcher, though it is not very practical at the long range. The fox holes have sniper rifles and miniguns and offer some protection while shooting. A better strategy is to get as many weapons as you can from various locations and transport to the boiler room and run up the corridor the which leads to the beach. Once you are on the beach, stand behind where the mortar lands with a sniper rifle for clear shots, or just melee duel the attackers with a minigun. Holding them on the beach is pretty easy, as is combating in the boiler room. Once combat goes to the gun cavern though, the only real advantage of the defense is the gun being able to shake attackers off of the ledge and the long distance separating your snipers from their cannon fodder. ------------------------------------------------------------------------------- Rook This ancient castle, nestled in the highlands of Romania, was purchased by Xan Kriegor as a personal training ground for his opponents, hoping to cull the best of the best to challenge him. The attacking team must open the main gates and escape the castle by breaking free the main winch in the library and throwing the gatehouse lever, while the defending team must prevent their escape. Time Limit: 4:00 Objectives: Open the Library doors by pressing the switch, Break 2 chains in the library holding the winch to access the gatehouse, press the switch in the gatehouse to open the main gates, run like hell through the gates and as far down the mountain pass as possible. Points given: 10 for opening the library doors, 10 for shooting each chain, 10 for opening the main gates, 100 for being the first to escape. Weapons: 2 GES BioRifles, ASMD Shock Rifle, Pulse Gun, 2 Rippers, 1 Minigun, 1 Flak Cannon Ammunition: 2 Biosludge Ammo, 2 Razor Blade Packs, 2 Flak Shells When Attacking - While there is not a great deal of ammunition, you probably will not need it anyway. Run out of the main doors from the building you start in and make a right turn heading towards the switch on the wall. All you need to do is hit it and the library doors will open about five seconds later. This will open an indoor set of doors as well. Using whichever path you so desire, run through the library to a hall behind it and at the end of this hall is a large winch held in place by two chains. Almost any hit from any weapon will break them in one shot. Things may get hectic in this area so flooding the hallway with Razor Blades may be a good idea before running down it. After they are broken the small gatehouse gate will open. This is located just out side of the large doors to your 'base' Press the switch in here and the main gates will open, run down as fast as you can, strafing of course as shooting someone who is running straight in the back is rather easy. When Defending - Just cry. Really. Even though the time limit is four minutes long, it is unlikely any team will hold that long. A great idea for the first wave is to fully charge a BioRifle at the front doors to the attackers base and suicide yourself when the door opens hopefully taking a few of them out. This strategy persists until they can penetrate the library doors. This is now the easiest stage to defend. Try to run into the attackers base at this point and just spawn kill them like cheap bastards. This prevents them from being able to all charge the narrow hallway with the chains at the same time. Once the two chains are broken it is just a matter of time. The gatehouse is virtually impossible to defend for any amount of time. When the main gates open, try to beat the attackers down the gauntlet and grab the sniper rifle and turn around and shoot anything not friendly in the head. ------------------------------------------------------------------------------- ******************************************************************************* vii) The Tournament ******************************************************************************* The Tournament itself is a single player option only. It is accessed through the single player menu under start [or resume] new tournament. There are 44 total matches, 15 Deathmatch, 9 Domination, 11 Capture the Flag, 6 Assault and 4 lightning Deathmatch, which are called challenge. The matches are listed in order, however there can be a great deal of variation as new categories open after winning three matches in a previous type. Since I prefer to do all the maps of a particular category at once, that is how they are listed. All tutorial events are not listed as they are not possible to lose, nor do they count as matches and they may be skipped. For team play, the opposing team may be a different team if depending on if you are the Thunder Crash, Dark Phalanx, Venom, Raw Steel, Black Legion, Blood Reavers or Iron Guard. Opponents listed are assuming you are on the Dark Phalanx. ------------------------------------------------------------------------------- #1 DM-Oblivion Frag Limit: 10 Bots: Blake Blake is not any challenge at all, he will run back and forth room to room picking up as many things to shoot as he can. If he sees you he will combat you until wounded and then run away searching for life. ------------------------------------------------------------------------------- #2 DM-Stalwart Frag Limit: 10 Bots: Kryss, Calameth This match shouldn't prove any type of challenge either, just make sure to get the armors and health vials and you should be able to mow down both of them without any problem. The keg also helps so blow open the box for it. ------------------------------------------------------------------------------- #3 DM-Fractal Frag Limit: 15 Bots: Luthienne She always seems to spawn with a rocket launcher in her hand, far better than your enforcer. Still, just make sure you get the shield belt and the match is pretty much yours. She likes to go up to the upper level also, so make sure to spam the elevator shafts if you see her go up. Domination is opened up after this match ------------------------------------------------------------------------------- #4 DM-Turbine Frag Limit: 15 Bots: Lexington, Cali, Annaka, Slain There shouldn't be a problem finding any of the bots. Sometimes they wonder around aimlessly but they always find their way to the large room directly below the thigh pads. Also, the Damage Amplifier works great for such a small map though you may need to use the impact hammer to get to it, which hurts a bit. ------------------------------------------------------------------------------- #5 DM-Codex Frag Limit: 20 Bots: Kragoth, Visse, Arkoth 24 Instead of focusing on the shield belt, just hang around the room with Body Armor and the Pulse gun. It has access to two larger rooms in which you can rack up a lot of kills fast and still return for a quick healing and reloading. ------------------------------------------------------------------------------- #6 DM-Pressure Frag Limit: 20 Bots: Bart, Raven, Nikki, Archon Although the pressure room is a good deal of fun, it really is not a practical way to kill bots, as they seldom go in there. Instead, run up and down the hallway with the large pillars on both sides just shooting. If you get injured there are plenty of health pods in the hall to grab. ------------------------------------------------------------------------------- #7 DM-Arcane Frag Limit: 25 Bots: Berserker, Reaper, Skrilax, Baetal, Dominator The first somewhat difficult match. The bots like to get the redeemer and then point it into the ground killing themselves. In fact, it seems to be the only things bots ever do with the redeemer. Try not to stay on the end of the map with the Pulse Gun as there is not much to shoot at over there, instead, head to the small room with the rocket launcher and either kill things in the front yard or in the larger room nearby. ------------------------------------------------------------------------------- #8 DM-Grinder Frag Limit: 20 Bots: Cadaver, Xoleras, Hijinxs Perhaps the easiest match in the tournament. It seems like the poor enemies always spawn in front of you with nothing to hit you with. They like to run away on this map. Get a pulse gun with a damage amplifier and you can probably get the twenty frags in under a minute. ------------------------------------------------------------------------------- #9 DM-Malevolence Frag Limit: 20 Bots: Reaper, Loque Loque likes to snipe while Reaper is rather aggressive. If left alone they never seem to come after you, so this is one of the rare maps where you will need to chase them down. Try to get the body armor over and over so the near by respawns do not. ------------------------------------------------------------------------------- #10 DM-Galleon Frag Limit: 25 Bots: Vanessa, Rath, Jayce, Fuego As annoying as this map is, if you just stay on the main deck you will probably be able to get the twenty five frags before anyone else. Most of the powerful items are below deck though, so venture down there if you so desire. The bots pretty much stay in the area they spawned or run for the rocket launcher near the steering wheel [I'm sure someone will email me correcting my boat lingo] ------------------------------------------------------------------------------- #11 DM-Tempest Frag Limit: 25 Bots: Darhl, Damascus, Anna, Tajheri, Gilfred Again, bots are really dumb, they do not take advantage of obvious terrain benefits. Instead of shooting down they tend to jump down, often hurting themselves, and then firing. Because of this you could probably just run up and down the hallways with a minigun or flak cannon blowing the snot out of anything that decides to jump in front of you. ------------------------------------------------------------------------------- #12 DM-Shrapnel Frag Limit: 25 Bots: Arys, Blake, Genghis, Kryss One of the better bot levels, they actually move around, kill each other, and take the good items on this one. Because of this you may find yourself using the enforcers a bit more than you would like to. ------------------------------------------------------------------------------- #13 DM-Liandri Frag Limit: 30 Bots: Botanika, Rhea, Deslok, Barktooth, Dovienya With their poor aim and lack of tactics, bots will congregate to the large center room and fail to hit each other at point blank range. While this makes them prime targets for the redeemer or sniping from afar, it is just as easy to smack them with a flak cannon. Transporters make getting good weapons and back to the main room a breeze as well. ------------------------------------------------------------------------------- #14 DM-Conveyor Frag Limit: 30 Bots: Arys, Toe Cutter, Nikki, Andrew, Barktooth, Ice Weasel Hmm, the big keg, thigh pads and damage amplifier are all sitting right next to each other, how lovely. Granted they are no where useful, but once you get them just run down the hallways slaughtering everything. Bots like to run up ramps so chase them with Pulse Guns or Miniguns. ------------------------------------------------------------------------------- #15 DM-Peak Frag Limit: 30 Bots: Vanessa, Leeb, Drimacus, Dovienya The bots flood the middle like it is going out of style. Just load up on splash damage weapons and spam it like there is no tomorrow. Just to make it even easier to survive, the shield belt is right there too! ------------------------------------------------------------------------------- #16 DOM-Condemned Score: 100 Allies: 2 Enemies: Iron Guard - Harlin, Rylisa, Johnson Guard any one switch you want, two if you can. Send the bots to search and destroy and they should be able to get the others. If you have the shield belt on you probably will not die at all. ------------------------------------------------------------------------------- #17 DOM-Ghardhen Score: 100 Allies: 3 Enemies: Blood Reavers - Kyla, Boris, Mariana, Luthor The center level switch is the most often to change hands, but also an easy one to defend. The room which houses the top switch is a death trap down below as everyone seems to spawn around there. Same strategy as before, pick whichever one switch you can defend and have the bots run around to the other ones. ------------------------------------------------------------------------------- #18 DOM-Cryptic Score: 100 Allies: 3 Enemies: Raw Steel - Bruce, Slain, Manwell, Kregore Two switches are very close to each other and you should be able to control them both on your own if needed. The other switch is on the other end of the map by right by a flak cannon and thigh pads. This switch is the easiest to defend by far, as enemies do not spawn near it, but the bots seem to stink at defending the other two. Capture the Flag is opened up after this match. ------------------------------------------------------------------------------- #19 DOM-Cinder Score: 125 Allies: 3 Enemies: Black Legion - Cryss, Kragoth, Freylis, Malakai The Nook is the easiest one to hold on to and also has some good items nearby. The lava switch is not too much harder to hold either also with some nice items. The top switch changes hands quite a bit and really is not worth putting yourself on, in my opinion. ------------------------------------------------------------------------------- #20 DOM-Gearbolt Score: 125 Allies: 3 Enemies: Venom - Tara, Cilia, Athena, Sarena The Lift Switch houses a shield belt and rocket launcher ammunition, easily the best one to defend. The bots tend to defend the ramp switch well also. The bridge switch tends to go back and forth all match long. If you hold the lift though you should have no trouble at all. ------------------------------------------------------------------------------- #21 DOM-Leadworks Score: 150 Allies: 4 Enemies: Blood Reavers - Kyla, Luthor, Mariana, Boris, Jayce The bridge is easy to defend, as is the tower. Pick whichever, this is the easiest overall map against bots in domination. ------------------------------------------------------------------------------- #22 DOM-Olden Score: 150 Allies: 4 Enemies: Iron Guard - Harlin, Rylisa, Johnson, Lauren, Brock Most of the action is at the top and middle, so snag the lower early and you should be able to hang on to it without defending it. Most of the good items are up top anyway. ------------------------------------------------------------------------------- #23 DOM-Sesmar Score: 175 Allies: 4 Enemies: Red Claw - Dominator, Berserker, Guardian, Devastator, Pestilence This level is against Red Claw and they are very, very annoying. Fortunately most of their annoyingness is focused on only the Hall of Pillars switch, they almost never make a run to the Ankh's. ------------------------------------------------------------------------------- #24 DOM-Metal Dream Score: 200 Allies: 4 Enemies: Thunder Crash - Riker, Aryss, Azure, Othello, Malcom Every time you capture a new switch it seems the computer steals one from you. Bots are utterly useless teammate here. Try to hold the crane and helipad ones as they are very close and able to be guarded. This is the hardest DOM map against the bots. ------------------------------------------------------------------------------- #25 CTF-Niven Score: 3 Allies: 1 Enemies: Blood Reavers - Boris, Kyla Easy map, just let your ally attack along with you, between you both you should be able to kill the opponents trying to go on offense. ------------------------------------------------------------------------------- #26 CTF-Face [Facing Worlds] Score: 3 Allies: 3 Enemies: Raw Steel - Bruce, Slain, Kregore, Manwell Snipe with your zero ping and let your bots cap while covering them, easy as pie! ------------------------------------------------------------------------------- #27 CTF-Eternal Cave Score: 3 Allies: 3 Enemies: Iron Guard - Johnson, Lauren, Rylisa, Harlin Assault opens after this map. A somewhat hard map against bots, they do well with the minigun on this one for some reason. Still, none of the CTFs should pose any challenge. ------------------------------------------------------------------------------- #28 CTF-Coret Score: 3 Allies: 3 Enemies: Blood Reavers - Boris, Luthor, Kyla, Mariana zzzzzzz zzzzzzzzz, It is a long walk flag to flag, and a boring one as well. ------------------------------------------------------------------------------- #29 CTF-Gauntlet Score: 3 Allies: 3 Enemies: Iron Guard - Lauren, Johnson, Rylisa, Harlin The best CTF map against bots. Action is fast paced and flag standoffs are common, sadly their low AI and poor path finding prevents it from being a challenge. ------------------------------------------------------------------------------- #30 CTF-Dreary Score: 3 Allies: 4 Enemies: Black Legion - Visse, Malakai, Cryss, Kragoth, Freylis Bots get lost on this level, you may be able to cap out without ever seeing one. ------------------------------------------------------------------------------- #31 CTF-Command [Last Command] Score: 3 Allies: 3 Enemies: Thunder Crash - Malcom, Aryss, Azure, Othello Again, the CTF levels are rather dull against the very few bots they put on the maps, just cap out, it won't be hard. ------------------------------------------------------------------------------- #32 CTF-Lava Giant Score: 3 Allies: 4 Enemies: Red Claw - Devastator, Pestilence, Guardian, Berserker, Dominator This is the hardest bot CTF level, but that is not saying much. The enemy bots love to snipe and get a great deal of distance to try that ability out on you. Make use of the translocator to shorten the distance. ------------------------------------------------------------------------------- #33 CTF-November Sub Pen Score: 3 Allies: 4 Enemies: Venom - Zanna, Tara, Sarena, Cilia, Athena Blue Bots love to stand on the boxes and defend, but they never look at the entrance to the room, so shoot them in the head then grab the flag, that almost constitutes a strategy. ------------------------------------------------------------------------------- #34 CTF-Hydro Score: 3 Allies: 5 Enemies: Raw Steel - Rolph, Arkon, Bruce, Kregore, Slain, Manwell Translocate through the little window into the room with body armor, get the flag and run the ten miles back to your base, repeat three times. ------------------------------------------------------------------------------- #35 CTF-Orbital Score: 3 Allies: 5 Enemies: Iron Skull - Baetal, Pharoh, Skrilax, Anthrax, Entropy, Reaper Another fair paced match, this one at least spreads the weapons out some. Bots seem to be able to find the flag and on a good day hit you when you take their flag. Again, that is on a good day. ------------------------------------------------------------------------------- #36 AS-Frigate Time Limit: 6:00 Allies: 3 Enemies: Black Legion - Cryss, Kragoth, Freylis, Malakai The bots seldom guard the bottom entrance to the ship, use it and wait around for the shield belt to come back then just smack your way ahead. Piece of cake really. ------------------------------------------------------------------------------- #37 AS-High Speed Time Limit: 7:00 Allies: 3 Enemies: Blood Reavers - Kyla, Boris, Luthor, Mariana I have never seen any bot, even on godlike, defend the top of the trains. Just jump over them and down to enter the main car and you will be so far ahead of the bots they will not be able to shoot at you. Provided you can make it passed at turret, you win easy. ------------------------------------------------------------------------------- #38 AS-Rook Time Limit: 4:00 Allies: 3 Enemies: Iron Guard - Lauren, Johnson, Rylisa, Harlin Just map sure to take it in under a minute, as defending it much longer is not a good option. ------------------------------------------------------------------------------- #39 AS-Mazon Time Limit: 10:00 Allies: 3 Enemies: Iron Skull - Reaper, Baetal, Pharoh, Skrilax Do not forget to open the front doors. While optional, it cuts down on the time it takes to get back in the action. Breaking the chains is sometimes hard, but defending this map is a synch. Just get whatever weapon you like and flood the narrow walkway. ------------------------------------------------------------------------------- #40 AS-Ocean Floor Time Limit: 6:00 Allies: 3 Enemies: Venom - Tara, Cilia, Athena, Sarena As the only human player, try to reach the upstairs terminal first, as the other three are much harder to defend. When defending, just concede the first three panels and defend only the upstairs one, MAYBE the one by the rocket launcher as well. ------------------------------------------------------------------------------- #41 AS-Overlord Time Limit: 10:00 Allies: 4 Enemies: Thunder Crash - Riker, Aryss, Malcom, Azure, Othello Bots will move back to different locations as you progress, unlike human players, once you penetrate the cavern their snipers will go away. This is both the best and worst of the worlds though. Getting caught up in the boiler room is a real pain in the ass. Defending against bots is not all that hard on this map. You can just snipe them all to death or run out onto the beaches and kick some serious ass. Challenge mode opens up when the first four types of events all have champion status [IE you have done all 41 of these and won] ------------------------------------------------------------------------------- #42 DM-Phobos Frag Limit: 15 Bots: Vector, Divisor, Silicon, Matrix, Cathode Lightning Deathmatch mode, speed is very quick. Just shoot ripper blades into the center room and hope to get lucky. Skill is entirely optional in this match. ------------------------------------------------------------------------------- #43 DM-Morpheus Frag Limit: 15 Bots: Divisor, Tensor, Cathode, Function Lightning Deathmatch mode, the bots tend to fall of buildings even faster. Be careful about making jumps too high outside, they are good enough to deal loads of damage while you float. Combat may be easiest inside against these particular bots. ------------------------------------------------------------------------------- #44 DM-Zeto Frag Limit: 15 Bots: Vector, Enigma, Tensor, Silicon, Cathode Lightning Deathmatch mode, this is probably the hardest match up to this point in all modes. The bots move very quickly and are in love with jumping and strafing. They tend to gang up on you if there are more than one of them in the room rather than fight each other. Fifteen frags is not hard to get, but on the higher difficulties it is hard to get first. ------------------------------------------------------------------------------- #45 DM-Hyper Blast Frag Limit: 15 Bots: Xan Xan is the Champion, you will fight him one on one. There are two things which are very important to winning this match. First, get the invisibility before Xan does or you will be punching yourself in the face for a minute while he shoots you and you can not see him. Second, get the shield belt. He runs up and down the curved hallway to collect the Health Vials and Shield Belt as fast as they can come back. The best area to fight him is probably on the lowest floor, as it keeps him the furthest from running off to recharge his health. Xan jumps around as well, often directly into your face making it a bit of a challenge to kill him. If you combat him outside, you might want to consider shooting him off of the edge of the ship and hoping he can not get himself back on. The frag limit is fifteen, if you find Xan close to that and you are low on health, consider jumping off the edge or otherwise killing yourself to lose a frag rather than giving him another one. ------------------------------------------------------------------------------- As you progress through each series of matches, you will be ranked in them. The rankings are different per event type, here they are. Deathmatch 0 wins = Untrained 1 win = Contender 2-4 wins = Lightweight 5-9 wins = Heavyweight 10-12 wins = Warlord 13-14 wins = Battle Master 15 wins = Champion Domination 0 wins = Untrained 1 win = Contender 2 wins = Lightweight 3-5 wins = Heavyweight 6-7 wins = Warlord 8 wins = Battle Master 9 wins = Champion Capture the Flag 0 wins = Untrained 1 win = Contender 2-3 wins = Lightweight 4-5 wins = Heavyweight 6-7 wins = Warlord 8-10 wins = Battle Master 11 wins = Champion Assault 0 wins = Untrained 1 win = Lightweight 2 wins = Heavyweight 3 wins = Warlord 4-5 wins = Battle Master 6 wins = Champion Challenge [Lightning Deathmatch] 0 wins = Untrained 1 win = Lightweight 2 wins = Heavyweight 3 wins = Battle Master 4 wins = Champion ******************************************************************************* viii) Menu Options ******************************************************************************* This section is to identify what all of the items on the main menus do. It will identify objects in order straight down from the left to the right. A brief explanation of any additional menus will appear at the appropriate place. Press 'ESC' when the program begins, or at any other time to bring up the menu list. ------------------------------------------------------------------------------- > Game - The main menu for all single player games. >> Start Unreal Tournament - This option will start a brand new tournament play matchup. You will be able to choose your character model, voice and difficulty settings from some follow up pages. >> Start Practice Session - This option will allow you to play a match of any type on whichever maps you choose. The results do not save like the tournament mode play does. >>> Match Tab of [Start Practice Session] - On this tab a player may designate which category [often called a mod] of game they wish to play, under which conditions, such as CTF or DOM and select a map to start on. In addition, they may load maps into the map list to be cycled [Limit 30 by default]. Mutators for the game may be chosen as well. Some mutators include no redeemers, rocket arena and volatile weapons. The final option is to auto change levels, if checked, all levels in the assigned map list will be done in order, if left unchecked the same map will be played over and over. >>> Rules Tab of [Start Practice Session] - Depending on which mode of game play is selected, multiple options will appear. For Deathmatch types, frag limit will determine how many frags a player needs to win. For last man standing this number will represent how many lives each player will begin with. Under CTF it will be a capture limit and on DOM it will be a points limit. Most types of matches may allow a time limit in addition too. If set at zero, an unlimited amount of time is grated, beyond it, the match will end when the assigned number of minutes expire. The Weapons stay option, when checked, will leave all weapons which may be found on the ground for other players to grab as well, often good in teamplay. The difference between this is, you may only pick up the spawning weapon once, after that ammo packs, which do not stay, must be used to get additional ammunition, rather than returning to the gun which stays. However, dropped guns of the same type may also be used to gain ammunition. Tournament mode makes all players declare they are ready before a map begins. This is pretty useless outside of sanctioned online matches to be perfectly honest. If the event is a team event, a maximum number of teams, up to four may be chosen. A friendly fire bar, how much damage you take from allies is also able to be adjusted between 0% and 100%. >>> Settings Tab of [Start Practice Session] - The first is game style. Classic is what all damage estimates in this guide were from. Sadly, many games are not played on Classic as it is often deemed too 'slow'. The second, Hardcore, does substantially more damage and Gameplay is about a third faster at basic speed. Turbo does slightly more damage than Classic but is twice as fast. The ability to change the game speed beyond these options, between 50% and 200% is also available. Air Control is how much ability you want to have while jumping or falling. Generally 30-40% is normal, anything above 60% gives way too many advantages to jumpers. On certain match types, the translocator may be turned on or off here as well. >>> Bots Tab of [Start Practice Session] - Bots are very important to playing a single player game. The main option here is their overall skill. Novice bots more or less sit still and run in circles while Godlike bots are quite a, often too much of a challenge. Bots on experienced or less move much slower than other bots and human players. The number of bots may be set, but only sixteen bots may ever play at once. There is a button to configure the bots, more on this in a moment. Auto Adjust Skill will do the 'Bot Skill' all by itself, determined by in game abilities. If you wipe the floor with them, they will become harder. If you die as soon as you spawn, they will dumb down. Random order, whatever it is supposed to do, does not ever work. Balance teams forces the teams to be even [or off by only one]. If not checked, all the bots *could* join the blue team for example. Some match plays have 'Enhanced Team AI', this simply makes it so not all the bots always follow the human around without being ordered around and also makes them better at attacking targets rather than spending the entire match resupplying. >>> Bot Creation Menu [Accessed via Start Practice Session > Bots Menu] - On this menu the bots [1-32] may be tampered with. Bots can be named, given a team color for match play, and selected favorite weapons for. If you have downloaded skins or models, you may play dress up with the bot from the Class, Skin and Face menu. You can also change their voices. Skill Adjust is the overall how good the bot will be. All of these sliding tabs do the action "more" when it is to the right. Accuracy is the ability of the bot to hit a target. Alertness is if a bot will notice when you jump from above or walk behind it. Camping is the bots tendency to hit in a corner rather than get involved in the fray. Strafing is how much a bot will zig zag to avoid enemy attacks. Jump behavior makes bots jump when doing combat, jumping targets are of course harder to hit. Combat style is how they fight when confronted. A Berserk Camping bot for example will not fight often, but when it does it tries to get in your face [often with a flak cannon]. Avoidant bots run most of the times they see enemies. >> Resume Saved Tournament - This option will load any of five save slots for the actual tournament. Games save automatically after every tournament match. >> Return to Current Game - This closes the menu, or just hit ESC again. >> Quit - The program exits. ------------------------------------------------------------------------------- > Multiplayer >> Find Internet Games - This option will ping all of the Unreal Tournament servers being advertised. You may sort by many factors including ping, the time it takes your signal to get to the host and back; number of players, map, and version. In order to play on a server you must have at least the same version [or better] than it does. You will also need to download any models, mods and maps being played on it. All of this is automatic when trying to join though. >> Start New Multiplayer Game - This is similar to start a new practice session but it is for an online game. >>> Match Tab of [Start Multiplayer Game] - On this tab a player may designate which category [often called a mod] of game they wish to play, under which conditions, such as CTF or DOM and select a map to start on. In addition, they may load maps into the map list to be cycled [Limit 30 by default]. Mutators for the game may be chosen as well. Some mutators include no redeemers, rocket arena and volatile weapons. The final option is to auto change levels, if checked, all levels in the assigned map list will be done in order, if left unchecked the same map will be played over and over. >>> Rules Tab of [Start Multiplayer Game] - Depending on which mode of game play is selected, multiple options will appear. For Deathmatch types, frag limit will determine how many frags a player needs to win. For last man standing this number will represent how many lives each player will begin with. Under CTF it will be a capture limit and on DOM it will be a points limit. Most types of matches may allow a time limit in addition too. If set at zero, an unlimited amount of time is grated, beyond it, the match will end when the assigned number of minutes expire. The Weapons stay option, when checked, will leave all weapons which may be found on the ground for other players to grab as well, often good in teamplay. The difference between this is, you may only pick up the spawning weapon once, after that ammo packs, which do not stay, must be used to get additional ammunition, rather than returning to the gun which stays. However, dropped guns of the same type may also be used to gain ammunition. Tournament mode makes all players declare they are ready before a map begins. This is pretty useless outside of sanctioned online matches to be perfectly honest. If the event is a team event, a maximum number of teams, up to four may be chosen. A friendly fire bar, how much damage you take from allies is also able to be adjusted between 0% and 100%. Options which are not on the single player mode including forcing a player to respawn rather than allowing them to respawn at their own leisure. Force team balance will also prevent players from changing teams if doing so would bring them to a larger disbalance of +1 players. You may also set the maximum number of people who may connect to the server and the maximum amount of them who may play as a spectator [observer mode]. >>> Settings Tab of [Start Multiplayer Game] - The first is game style. Classic is what all damage estimates in this guide were from. Sadly, many games are not played on Classic as it is often deemed too 'slow'. The second, Hardcore, does substantially more damage and Gameplay is about a third faster at basic speed. Turbo does slightly more damage than Classic but is twice as fast. The ability to change the game speed beyond these options, between 50% and 200% is also available. Air Control is how much ability you want to have while jumping or falling. Generally 30-40% is normal, anything above 60% gives way too many advantages to jumpers. On certain match types, the translocator may be turned on or off here as well. >>> Bots Tab of [Start Multiplayer Game] - Bots are very important to playing a single player game. The main option here is their overall skill. Novice bots more or less sit still and run in circles while Godlike bots are quite a, often too much of a challenge. Bots on experienced or less move much slower than other bots and human players. The number of bots may be set, but only sixteen bots may ever play at once. There is a button to configure the bots, more on this in a moment. Auto Adjust Skill will do the 'Bot Skill' all by itself, determined by in game abilities. If you wipe the floor with them, they will become harder. If you die as soon as you spawn, they will dumb down. Random order, whatever it is supposed to do, does not ever work. Balance teams forces the teams to be even [or off by only one]. If not checked, all the bots *could* join the blue team for example. Some match plays have 'Enhanced Team AI', this simply makes it so not all the bots always follow the human around without being ordered around and also makes them better at attacking targets rather than spending the entire match resupplying. >>> Bot Creation Menu [Accessed via Start Multiplayer Game > Bots Menu] - On this menu the bots [1-32] may be tampered with. Bots can be named, given a team color for match play, and selected favorite weapons for. If you have downloaded skins or models, you may play dress up with the bot from the Class, Skin and Face menu. You can also change their voices. Skill Adjust is the overall how good the bot will be. All of these sliding tabs do the action "more" when it is to the right. Accuracy is the ability of the bot to hit a target. Alertness is if a bot will notice when you jump from above or walk behind it. Camping is the bots tendency to hit in a corner rather than get involved in the fray. Strafing is how much a bot will zig zag to avoid enemy attacks. Jump behavior makes bots jump when doing combat, jumping targets are of course harder to hit. Combat style is how they fight when confronted. A Berserk Camping bot for example will not fight often, but when it does it tries to get in your face [often with a flak cannon]. Avoidant bots run most of the times they see enemies. >>> Server Tab of [Start Multiplayer Game] - This tab allows you to name your sever as you want it to appear from a ping listing. If you do not want it to appear uncheck advertise server. You may also include any personal information of your own as well as make a four line message of the day. It may be set to log stats for ngWorldStats, which reflects how often someone logs a frag. The server may be optimized to run better on a LAN [Local Area Network] and may be given both a game password and an admin password. In addition to being able to 'start' the game, the server may be run dedicated which will open it up as a command box. If your client game crashes, though the dedicated box does not, the server will continue to be hosted. This gives you many more options of what to do with you computer. >> Find LAN Games - Similar to find internet games, though it only searches the local area network. >> Open Location - Enter in an IP address to join the said server. You may be prompted for a password if the server requires one. This option will save the last ten addresses you IP connected to. >> Disconnect from Server - Leave the present online game. >> Reconnect to Server - Join the last server you played in, other than your own. >> Download latest update - The present patch is 4.51, though most players still use 4.36. You will need at least 4.36 to play in nearly any server. >> Use Internet Play on _______ - Find servers through their listings. I'm not sure if they even exist anymore, nor am I going to check <_<. ------------------------------------------------------------------------------- > Options >> Preferences - This is the screen which allows you to change most of the game options. They are sorted by seven tabs of organization. >>> Video tab of [Preferences] - Set your video mode, resolution, card detail and many other things. Brightness is Gamma Correction and GUI mouse speed is how fast it moves on the menu screen. If you are using a huge resolution, it is wise to make the font size double. Showing decals shows things like Pulse Gun marks on walls, they cause more CPU usage, which equals less frame rate, but they look nicer. Dynamic lighting is more realistic, though quite annoying on darker levels as you almost always see just 'dark'. It also requires more CPU usage. >>> Game tab of [Preferences] - Just generic options. You can set which hand you want to hold your weapon with, though it makes no real difference as far as aiming goes. View Bob is how much the screen bounces when you walk, the more to the right is the more bounce it does. Dodging is a great ability, hit the 'walk right' key twice quickly and you will take a huge step to the right. It is highly useful for advanced play, there is no reason to have it off. Weapon flash makes the screen flare white or some other color every time you shoot a bullet type weapon. It is not useful. ngStats Local Logging is similar to the Worldstats, but only applies to your own computer. It logs things such as the highest Frags Per hour. >>> Input tab of [Preferences] - This screen offers many helpful options. You can enable a joystick on this screen. Auto Aim gives full vertical accuracy to shooting. Look spring brings the view straight in front of you when you are done using freelock. Auto Slope walks your cursor down with you, rather than leveling it out. I do not find any of these three useful. Rocket Fire instantly will continuously fire single rockets rather than charge them up. The other options configure the mouse if you need to. >>> Network tab of [Preferences] - Set your internet speed. This affects the rate of packs. ALWAYS set this to 56 modem, even if you are on broadband, it just improves ping all around. >>> HUD tab of [Preferences] - This is where you go to change many options with what you see on screen. You can change your crosshair shape and color as well as most other colors you see around you. >>> Controls tab of [Preferences] - Set which key you wish to do which tasks, up to two keys may be bound for the same action. Many of the bound commands are entirely useless, you may unbind them by binding a different key to all of them and then binding that same key to something you use [thus unbinding all of the other ones] >>> Audio tab of [Preferences] - Auto taunt will make a 'Die Bitch' type comment after you kill someone. Message beep makes a 'blizzzt' sound when someone types something in a game, since the text box moves too fast for any normal person to read. High Sound quality blends better than low, but takes more CPU usage, as do Hardware 3D sound and surround sound. The volume of different aspects may be adjusted and mature taunts, such as the one I just said may be turned off in favor of less violent ones. >> Player Setup - You may design what you want your player to look like, his or her name and the voice pack you wish to use. >> Weapons - This is a listing of the weapons and tells you what they do. The auto-switch weapons button annoys some people. Say the top three weapons listed in your box, in order are, Rocket Launcher, Flak Cannon, Pulse Gun. If you are holding a pulse gun and get a rocket launcher, the instant you stop shooting it will switch to the rocket launcher. You may re-organize the list by dragging the weapons around. The translocator, even if at the top, will always get replaced when you get a 'real weapon' for some dumb reason. >> Show Desktop - When you hit escape to go to the menu, if checked will show the Unreal Tournament logo, if unchecked it will show what is happening in the game still. ------------------------------------------------------------------------------- > Stats - You can view Local and Global stats here as well as get help on them, I think I sometimes click this menu by accident... [it is not very useful] > Tools - The system console is where you can type in cheat codes or server commands, it may also be brought up in game with the ` button. The Log file shows everything the program has done since it was started. > Mods - Probably empty by default, if you have a mod such as ChaosUT or UT Demo Manager [records games] you can change their particular preferences from these menus. If you do not play mods, this isn't important! > Help - You can view the help files as well as the credits and read all about Epic Games! Chances are this menu will not solve any problems though... ******************************************************************************* Credits ******************************************************************************* CJayC - Founder of GameFAQs.com Unreal Tournament for being such a fun FPS game made by Epic! NaliCity - for hosting thousands of maps created by hundreds of authors to play online. _________________________________________________ Copyright 2003-04, Apathetic Aardvark, farmerBob ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯