Unreal Tournament 2004 FAQ

       Unreal Tournament 2004 FAQ by Nero
E-mail: nero_orog@hotmail.com
Copyright 2004 George Minkov
Version 1.4

This is the second FAQ of my FAQ-writing career (the first being a personal 
failure for letting so many people down) and I hope it will redeem my 
personal honour somewhat. I WILL finish this FAQ. Cross my heart and hope to 
die. I noticed no-one has made a full UT2004 FAQ, so I decided to step in 
and *drum roll* save the day. We’ll see how I fair.

Table of contents:

1. Version History
2. Disclaimer
3. The Concept of Unreal
3. 1.The Concept of Unreal – Basic Stuff
3.2. The Concept of Unreal Tournament
3.3. The Concept of Unreal Tournament 2004
4. History
4.1. The plot of UT2004
4.2. Unreal throughout the years
5. Game basics
5.1. Movement
5.2. Gunfire
5.3. Teamwork
5.4. Adrenaline & Adrenaline Combos
6. Pick-Ups
7. Weapons & Tactics
8. Vehicles & Tactics
9. Game Modes
9.1. Death Match
9.2. Team Death Match
9.3. Double Domination
9.4. Bombing Run
9.5. Capture the Flag
9.7. Assault
9.8. Onslaught
9.9. Mutant
9.10. Last Man Standing
9.11. Invasion
10. Some Strategies
11. Miscellaneous
12. When to contact me
13. Roll Credits

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1. Version History
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1.0 This FAQ is taking much longer than I thought, so I’ll have to upload it 
in parts. This version contains only 5 sections + version history and 
disclaimer, so the FAQ is done up to section 7. I’m currently working on 
section 8.

1.1.
-Fixed my disclaimer to point to section 12 instead of 8. Bet none of you 
caught that :)
-Corrected a TON of typos in sections 1-7.
-Updated Link Gun Secondary Fire Mode to now state it pushes vehicles 
(thanks to Brayden McLean).
-Changed the words “vehicle” and “vehicles” to be lowercase everywhere, 
except in the beginning of sentences.
-Changed all “loose” to “lose” because I didn’t know how to spell it, but I 
do now (thanks to Michael Healey).
-Updated the Credits.

1.2.
-Corrected even more spelling mistakes (thanks to John Rush).
-The amount of typos demands an immediate update, so that’s all.

1.3.
-Corrected an error about the Grenade Launcher, which said it was only 
available in ONS, while it is also available in AS (thanks to Richard 
Clarke).
-Added Ball Launcher to “Weapons” section. How the hell did I miss that? 
(thanks to Daniel Houseward)
-I’ve made significant progress with the “Vehicles” section (I’ve started 
it), but it’s not ready for show yet.

1.4
-I’m still alive. I realise I haven’t updated my FAQ for a few months now. 
That was due to technical difficulties, but that sorted now. You can expect 
version 2 to be up within the next few weeks.
-And also included an extra tactic for the Ball Launcher (thanks to Dale)

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2. Disclaimer
-- ------------

This is my first ever FAQ, so I hope you’ll like it. I also hope it gets 
approved. If you have ANY suggestions or tips, or if you’ve found errors or 
inaccuracies, or you just want to say how good my FAQ is, drop me a line, 
but check section “12.When to contact me”

Now, it’s not like I made something worthy of honour, but still if you feel 
inclined to use it, drop me a line to ask for my permission. I’d be ever so 
happy if someone liked my FAQ enough to want to use it, or parts of it, so 
permission is no problem at all. But it would be really mean of you to just 
copy and paste it without even mentioning me. Thanks. Now the same thing in 
a more menacing manner of speech.

The use of this FAQ in any websites, forums, message boards, or any other 
places with public access without my DIRECT permission is STRICTLY 
prohibited. Ask me before you put my FAQ anywhere and it should be OK. Even 
with my permission, you can only use the FAQ in its entirety, with this 
disclaimer included. If you want to print it for easy access, be my guest. 
Also, do not, under any circumstances, use it for profit. If anyone should 
be making money from it, it’s me. But I’m not, so neither should you.

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3. The Concept of Unreal
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Here you can find the ideology behind the unreal franchise as a whole, as 
well as more in-depth details. This is strictly for those who care to be 
immersed in the atmosphere of the game and really “feel” it. For those of 
you who just want to score some frags and go to bed, just skip a few 
chapters down.

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3.1. The Concept of Unreal – Basic Stuff

Unreal. Read that very carefully. Done? Now read it again. Good. The concept 
of this game was to create a fast-paced and diverse FPS, while refraining 
from realism. In this game you will find weapons that fire beams and glowing 
balls, rockets that that juggle people, a handheld nuclear weapon. Moreover, 
you can (and probably should) fire those weapons while you run and jump. 
Maps will consist of a tangled maze of pointless halls and rooms, or wooded 
areas with elevators all around and jump pads that launch you in the air, 
things of that nature. For those of you who have played any other UT game 
(or Quake) this should be readily apparent. For those of you who haven’t 
(not that there are any), stop thinking of your character as a real being 
that has to obey rules like “gravity” and “common sense”. Instead, let go of 
your inhibitions. Run as fast as you can, jump as high as you can (and off 
as many walls as you can) and fire as quickly as you can. Then die, respawn 
and fight again. And lighten up.

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3.2. The Concept of Unreal Tournament

In the “Tournament” branch of Unreal games, things are a little more 
multiplayer oriented, and a little more team-like. Get with the groove of 
the game, but don’t lose track of overall objectives and try not to piss off 
your team-mates. Cooperation here is key in almost all game modes and so is 
coordination. Learn to work in a team and take orders every once in a while 
and you will win. In fact, this is the part where a lot of people lose their 
resolve, go off goofing around while their team loses and usually get yelled 
at and kicked. Keep a level head and an eye out for objectives and try not 
to die… too much. If you can’t play in a team, there are still a lot of 
non-team Game Modes, but avoid entering anything other than Team DM.

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3.3. The Concept of Unreal Tournament 2004

UT2004 brings Unreal tournament into the realm of next-generation games. The 
key difference is the addition of the Onslaught game mode, together with 
vehicles. In UT2004, more than in any other Unreal game, teamwork is 
essential. This time around, you MUST play as a well organised team, or 
suffer a “Humiliating Defeat”. Solo action will very rarely cut it, even if 
it “sorta” fits into the general strategy of the team. The vastly increased 
amount of tactical options, as well as the vastly decreased margin for 
error, means that the game now requires a different kind of determination. 
You will need to be more selfless, more ruthless and more disciplined than 
ever before. That is, if you really want to win. If you want to just goof 
around and have fun then do so, but the team probably won’t like it.

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4. History
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This is just a short summary of what you’re supposed to be doing in UT 
(single player) as well as a recap on the most important events in the 
tournament. Also featured here are the past Unreal games and what has 
changed since the beginning. I will purposely omit Unreal 2 and Expansion 
pack, since I don’t like them and they have nothing to do with the game at 
hand.

-- ------------
4.1. The plot of UT2004

A long time ago the humans fought a war with the Skaarj, which left their 
galactic empire in shambles. To assist in the rebuilding of the colonies by 
calming down enraged colonists, the Liandri Corporation came up with the 
idea of staging a gladiatorial tournament for the miners. The interest was 
so high that it grew into a sport, with sponsored teams battling in 
specially made arenas. From the very beginning, Xan Kreigor, a robot, 
reigned as champion in the Tournament, until Malcolm, then leading the team 
Thunder Crash, defeated him and proceeded to merge with the other popular 
team at the time – the Iron Guard, lead by Brock. In last year’s tournament, 
they were defeated by the Juggernauts, lead by gene-boosted monster Gorge. 
This year, as the Tournament enters its 10th year, Malcolm is back with his 
old team Thunder Crash and trying to reclaim his title as champion, Brock is 
back with the Iron Guard and trying for glory of his own and Gorge and the 
Juggernauts are there to defend their title. Additionally, the Skaarj Empire 
has sent a team of their own to the tournament in search of honour and glory 
and ex-champion Xan Kreigor (now simply Xan) has had some modifications and 
is back to return the title where it belongs. There are other events, but 
they are not as important, or as interesting. Oh, and you enter the 
tournament to give it a shot.

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4.2. Unreal throughout the years

A long time ago, in a galaxy far, far away, a game called Unreal was created 
by (then called) Epic. It brought a myriad of innovative features to the FPS 
genre (including bot match) and set the standards for future games to come. 
But more than that, it created a futuristic, science-fiction universe where 
people have become a space-fairing civilization. Since then several 
companies have been building on that success and still somehow manage to 
bring out games that are the same, only much better. Hats off to these guys. 
The weapons included a forked chargeable pistol, an automatic pistol, an 
automatic rifle, the Gloop Gun, the infamous Razor Jack, a sort of minigun, 
the sniper rifle, the Eight-Ball, as well as some weapons I can’t remember.

The original Unreal brought players something no game had before (or at 
least not so well done). As a result, an expansion set was released for the 
game by Legend Entertainment Company. Sadly, I didn’t play it.

After that, Unreal Tournament was released by Digital Extremes. That was (to 
my knowledge) the first game designed primarily for multiplayer. It also 
brought a huge update in graphics, but more importantly, in gameplay. 
Although other games of the time (I think) supported Capture The Flag, UT 
took that to a whole new level, with beautifully designed and carefully 
planned maps. At that point a new kind of player was born – the team player. 
Suddenly, playing in a team became just as important as playing well, which 
allowed the weaker but smarter players to team up and defeat the 
Quake-zombies. It was the dawn of a new age in FPS, at least for me. Also, 
the infinite chargeable pistol was replaced with the Impact Hammer melee 
weapon, the automatic pistol was remodelled into the Enforcer, the assault 
rifle was removed, the minigun was redesigned, the Razor Jack was renamed 
the Ripper and redesigned, the Eight-Ball was renamed the Rocket Launcher 
and remodelled. The rest I mentioned were just remodelled and I don’t know 
about the others.

After that, Unreal Tournament 2003 was released, again by Digital Extremes. 
It was just the same as the original UT, only with VASTLY superior graphics. 
What it really did was update an aging but still good game, for which I 
personally am grateful. But it also added a few very interesting, elements – 
double-jump and adrenaline. In my opinion, double-jump was THE first useful 
kind of jumping in a firefight in any FPS. Adrenaline was also an innovative 
addition and it actually contributed a lot to team play (when used right) – 
yeah, go catch that flag-thief who just activated speed! All of the weapons 
are just the same as in the original UT but redesigned, except for the 
impact hammer, which was turned into the Shield Gun, the Enforcer, which was 
turned into the Assault Rifle, and the Ion Painter, which was a new weapon. 
They also removed the Assault Game Mode mode.

Lastly, not all that long ago, Unreal Tournament 2004 was released by Epic 
Games (the former Epic). To everyone’s surprise, it was JUST THE SAME AS 
UT2003. Then people looked closer and thought about it. Then they were blown 
away. UT2004 is more different from UT2003 than UT2003 is from UT. The 
addition of vehicles in one new mode – Onslaught – made this a completely 
different game. More team-oriented than ever, yet still a frantic Death 
Match. A new breed of gamer is required for this game, one who has both 
skill and strategy, as well as the smarts to tie the two together. So far, I 
have seen a few of these and they were just contrasting to everyone else. Or 
maybe everyone else just sucked. All the weapons from UT2003 are present, 
though the Assault Rifle, Shock Rifle and Link Gun were remodelled. A few 
weapons were added: The Mine Layer, the Grenade Launcher, The AVRiL, and the 
Target Painter.

Also, Unreal 2 and expansion were released sometime before 2004 and that’s 
all there is to it.


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5. Game basics
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Here, I will give you a complete overview of all you need to do to become a 
good UT2004 player. The basics include moving, shooting, thinking, team 
coordination, as well as a few other things.

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5.1. Movement

I will divide this section into two parts – basic and advanced, since there 
are things people are comfortable with and some things (the more important 
ones) that people will have a hard time getting used to.

5.1.1. Basic movement


RUNNING (Directional Buttons)
Obviously, that’s what you’ll be doing most of the time to get around. More 
importantly, you will use it in battle. “A moving target is harder to hit” 
is no joke. You stand around and you’ll eat rockets or shrapnel. Strafe 
around your enemy, but change directions every now and then to avoid 
becoming predictable. However, keep in mind that there are faster ways to 
get around on foot, as well as better ways to dodge in combat. Also note the 
game has no “walk” button.


JUMPING (Jump Button)
Despite what you might think, this is next to useless. A single jump is too 
low, too slow and too predictable. Only use it if the ceiling is too low or 
there is a chance of getting caught on the ornaments above you. It could 
sometimes also be used for Wall-Jumps, but not all that often. Whenever 
possible, use Double-Jump.


DOUBLE-JUMP (Double-tap Jump Button)
Now we’re getting somewhere. A very useful manoeuvre and one that should 
become second nature to you. Whenever there is enough room for, chain your 
normal Jump into a Double-Jump. There is a small trick here, though, as you 
need to press the second jump BEFORE you start descending, or it won’t work. 
The Double-Jump has a lot of uses, including reaching high places, but the 
most important one is surviving in combat. The saying “an airborne target is 
harder to hit” is very true in this case. But in addition it also puts you 
really high from the ground, which lets you fire your rockets at a greater 
angle against the ground, which makes aiming the Rocket Launcher so much 
easier. Do not rest easy though, as the Double-Jump moves horizontally very 
slowly and a good player can still tell where you are going to land and give 
you a three-rocket cushion to land on, or simply a face-full of flak.


CROUCHING (Crouch Button)
Crouching is a very underrated move, even by those that use it. The idea 
that you have to be always on the move would seem to leave little time for 
crouching. Well, what few players understand is that in team games not all 
people have to “go do something”. There is still the need for people to stay 
back in base and defend. In this respect, the crouch is perfect for sniping 
from behind a boulder or a low fence, or concealing yourself on high ledges. 
Mostly you want to hide your torso – a bad sniper’s primary target and a 
good sniper’s average target – behind a piece of geometry. Trust me, there 
are a lot of places to do that. Additionally, it provides a means of looking 
through a hole in the floor. Simply duck, step back a bit and you can see 
(and snipe in) a lot more of the room below. Also, you will not fall over 
edges while crouched, so that’s useful for making sure you don’t fall off a 
small ledge while sniping.


DRIVING (Directional buttons, Jump and Crouch Buttons, Mouse)
For goodness sake, people! Learn how to drive! Throttle and Break/Reverse is 
done with the forward and backward Directional Buttons, steering left and 
right is done with the Left and Right Directional Buttons. The camera (and 
weapon) is controlled with the Mouse. Additionally, some vehicles have a 
handbrake or jump, which is done with the Jump key. There are a few simple 
rules for driving: KNOW where you’re going; WATCH the road, unless you HAVE 
to look the other way; try NOT to run over teammates that you come across; 
if there are teammates around you approach them – they may want a ride.

5.1.1. Advanced movement


DODGING (Double-tap any Directional Button)
The reason something this easy to do is in Advanced, is that you SOULDN’T do 
it. It’s slow, it’s short and it has a nasty recharge time (the time it 
takes before you can do another dodge). It really doesn’t cover all that 
much distance, nor does it do it very quickly. In almost every situation, 
you’d be better off using a Dodge-Jump. A possible exception is the case of 
insufficient space, where you’re fighting on a narrow platform with 
lava/acid/bottomless pit to the sides, or in low gravity, where the 
Dodge-Jump covers TOO much distance. Generally, avoid this move in favour of 
the Dodge-Jump. Also, do NOT dodge uphill or up the stairs. It DOESN’T work.


DODGE-JUMP (Double-tap any Directional Button then hit the Jump Button)
Again, we’re getting somewhere. The Dodge-Jump is everything the Dodge is, 
but better. It moves much faster, goes much further and can actually be used 
to get from place to place faster. There are a few ways you can use the 
Dodge-Jump. The most obvious (I suppose) is for faster travel. Actually, 
that’s what you’ll want to use most of the time, unless you’re climbing a 
hill or stairs, or have to make a sharp turn. The Dodge-Jump is plagued by 
the same recharge as the simple dodge, so adjust your dodge timing. The 
second, and much more useful (and harder) way to use Dodge-Jump is in 
combat. The most common way is Dodge-Jumping to the side. That will put you 
away from most splash damage (possibly excluding the Shock Combo), while 
giving you time to act. Most players will lose sight of you for a moment and 
even those that don’t will have a hard time aiming at something moving that 
fast. Provided you can aim while doing it, you’ll usually get the upper 
hand. Just be mindful of your surroundings – don’t Dodge-Jump in the corner, 
onto jagged geometry or into traps - and watch the recharge time – you can’t 
do them one after the other. Another useful technique is to Dodge-Jump 
forward, into the enemy’s fire. It may sound crazy, but it works against the 
rocket launcher. The enemy will usually aim at your feet, while you fly over 
the rocket and end up in his face, Flak Cannon in hand. Just watch it, OK? 
Finally, Dodge-Jumping backwards is a smart move. If you have the flag and 
want to kill your tail, turn around and shoot. But don’t forget (like many 
players), that you ca still Dodge-Jump away from the enemy, while laying a 
carpet of covering fire.


WALL-JUMP (While airborne and near a wall, double-tap Directional Button 
away from it.)
Immensely useful. Especially given the fact that you can do it after a 
double jump. The sole purpose of this move is to avoid landing on rockets 
and bombs. Even the best of player oftentimes find themselves Double-Jumping 
into wall in the heat of battle and end up sitting on rockets. What few of 
them do is Wall-Jump. It covers a lot of ground, moves quickly AND it 
extends your Double-Jump. Actually, it’s smart to double-jump INTO walls, 
since that gives you an ace up your sleeve. It puts you where the enemy 
won’t expect and puts you there before he can aim (most of the time). Just 
be mindful of the surroundings. Wall-Jumping is not recommended in crammed 
spaces, since you slam in the opposite wall and just sort of hang there for 
a while. It is also not recommended with traps around, since you can’t 
really aim it. Finally, don’t do it if the ceiling is too low or too jagged.

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5.2. Gunfire

Again, I will divide this section in two parts – basic and advanced. Basic 
consists of thing that every player should know, lest they be laughed at and 
ridiculed in every game they enter. Advanced consists of more interesting 
things, the kind that makes the game into an art.

5.2.1. Basic Gunfire


FIRING MODES (Primary Fire Button and Secondary Fire Button)
As in all Unreal games, in UT2004 all weapons have 2 Firing Modes, dubbed 
Primary and Secondary. Which is which can be set from the options menu, 
under “Weapons” with the checkbox “Switch Firing Mode”. The two Fire Modes 
of a single weapon may, or may not have anything in common and are usually 
good for different things. More than that is weapon-specific, so I’ll get 
into detail later on. Just learn what fire mode is good for what and don’t 
make a fool out of yourself. The same goes for vehicles.


AIMING (Mouse)
It may sound intensely stupid, but learn how to aim. Most people are fairly 
accurate when standing still, but can’t hit the broadside of a barn when 
running. Take time to practice your marksmanship. And remember – crouching 
does NOT improve your aim and running does not hamper it. Learn to fire from 
moving vehicles. There’s a good reason the moving direction of the vehicles 
is not directly attached to the camera direction. That allows you to do 
drive-by’s, which usually makes you harder to hit. “A moving target is 
harder to hit”, remember? If the vehicle can jump and strafe, use those too.


INVENTORY (Weapon Select Buttons)
For some reason, the guys at Atari never updated the HUD to display more 
than 10 weapons at a time, while there are about 16 now. As a result, what 
you see is not always what you have. Yes, when you have two weapons that 
occupy the same slot, that slot will have an effect on it to signify this, 
but it’s not readily apparent and you can miss it very easily. Try to 
remember what you have in case you need it. This is most important for the 
AVRiL. It occupies the same slot as the Rocket Launcher, so if you have an 
AVRiL, use it. Don’t go about improvising.


SELF-INJURY
Most weapons in the game have splash damage on at least one of their Firing 
Modes and the Flak Cannon shrapnel ricochets off wall. Be careful when 
Double-Jumping and Dodge-Jumping, so as not to end up shooting at a beam or 
a doorframe right in front of you after the jump. Try to avoid shooting 
splash damage weapons at people in your face whenever possible.

5.2.2. Advanced Gunfire


LEADING YOUR TARGET
All but a few weapons in the game fire projectiles that take time to reach 
their target. That means you have to fire not where your enemy currently is, 
but where you think he will be when the projectile hits. This is where all 
the running and jumping around comes into play. If your enemy is running in 
a circle, fire a bit in front of him. If your enemy is airborne, do NOT fire 
at him unless you’re using an instant hit weapon (and even then try to avoid 
it). Instead, try to see where he will land and send a few rockets/bombs to 
greet him. If your enemy is dodge-jumping, chances are you won’t be able to 
lead him, so try to keep him in sight and shoot when he lands. Leading 
target is even more important in vehicles, since most have slow moving 
projectiles. Even when your vehicles has a fire-and-forget homing weapon it 
still pays to lead target a bit, since most of what you’ll be aiming at will 
be very fast.


SNIPING
Even though both sniper rifles in the game are instant hit weapons, it still 
pays to lead target with them. Even if your reaction time is perfect, it 
still takes some time to process the thought, pull the trigger and draw the 
animation, and it only takes the enemy a couple of frames to get out of the 
way if he is running. So lead target just a bit. Aim for the head ONLY if 
you’re very good, or if you’re aiming at a stationary target. Headshots are 
sweet, but you can still score hits without them, so aim for the torso. It’s 
big, it’s round, and a shot there often kills players who are low on health. 
Also, when sniping, remember your shoes are not nailed to the ground. If you 
notice someone shooting at you move to the side or hide behind something 
without un-zooming. This is even more important when fighting another 
sniper, since he will have as good a chance to kill you as you will have to 
kill him. Strafe and constantly change directions while your gun is 
reloading. A good strategy is strafe until he shoots, then stop to get a 
better aim while his gun is reloading. Additionally, the Hellbender has a 
beefy sniper cannon on its back, but more on that later.


KNOWING YOUR WEAPONS
Learn what each weapon does and what it is good for. Then learn what each of 
the fire mode of each weapon is good for. We’re talking situation, range, 
accuracy, specific characteristics. These are weapon specific, so I’ll get 
into detail later. Another thing to do is REMEMBER what weapons you have. 
Don’t hog “the most powerful weapon” you have if it’s wrong for the 
circumstances. Recall (or look at) what weapons you have and switch to one 
that is more appropriate. Keep in mind that not all weapons are displayed in 
the HUD inventory, due to the lack of space. Also, keep in mind that there 
is no “most powerful weapon” in this game (with the possible exception of 
Superweapons). If you think the Rocket Launcher is the best, try using in 
crammed spaces. If you think the Flak Cannon rules, try using it at long 
range. But more on that later. Knowing your weapons is even more important 
when it comes to vehicles (which are just weapons with health instead of 
ammo). If you can’t drive a certain vehicle, leave it to someone else. Only 
take vehicles you’re not familiar with if there is no-one else around. 
Vehicles are very valuable and must be put to good use, lest the team loses. 
Each vehicle has its own characteristics, things it can easily kill and 
things that can easily kill it, so learn those and try to tag along with 
vehicles that can protect you. More details later. Additionally, some 
vehicles require people on foot (yes, people on foot) to protect them.


ANTICIPATING ENEMY MOVES AND LEARNING THE MAP
This is key, especially in Death Match. Don’t chase an enemy down a hall 
while he’s plastering you with flak grenades. Stop, think where this hall 
leads and intercept him. This catches 9 out of 10 people unprepared. If your 
enemy is trying to hide behind a pillar, don’t follow him around in a 
merry-go-round. Either shoot on the other side of the pillar, or circle the 
other way and outflank him. People love to pick up weapons. Therefore, it’s 
a good idea to just fire a rocket or bomb at heavy weapon locations every 
time you pass by, just in case. Also, in a firefight, people will want to 
pick up weapons, so sometimes it’s a good idea to fire your rockets/bombs at 
a pickup, rather than leading target. That works especially well with Shield 
Packs. Another good idea is, when you are being chased, turn a corner and 
wait a couple of seconds. If your pursuer comes after you, feed him some 
Flak. If he doesn’t, Dodge-Jump back around the corner and give chase.
Know how to get to Nodes quickly and learn to navigate on the radar map (on 
Onslaught). Also, try to tell where an enemy is heading and teleport around 
the map to intercept him, rather than chasing him, since once he attacks a 
node, you can no-longer teleport there. If the enemy is attacking your node, 
there’s a good chance you can sneak up on him for maximal damage. Don’t open 
pointless fire from a mile away, only to be blasted by a Tank cannon.


SUPERWEAPONS
No, using Superweapons is NOT cheap, it’s a tactical advantage. In fact, 
using Superweapons becomes a form of art with friendly fire on, in that you 
want to kill the enemy without incinerating your own team. In certain 
situations (especially against a Leviathan) you will actually need 
Superweapons. Learn where they spawn and how long they take to respawn. 
Learn where and when to use them. Different Superweapons are good for 
different things, but they are all good for more than just scoring frags. 
You could vaporise the entire defending team (and yourself if need be), thus 
allowing your team-mates to capture the flag/hold the point/capture the 
node/whatever. Inversely, you could kill an enemy strike force that has 
stolen your flag if your whole team just got nailed. Of course, you must 
always be careful that you don’t do so much collateral damage that it makes 
your act treason. If there are a lot of friendly vehicles around, then it’s 
probably not a good idea to fire, since they may just hold their ground. 
There are other uses of Superweapons, but I’ll explain them with each 
weapon.

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5.3. Teamwork

Here is a (relatively) short explanation on how to play well in a team. 
Those of you who think they already know how to play in a team – stop 
thinking and read on. Even if it all seems downright obvious, read it 
anyway. There are some finer points here that you’d do well to at least pay 
attention to.


COMMUNICATION
Communication in team games is a very important aspect. Even more so with 
the introduction of a more team-oriented Game Mode, as well as Voice Chat 
and Text-to-Speech. Even the best of players are still not psychic. They 
need to know where they are needed. There are several ways to do that. The 
tried and tested way is to simply “teamsay” to them, but that forces you to 
stop moving while you type, and the “communicating” animation of your model 
through that time does little to preserve your life. Furthermore, by the 
time you’re done, it’s often too late. Another way is through the Voice 
Menu, which is what all people without a microphone should use. Either use 
the Voice Menu, or use the Speech Bind option for faster use. Finally, using 
Voice Chat tends to produce best results, but is often unreliable due to 
connection problems and some people’s innate inability to pronounce. It also 
requires that you provide your own locations, since your location isn’t 
given when you use Voice Chat. That being said, simply using these 
communication options without consideration can lead to serious problems. In 
your efforts to communicate not-all-that-valuable information, make sure you 
don’t drown out your team-mates pleas for “HELP!!!”. In respect to Voice 
Chat, do not, I repeat, do NOT have any other sources of loud noise around 
for your mic to pick up. There’s nothing more annoying than a low quality 
crappy song by God knows who beating in your headphones while you’re trying 
to nail that sniper who’s killing your team. Also, be mindful about using 
Voice Chat. Crap over the headphones is much less tolerated than crap 
anywhere else. You can brag, curse, laugh every once in a while, but don’t 
make a habit of it. When you start getting 10 “shut up” messages every time 
you speak, you’ll know you’ve crossed the line. That said, any form of 
communication gives your team a clearer picture of events on the map, and so 
a clearer picture of what they should do. And people who know what they’re 
supposed to be doing usually fare better than people who don’t.


WORK WITH THE TEAM
Remember, every team Game Mode has an objective. Learn what that objective 
is and work to achieve it. However, rushing off to do the objective is 
rarely successful against a coordinated defence. There is strength in 
numbers, so wait for team-mates to join you in the attack. If they won’t, 
then you can join THEM for their attack.
You don’t always have to be going somewhere to be useful. If everyone’s left 
and there’s no-one to guard the base, then don’t rush out after them. 
Instead, stay behind and guard. That is just as useful as attacking, 
provided there aren’t enough people to do it already.
After a melee, don’t pick up the weapons unless you need them. Your 
team-mates might be running low on ammo, or have crappy guns, so let them 
see if there’s something they need. After that, or if no-one is showing 
interest (or if you really need them), THEN pick them up. Similarly, you can 
toss strong weapons you don’t need to team-mates who look like they do. 
You’re not loosing much, but they’re gaining a lot.
Listen to orders every once in a while. The person talking might know better 
than you.
Never injure your team-mates on purpose and try to avoid injuring them by 
accident. Sometimes it can’t be avoided, but most times it can.
You should value victory more than your own life. Don’t be afraid to die if 
it helps your team. Most of the time you’ll be able to respawn right away. 
In fact, you can suicide when you have the time, to refill your health and 
spawn closer to the action.
Goofing around, neglecting objectives, team-killing and sheer stupidity will 
hamper your team more than having one player less, so avoid them at all 
costs. Remember, people expect you to help out. Don’t disappoint them.
And one final point. Learn how to follow the damn arrow in Assault. If you 
can’t look around. Objectives show through any and all geometry. They’re not 
really all that hard to find.


RULES OF CONDUCT
To avoid getting angry looks (which you won’t see) and angry insults (which 
you WILL see), there are a few things you should do. First and foremost, 
treat all players, team-mates and enemies, nice guys and assholes, nice. 
Don’t insult people over the smallest detail, don’t make personal threats or 
demands, and avoid bloody vengeance for every little thing. Everyone can 
screw up once in a while, so give them a break.
If someone insults you, keep a level head and ignore him. If he continues to 
do so, mute him from the ESC menu.
If someone asks you to do something, it’s usually a good idea to do it. It 
makes him happy and leaves you happy you helped. That is, unless he’s asking 
you to do something very stupid or very offensive or annoying for other 
players. Just as well, don’t do any of those things on your own either.
With almost all modes being team-based, not playing in a team is another 
thing that infuriates people. Try to be part of the team, or at least have a 
high enough score (which is gained by playing in a team). If they still get 
angry, defending yourself is pointless, as it’s only likely to cause a 
conflict.
Camping is generally accepted as a natural form of defence, and a form of 
attack to counter defending campers. However, camping which has NO strategic 
significance is unacceptable. That includes camping a spawn point, camping a 
weapon site, camping a busy way. Those things will earn you insults from 
your team for not cooperating and insults from the enemy for being cheap.
Another thing to note is that in team-games, frags account for very little. 
You may have the highest frags and still be the useless bastard of the team. 
Concentrate on what you’re supposed to be doing and you’ll have a higher 
score.
Also spamming long pointless messages like “wwwwwwwwwwwww”, so that the 
Text-to-Speech would spend LITERALLY 10 minutes saying “dublju” is a sure 
way to make everyone hate you. In a few words: don’t do things that would 
annoy you, and listen to what the team has to say and you’ll be alright.

-- ------------
5.4. Adrenaline & Adrenaline Combos

Adrenaline is used for Adrenaline Combos. You gain adrenaline by grabbing 
Adrenaline pick-ups, killing your opponents, receiving rewards such as Multi 
Kills, Killing Sprees and Special Awards, as well as securing objectives 
(such as capturing flags and scoring goals). Once it reaches 100, you can 
activate an Adrenaline Combo by doing the Combo move. Those moves are 
specific for each Combo and are given below. Once you activate a Combo, it 
will drain your adrenaline at a constant rate until it runs out, at which 
point the Combo will end. You can still gain Adrenaline while a combo is 
active and that will increase its duration. If you are killed with a combo 
active you will lose all your available Adrenaline. There are 4 Adrenaline 
combos, plus an additional 2 through a Mutator, called Extra Combos. I will 
use the following abbreviations when stating Combo moves: F = move forward, 
B = move back, L = strafe left, R = strafe right. Also, I will explain the 
Game Modes for which each Adrenaline Combo is most useful, as well as some 
basic strategies. For more detailed strategies, see each Game Mode’s 
section. For information on how much Adrenaline you gain for awards, see 
Awards in section 11. Miscellaneous. For information on how much Adrenaline 
you gain for completing objectives, see each Game Mode’s objectives.


Speed (F F F F)
Most useful for: Bombing Run, Capture the Flag
Upon activation, you will hear the announcer say “Speed” and your feet will 
glow yellow and you will also leave yellow trails. This Combo will 
effectively double your movement speed and the height of all your jumps, but 
it will gobble up adrenaline like crazy. Speed is the most Adrenaline hungry 
Combo and it will only last for a few seconds before your Adrenaline runs 
out.
Still it’s a good idea to use when you have the Ball in BR and you’re on the 
home stretch, or you need to clear a large gap or jump on a high platform to 
reach the goal. It’s useful in the same respect in CTF, but since you can 
fight back with the flag in your hands, there are other Combos that are more 
useful. Speed is next to worthless in any other mode.


Booster (B B B B)
Most useful for: Death Match, Team Death Match, Capture the Flag
Mutant, Invasion, Last Man Standing
Upon activation, you will hear the announcer say “Booster” and you will 
start emitting Green “+” sprites. Your health will start rising by 5 per 
second, until it reaches 199. Then, your armour will start rising by 5 per 
second, until it reaches 150. At that point the booster will stop having any 
effect until your health or armour drops, or until you run out of 
Adrenaline. But getting to 150/199 is a rare occurrence.
Use it in DM to give yourself a longer lifespan and thus more frags, but 
only activate it when you’re high on health to avoid being killed before the 
Booster can make a difference. However, in DM, there are other Combos that 
are just as useful, so don’t concentrate on Booster alone. This combo is 
used in TDM just as it is used in DM.
For CTF, start the combo a while before you get to the flag location. 
That’ll give you a sufficient boost by the time you meet the defenders and a 
much better chance to take the flag. Also, it will make your escape easier, 
since you’ll be harder to kill. Alternatively, Speed can be used in this 
case.
In MU (Mutant) you can use it to become the Mutant, but the Mutant is strong 
enough to turn you into mincemeat regardless of your health, so you’d be 
better off using Berserk.
In INV (Invasion) it is the best Combo you can use, since it will preserve 
your life better and that’s what INV is all about. And when the health on 
the map is all taken and monsters have boxed you in, it can make all the 
difference.
In LMS (Last Man Standing) you could use it in the same way you would in 
INV. It’s what will keep you alive until the end.


Berserk (F F B B)
Must useful for: All game modes
Upon activation, you will hear the announcer say “Berserk” and brown lines 
will start circling around you. All your weapons will fire twice as fast as 
they normally do while the combo is active.
In DM and TDM respectively it is a very big help, since that will give you 
an edge over almost anyone and with a rapid-firing Rocket Launcher you can 
do miracles. Just be careful not to blow yourself up. And in TDM try not to 
blow up your team-mates.
In DOM it’s just as useful, since it will allow you to kill attackers before 
they ruin your domination and it can also be used for attack to ruin THEIR 
domination and to clear Control Points.
In BR it gives you an easier time in stopping the Ball Carrier before he can 
make a pass, or get to him THROUGH his defenders.
In CTF it is used just as in BR, but you can also use it to protect yourself 
when escaping with the flag.
In MU it is the power-up of choice, since it is easier to kill the Mutant 
with Berserk than it is with Booster.
In INV and LMS it is fairly useful because killing your opponents is 
directly connected to your own survival in those modes, but Booster is still 
recommended.


Invisibility (R R L L)
Most useful for: Death Match, Team Death Match, Double Domination, Capture 
the Flag, Last Man Standing
Upon activation, you will hear the announcer say “Invisible” and your 
in-game skin will be replaced with an almost transparent ghost. You’re not 
COMPLETELY invisible, but it takes an eagle eye to see you, and in the heat 
of battle people will only see your projectiles. It’s infuriatingly hard to 
aim at something you can just barely make out.
In DM it is among the most useful Combo, since it gives you kills almost for 
free. Few people will be able to see you and fewer still will be able to 
aim, thus giving you a tremendous advantage.
In TDM it’s a little different, since you can suffer from collateral damage 
and eat rockets and shrapnel that were never meant for you. People are 
surprisingly accurate when they’re not aiming at you. Still you can activate 
Invisibility and go solo, so it’s still good.
In DOM you can use it to slip by the enemy’s defence and disrupt their 
domination, but not a lot else. People there are usually armed to the teeth 
and won’t let you keep the Control Point. You can still keep them busy for a 
while, until tour team mates come to back you up, but that’s it.
In CTF you can use it to sneak into the enemy base and steal their flag when 
they’re not looking, but the Invisibility won’t hide the flag or the glow, 
so you’ll have to provide your own escape.
In LMS Invisibility will buy you some more time to live, but not quite as 
much as Booster.

These are the two combos the Extra Combos mutator makes available.


Pint Sized (L L L L)
Most useful for: Screwing around
Upon activation, you will hear the announcer say “Pint Sized” and your 
character model will shrink by about half, but your weapon will not. That 
“should” make it harder for people to hit you, but weapons with splash 
damage are largely unaffected. Still, it’s incredibly hilarious to watch a 3 
feet tall midget run around with a HUGE Minigun. Can’t say I have any 
practical use for it, though, since the default Combos are better.


Camouflage (R R R R)
Most useful for: Screwing around
Upon activation, you will hear the announcer say “Camouflaged” and a piece 
of world geometry will appear over your character. It will be anything from 
a large rock to a structural ornament, to a piece of wall. If you stand 
still and don’t look around, you SHOUL be able to blend in with the map. For 
those that don’t know the map, that is. It may be good for camping, but I 
can’t see any real use for it, other than the fact it turns you into a 
walking cinderblock.

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6. Pick-Ups
-- ------------

Pick-ups in the game (not weapons) come in many forms and shapes. Most of 
them are directed at defence and will have no DIRECT offensive capacity. 
Some of them may be more important than others, but they are all important 
to the good player. You would do well to remember where those items are 
located and how long it takes for them to respawn. I will include respawn 
times (only not yet), but for locations you’re on your own. Also remember 
that not all of them are worth risking your life for, but there are some 
that are. Those are explained below.


Health Vial
It’s a light blue vial that gives 5 health points. Due to their small bonus 
they are rarely found alone, and are usually in group of 3 or 5. Often very 
underestimated, health vials can oftentimes turn the tide of battle, since 
they can raise your health over 100 points. Pick them up whenever you run 
across them and even take the other way if it has more of these. In fact, 
whenever you have the time to run around the map, run to a place that has 
these, unless you’re really low on health. If you pick up Health Vials often 
enough you can amass quite an impressive amount of health that will serve 
you well later on.


Health Pack
It’s a blue cross that gives 25 health points. Regrettably (but for balance) 
it won’t raise your health over 100 points. Players usually overlook these 
when they don’t need them and rarely live long enough to find one when 
they’re hurt. Remember the locations of all Health Packs and visit them 
often, even if you’re missing just 10 health points. That way you can 
accumulate more health through Health Vials and when you DO need Health 
Packs, you won’t need them that badly. Also, that’s one of the things people 
will want to pick up in a firefight, so if you notice them going for it, 
plaster it with whatever you have. It works.


Big Keg O’ Health
It looks like a big white and blue keg. Upon closer inspection we find it 
consists of 2 white keg-like parts connected by blue “healing” energy. It 
gives a massive 100 health that takes you way over the 100 health point 
limit. If you can take it, take it. It’s worth going out of your way for, 
it’s worth risking your life for. Hell, take it just so the enemy can’t take 
it, even if you have over 150 health points. That is, unless another team 
member needs it more. LEARN where it is and LEARN when it respawns and 
ALWAYS go for it when it does. It is a HUGE advantage to have that.


Shield Pack
Looks like a yellow shield (not surprisingly) and gives 50 armour points. 
Successive Shield Packs will not raise your armour points over 50, but if 
you’ve picked up Super Shield Pack (or used Booster) it will add 50 armour 
points until you reach the 150 armour point limit. Unlike Health Packs, 
Shield packs are always welcome, since almost always you’ll have use for 
more armour. However, if you’re low on health you should first heal up, 
since a shield pack will not stop all damage and 12HP/50AP is a waste. That 
said, do pick one up even if you don’t need it. That is, unless another team 
member needs it more. It is worth going out of your way for it, but not 
risking your life for it. You can manage without it. Again, learn where it 
spawns and how often and pass by every once in a while. Also, most people 
will swarm the Super Shield Pack, so the Shield Pack will be less contested. 
That’s a good thing.


Super Shield Pack
Looks like a yellow shield with a lightning bolt through it and gives 100 
armour points. Successive Super Shield Packs will bring your armour up to 
150, and once you pick one up, so will normal Shield Packs. This is a must 
have. Take it. Go out of your way if you have to. Risk your life if you have 
to, if only to deny the enemy the opportunity to have it. That is, unless 
another team member needs it more. As always, remember where it spawns and 
how long it takes for it to respawn and ALWAYS go to get it if you think it 
should be there. Be ready though, chances are you won’t be the only one.


Double Damage
Looks like the knife from the “U” of the Unreal logo, only double and 
stripy-purple. It doubles the damage (apparently) of any weapon fired while 
it’s active and lasts for 30 seconds. One of the 3 most important pick-ups 
in the game, and one of the 3 pick-ups worth dieing for. There is usually 
only one place on each map where this one spawns, so remember where it is 
and be there when it’s about to respawn. It’s worth risking (and losing) 
your life for it, if just to deny the enemy the chance to have it (the 
UDamage Reward Mutator will cause you to drop it when you die). It’s usually 
a game-winner in DM and TDM and it can drastically improve your performance 
in other Game modes as well. Usually, no team-mates will need this more than 
you, so it’s fare game. Just be sure not to blast yourself with it. Also, it 
works for vehicle weapons as well.


Adrenaline Pill
It looks like a half-brown, half-white-hex-grid capsule tilted at an angle 
and gives 2 Adrenaline. They are usually found in groups of 3 or 5. This is 
another very underrated item that people usually won’t bother with. Keep in 
mind that 1 kill gives you 5 adrenaline and three Adrenaline Pills give you 
6, so it’s wiser to cruise around and pick up pills. It fills up the 
Adrenaline almost twice as fast. Pick them up whenever you run across them. 
In fact, whenever you need to get somewhere, or are simply searching for a 
frag, take the way that has the most of these. Learn the locations of Pill 
clusters and treat them like an important place to be. But they’re not worth 
risking your life for, since you can get Adrenaline from many places.

Weapon Racks
Not yet.

Ammo Pack
Scattered around the map are ammunition packs for all of the weapons, with a 
few exceptions. Each weapon’s ammo pack has a different appearance and 
contains a different amount of ammo. Here is a list of ammo pack, their 
appearance and what they contain:

SHIELD GUN – No ammo for it. It recharges automatically.
ASSAULT RIFLE – Looks like the barrel from the Assault Rifle and a grey 
clip. It gives 50 ammo points and 4 grenades.
DUAL ASSAULT RIFLES – Same as single Assault Rifle.
BIORIFLE – Looks like pill-shaped green container. It gives 20 ammo points.
MINE LAYER – Looks like a large brown + Tetris piece. It gives 8 ammo 
points.
SHOCK RIFLE – Looks like blue rod. It gives 10 ammo points.
LINK GUN – It looks like a green battery. It gives 50 ammo points.
MINIGUN – It looks like a green box with a handle and a Minigun chain 
sticking out. It gives 50 ammo points.
FLAK CANNON – It looks like a yellow box. It gives 10 ammo points.
GRENADE LAUNCHER – It looks like a tall green box. It gives 5 ammo points.
ROCKET LAUNCHER – It looks like a grey and red box. It gives 9 ammo points.
AVRiL – It looks like brown-grey box. It gives 5 ammo points.
LIGHTNING GUN – It’s yellow with 3 grey spikes that join at the top. It 
gives 10 ammo points.
CLASSIC SNIPER RIFLE – It looks like a box with high calibre bullets in it. 
It gives 10 ammo points.
TARGET PAINTER – No ammo for it. Only one allowed at a time.
ION PAINTER – No ammo for it. Only one allowed at a time.
REDEEMER – No ammo for it. Only one allowed at a time.
TRANSLOCATOR – No ammo for it. It recharges automatically.
SUPER SHOCK RIFLE – No ammo for it. It doesn’t use any.

-- ------------
7. Weapons & Tactics
-- ------------

Weapons are what you use to kill the enemy. Collect as many as you can, but 
let your team-mates have some too. Certain weapons are better at doing 
certain tasks, but, with the exception of the assault rifle, they’re all 
useful. Learn their strengths and weaknesses, as well as when, where and how 
to use them. If you can’t use a certain weapon for a job, try another one. 
Most of the weapons overlap in a lot of their functions.
Below you will find the names of all (ALL) weapons, as well as whatever 
statistics I saw necessary to include. Each weapon’s section is divided into 
2 subsections, one for Primary and one for Secondary Fire. If there is a * 
after a certain statistic, that means there is a note to be made about that 
certain statistic. You can find one below the statistics for the current 
Fire mode. If there is a * after the Fire Mode, then that means that the 
fire mode has a special function which will be explained in the 
“Introduction” section of that particular Fire Mode. The weapons are 
arranged as they are in the HUD inventory, starting with the Shield Gun and 
using “Next Weapon”.

Also, I found that a lot of the Special Features I used to describe weapons 
are a little hard to understand, so I made the following list.

RECHARGING – Weapon will automatically recharge ammunitions when not in use.
CHARGABLE SHOT – Weapon can accumulate ammo for a set time for a stronger 
shot.
TEAM-SAFE – Weapon will not hurt team-mates and allied vehicles even with 
friendly fire on.
DOES NO DAMAGE – Weapon will cause no damage against anything.
KNOCKBACK – Weapon will knock players back and/or in the air and push light 
vehicles back.
SCOPED – Weapon has a zoom-scope for a Secondary Fire Mode.
SPLASH DAMAGE – Weapon will cause in an area around the point of impact
CANNOT BE DROPPED – Weapon will not drop on the ground when you die with it 
equipped.
USES SEPARATE AMMO – Current Fire Mode uses different ammo from the other 
Fire Mode.
SUPERWEAPON – Weapon deals enormous damage, is rare and can be disabled 
through the “No Super Weapons” Mutator.

INSTANT HIT – Weapons of this type will hit in the same frame the shot is 
fired
The following characteristics will only appear for instant hit weapons.
BULLET – With each shot, the weapon will fire a bullet, which leaves no 
trails in the air.
BEAM – With each shot, the weapon will fire a visible beam towards the 
target.
SPREAD ACCURACY – Weapon is inaccurate and will hit outside the crosshair.
PINPOINT ACCURACY – Weapon will hit exactly in the centre of the crosshair.
HEAD SHOT – Weapon will score a head shot for double damage, if it hits a 
player in the head.
CONTINUOUS – Weapon fires a continuous beam that depletes ammo and deals 
damage at constant rate.

PROJECTILE – Weapons of this type fire projectiles that take time to reach 
the target.
The following characteristics will only appear for projectile weapons.
AFFECTED BY GRAVITY – Projectile will fall as it travels.
BOUNCES OFF (1) – Projectile will bounce upon contacting (1).
DETONATES AGAINST (1) – Projectile will detonate upon contacting (1).
DETONATES UPON (2) – Projectile will detonate when (2) is true.
STICKS TO (1) – Projectile will stick to (1) upon contact.
(3) SECOND FUSE – Projectile will stay in the field for (3) seconds before 
exploding.
HOMING – Projectile will veer off its normal course to seek a locked target.
CAN LOCK ON (4) – Weapon can get a lock on (4).
TURNING CURVE – How much a projectile can veer to seek target when homing in 
on a locked target. If the angle to the target exceeds the projectile’s 
turning curve, it will lose its lock.
CAN BE SHOT DOWN – Projectile can be destroyed by gunfire.

Where:
(1) can be or all of the following: Players, Vehicles, Walls.
(2) can be or all of the following: Operator Death, Weapon Loss, Contact, 
another event.
(3) can be any number of seconds.
(4) can be one or all of the following: Players, Vehicles, a specific 
Vehicle.


-- ------------
SHIELD GUN
The old shield gun that replaced the Impact Hammer a long time ago is still 
here and it’s still the same. For those not familiar with it, it’s a small 
green gun, which can be used for an awesome melee attack, or used to protect 
yourself from damage. For a time.

Primary Fire Mode
Damage vs. People: 40 single tap | 150 fully charged
Damage vs. Vehicles: 40 single tap | 150 fully charged
Rate of Fire: 1/1s single tap | chargeable
Ammo per Shot: N/A*
Max. Ammo: N/A*
Charge Time: 2s
Special Features: instant hit; melee range; knockback; chargeable shot; uses 
separate ammo; backfire**

*The weapon has ammo, but Primary Fire does not use any of it.
**If you release it against a wall or the floor, you will injure and 
knockback yourself

Introduction:
It’s a chargeable melee attack that does enormous damage when fully charged. 
Hold down Primary Fire to charge the weapon, release to fire. Note that the 
weapon will fire automatically once you’re within range of a valid target 
(it won’t auto-gib team-mates). Just charge the gun, charge at the enemy and 
let them have it. Not much else to say. Also you start with it. I will hence 
forth refer to the Shield Gun’s Primary Fire Mode as the “impact hammer” in 
memory of the good old times and for ease of reference.

Tactics:
It’s mostly worth using the impact hammer if you have nothing else 
available, or you just spawned and all you have is this and the Assault 
Rifle. In that situation, and if someone’s close enough, you can chase him 
down with Dodge-Jumps and splatter him against a wall. However, people will 
panic and concentrate fire on you once they hear the distinctive sound of 
the Shield Gun charging, so be careful.
The impact hammer is also good against lightly armoured or damaged vehicles 
(with few health points) if you have nothing better on hand and you can get 
the drop on the driver and gunners. However, that rarely happens, and 
weapons are plentiful in ONS, so reserve the impact hammer for REALLY 
desperate situations.
The impact hammer is also good for setting up ambushes. If you know the 
flag/ball carrier will pass through a narrow hallway, wait at the other end 
with a charged Shield Gun. Once they get in, there’s no place to run. 
However, the Flak Cannon is better at this.
A very good use for the impact hammer is in AS, where the enemy needs to 
stand on a certain objective for a certain amount of time. Rush him with a 
charged Shield Gun and watch the gibs fly, since he won’t want to leave the 
objective. If he does leave it, that’s all the better for you, since he’s 
not working on it. Either chase him down and splatter him if there’s little 
room, or change to a better weapon. In this scenario you’ll want to choose 
the Shield Gun even if you have better weapons, since you need an instant 
kill and few weapons can do that effectively.
Also, you can use the impact hammer to boost your jumps (though it will hurt 
you). Simply charge the Shield Gun fully, aim at your feet, release and THEN 
hit jump (you need to push yourself against the floor). That will get you to 
otherwise inaccessible places, but you need peace and quiet to do it.

Secondary Fire Mode
Damage vs. People: N/A
Damage vs. Vehicles: N/A
Rate of Fire: continuous
Ammo per Shot: 15 + 1/1s when active
Max. Ammo: 100 recharges
Recharge time: 100/15s
Special Features: does no damage; damage absorption; recharging; continuous; 
uses separate ammo

Introduction:
It’s a shield that protects you from damage. It consumes 15 ammo points upon 
activation and then drains ammo at a speed of 1 point per second. 
Additionally, it consumes 1 ammo point per 2 damage points sustained. 
However, it won’t stop more that 20 points from a single hit so stronger 
weapons will break through the shield and still hurt you for, but 20 points 
less. When the ammo runs out, the shield deactivates and you must wait for 
it to recharge. It would be a good idea to wait until it’s fully recharged, 
since it spends ammo like crazy, so there’s almost no point in using it 
unless it’s full. Also, you have to be facing the attacker you’re trying do 
defend against. Remember, the shield will not cover your back and sides and 
it will subtract a maximum of 20 points of damage from every hit. Keep that 
in mind. Something worth mentioning is that the shield will be green for the 
normal skin of your model, and it will take on the colour of your team when 
you join one.

Tactics:
First off, while the shield of the Shield Gun provides SOME protection, it 
is not much. While it will stop bullets and some other weak projectiles, 
rockets, bombs and other heavy projectiles will still hurt you bad. Don’t 
rely on it to actually protect you from damage as the most it can do is buy 
you time – time to get away, time to get health, time to run through a 
dangerous area, that kind of time.
A good time to use the shield is if you have nothing else left and you want 
to live long enough to find some better weapons.
Also a good use for the shield is to defend the ball/flag carrier by taking 
shots that were meant for him. However, that’s wasteful, since even with the 
shield you can’t take THAT much damage and a few well-placed rockets will 
protect the carrier much better.
In AS you can use the shield when you need to run the gauntlet to reach an 
objective. Better yet, you can use it when you’re AT the objective, 
activating it. Since you can’t move in that time and therefore can’t evade 
enemy fire, the shield of the Shield Gun can buy you those extra few seconds 
you need to activate the objective.
And there is one more thing the shield can help for – surviving falls. Even 
if you can avoid just 20 points of damage from the fall, it’s often enough 
to save your life. Few drops can take more than 100 life, so if you can 
manage it, pull out the Shield Gun, point it DIRECTLY down and activate the 
shield as you’re about to hit the ground.


-- ------------
ASSAULT RIFLE
That’s the weapon you’ll be seeing the most, since that’s the one you’ll 
spawn with every single time (except in Instagib matches). UT2003 veterans 
will notice that the model has been changed in UT2004. If you don’t like the 
new model, you can switch it in the “Weapons” tab in the “Options” menu. 
This is just a plain looking (by Unreal standards) assault rifle. This 
weapon is just plain bad, so find another one as quickly as you can. 
Alternatively, you can try and grab another Assault Rifle and fire the two 
akimbo up your odds a little. But not a lot.

Primary Fire Mode
Damage vs. People: 7
Damage vs. Vehicles: 4
Rate of Fire: 60/10s
Ammo per Shot: 1
Max. Ammo: 200
Charge Time: N/A
Special Features: instant hit; bullet; spread accuracy; uses separate ammo

Introduction:
The Primary Fire Mode of the Assault Rifle is a rapid barrage of bullets. 
Well, rapid is an overstatement and barrage is something of an exaggeration, 
but it fires fast and does pathetic damage. To top it all off, the accuracy 
in Primary Fire Mode is atrocious, even at close range. Hell, you’d have 
trouble hitting the broadside of a barn at 50 paces. That and the 7 damage 
each bullet does means you really don’t want to use this Fire Mode.

Tactics:
Only use this weapon’s primary mode if you have nothing better at hand and 
even then the Shield Gun is better in tight spaces. However, since it’s not 
always possible to land a charged Shield Gun hit, there are a few things you 
can do. Since the battle will be long and hard, you should concentrate 
living long enough to fight it to the end. Learn to Dodge-Jump and 
Double-Jump a lot and do it even if you can’t aim that well – you wouldn’t 
be able to aim that weapon well under any circumstances. Also, try to fire 
from a shorter range to improve accuracy. Also try to run from healthy, 
heavily armed players and pick on the wounded, weak ones. Or you could hurt 
someone with a heavy, slow-firing weapon then pull this one and attempt to 
finish them off, but it’s bad even for that. And don’t even think about 
shooting at a vehicle with 4 damage per shot. NO POINT. More than that I 
don’t know. Maybe say a prayer. Or use something else.

Secondary Fire Mode
Damage vs. People: 70
Damage vs. Vehicles: 70
Rate of Fire: 1/1s single tap | chargeable
Ammo per Shot: 1
Max. Ammo: 8
Charge Time: 1s
Special Features: projectile; knockback; chargeable shot; bounces off walls; 
detonates against players and vehicles; 3 second fuse; affected by gravity; 
splash damage; uses separate ammo

Introduction:
The “almost worthless” Primary Fire’s “almost as worthless, but not quite” 
twin brother. It’s a rifle grenade that bounces off walls and deals medium 
damage. The more you charge it, the further it flies. It bounces 
ridiculously high and far, so keep that in mind. Also, you can’t fire the 
assault rifle until you can fire another grenade. It will bounce around the 
map for 3 seconds, or until it meets a player or vehicle, at which point it 
will explode. It’s good IF you can actually hit anything with it.

Tactics:
Despite what I have said earlier, the Secondary fire is actually quite good, 
provided you can hit anything.
You’ll want to use it if you’re fighting in a crammed space and your enemy 
has little room to manoeuvre. In that situation, aim for a direct hit as the 
grenade is very likely to bounce right back in your face. In more open 
areas, try to shoot the grenade so it comes to rest somewhere around your 
opponent’s feet. That way he’ll lose sight of it and is very likely to 
trample it while dodging.
Since the rifle grenades bounce off walls, you can try and shoot them around 
corners. Do this if you know someone is chasing you, or if you know for sure 
someone is there. If you hear a “boom” sooner than usual, Dodge-Jump around 
the corner and finish whoever it was the grenade hit off.
Alternatively, you can just fire a grenade and emerge shooting to force him 
to dodge and hopefully step on the grenade. It doesn’t work very often.
Or, you could try shooting at vehicles, since they’re harder to miss than 
people (some vehicles at least) and the grenade does considerably more 
damage than most other low level weapons.


-- ------------
ASSAULT RIFLES AKIMBO
They couldn’t figure out a way to make the Assault Rifle useful, so they 
resorted to the Unreal classic – akimbo. And I have to admit, it worked 
beautifully. Assault Rifles Akimbo is one of the coolest weapons in the 
tournament, even if it’s not all that useful. And it brings back memories of 
the first days of the tournament when we were still learning to fire 2 
handguns at once. Fore those new to UT, this weapon is just the same as the 
Assault Rifle, only there are 2. Sadly, it’s not much more useful, but it is 
useful enough to actually be usable. Uh… something like that. And the 
difficulty of obtaining a second Assault Rifle means you won’t be seeing 
this weapon all that often. Anyway, this weapon being almost the same, I’ll 
only explain tactics that are unique to it, while all the tactics that were 
true for the Assault Rifle are still valid, unless I say otherwise.

Primary Fire Mode
Damage vs. People: 7
Damage vs. Vehicles: 4
Rate of Fire: 120/10s
Ammo per Shot: 1
Max. Ammo: 400
Charge Time: N/A
Special Features: instant hit; bullet; spread accuracy; uses separate ammo

Introduction:
Well, it’s just like the Primary Fire Mode of the single Assault Rifle, only 
with double the rate of fire. I say “only” but it’s actually a huge 
improvement as it approaches Minigun speed. Unfortunately, it’s sad, sad 
accuracy remains, but with that ROF, you don’t need to worry all that much. 
If you’re close enough to the enemy you’ll be putting enough bullets where 
it hurts to cause some serious discomfort. It also carries enough ammunition 
to remove the danger of running out.

Tactics:
Well, basically do the same as you would for the single Assault Rifle, only 
this time around you have enough firepower to hold your ground. You no 
longer need to shy away from a fight, even with a “fat” enemy. Also, 
finishing someone off after hitting him with something big and explosive is 
much easier now and is, in fact, recommended. Well, provided you can switch 
weapons that fast. But even with all the improvements, it’s still just a 
temporary solution. Concentrate on finding something better, since even 
akimbo, the Assault Rifle is not good enough.

Secondary Fire Mode:
Damage vs. People: 70
Damage vs. Vehicles: 70
Rate of Fire: 1/1s single tap | chargeable
Ammo per Shot: 1
Max. Ammo: 8
Charge Time: 1s
Special Features: projectile; knockback; chargeable shot; bounces off walls; 
detonates against players and vehicles; 3 second fuse; affected by gravity; 
splash damage; uses separate ammo

Introduction:
Well, here’s an unpleasant surprise: It’s just the same! Sure, it holds 
double the ammo, but so what? Oh, and both rifles take turns to fire the 
grenade.

Tactics:
Well, since it’s a carbon copy of the Secondary Firing Mode of the Assault 
Rifle, do what you would do for a single Assault Rifle. A note worth 
mentioning is that with the Primary Fire Mode now much more effective, you 
might want to use the grenade less often, since it’s really hard to aim. 
Reserve it for vehicles and corners.


-- ------------
BIO-RIFLE
The dreaded green goo gun is back and it’s… just the same as it was EVERY 
OTHER unreal game. But hey, you can’t improve on perfection, right? Anyway, 
the weapon is just a big pressurised jar of green toxic slime with a pump, a 
valve and a trigger. And it fires green slime. Um, did I miss anything? Oh, 
yes, everyone you hit will turn green for a second.

Primary Fire Mode
Damage vs. People: 35/lvl 1 blob*
Damage vs. Vehicles: 35/lvl 1 blob*
Rate of Fire: 40/10s
Ammo per Shot: 1
Max. Ammo: 40
Charge Time: N/A
Special Features: projectile; knockback; sticks to walls and vehicles; 
detonates against players; 3 second fuse; projectiles merge; affected by 
gravity; splash damage
*blob levels are explained in detail below

Introduction:
Well, this weapon is a little hard to explain. Primary fire throws a green 
blob in a forward arc. When it hits the ground, it stays there for 3 
seconds, or until someone steps on it, then pops like a bubble, dealing 
damage. It will pop immediately upon contacting a player, friend or foe. If 
you land a second blob on top of one already on the wall or floor, it will 
grow in size, and (I will call it for simplicity) in level. A blob can go up 
to level 5 max. If a sixth level 1 blob hits, the level 5 blob will burst, 
releasing anywhere from 1 to 4 level 1 blobs, including the 6th blob. 
Depending on how they land, they may merge with each other. Apparently, 
level 6 and above blobs are unstable and will fragment upon reaching that 
level. Each level 1 blob deals 35 points of damage to both players and 
vehicles. Blob damage is multiplied by the blob’s level. Also, blob splash 
damage seems to be multiplied as well. Any level blobs will last as long as 
the last blob that entered them, but a nearby blob’s explosion will detonate 
it. Also, blobs of any level that land on a horizontal ceiling will drop 
down onto the floor and restart their fuse. If that’s more than you wanted 
to know, don’t worry, you won’t need to know it. Just fire the green slime 
and don’t think too much.

Tactics:
Well, it’s a slime gun, so try to slime you opponents. The primary fire mode 
has both high ROF and high damage, which allows you to fire in your enemy’s 
general direction and still land enough hits to make him vomit.
Though that is fun, what you really want to do is get someone to chase you. 
That way you can aim a little in front of him and he’ll walk all over your 
slime, since he can either watch where he’s going or watch where he’s 
stepping. Few people can do both at the same time. For that same reason, 
avoid chasing people with the Bio-Rifle, because you’ll be walking on your 
own goo. Not good.
Alternatively, you can just get your enemy to start dodging and spray the 
place with green goo. He’s sure to walk over at least some of it.
Or, just be creative. This weapon allows for it. Just be sure to be on the 
lookout for a better weapon while you’re at it.

Secondary Fire Mode
Damage vs. People: 35 single tap / 350 fully charged*
Damage vs. Vehicles: 35 single tap / 350 fully charged*
Rate of Fire: 40/10s single tap | chargeable
Ammo per Shot: 1/single tap | 10 fully charged
Max. Ammo: 40
Charge Time: 2s – 10 ammo points
Special Features: projectile; knockback; chargeable shot; lvl 6-10 blobs 
fragment against walls and vehicles; lvl 1-5 blobs stick to walls and 
vehicles; detonates against players; 3 second fuse; projectiles merge; 
affected by gravity; splash damage

*I have calculated the maximum damage given here, but have been unable to 
play-test it, since no player has yet survived a direct, fully charged shot 
and blobs splatter too much against vehicles to get an accurate amount. If 
anyone has been able to play-test this properly, pleas drop me a line.

Introduction:
Make ABSOLUTELY sure you read the description of the Primary Fire Mode and 
that you understand blob levels, since I’ll be using them here. A full 
charged shot consumes 10 ammo points and launches a big, level 10 blob. 
Since every blob over level 5 is unstable, this one fragment will releasing 
the maximum 6 or 7 level 1 blobs upon contact. Again, depending on how they 
land, they may merge upon landing. A direct hit against a player “should” 
cause 350 damage, which is 1 point more than the maximal health + maximal 
armour any player can have. If you can hit a vehicle so that all blobs land 
back on it, it “should” cause 350 points of damage, but I have yet to see it 
happen. Also, the splash damage of a fully charged shot is insane and 
reaches much further out than you’d think. The big level 10 blob also seems 
to be heavier than the level 1 blobs. Finally, if you release a shot before 
it is fully charged, it will launch a blob of a level, equal to the ammo 
that it consumed. A level 5 or below blob may not fragment upon contact.

Tactics:
Well, given the insane damage, I’d say keep fully charged and try to shoot 
it in people’s faces. However, since the big blob travels so slowly, that’s 
trickier than it sounds and if you miss, you’ll likely not get the chance to 
charge another shot. In that case, better switch to another weapon.
A good tactic for landing a shot easier is to either chase your enemy down a 
narrow hallway, or get him to chase you. Few players dodge when chasing or 
being chased and even those that do are shy about Dodge-Jumping to the sides 
in narrow hallways. Your best bet is to choose a moment when he’s going in a 
straight line, either towards, or away from you, then fire a fully charged 
shot at face level. Be sure to immediately back up, lest you be caught in 
the splash damage, and THAT hurts. A lot.
Or, you could aim at below waist level, so that if you miss, the blobs will 
land all around your opponent. If you keep firing more with the primary 
fire, you should create sufficient chaos to cause him to walk over the 
majority of the blobs. However, by aiming low, you’re taking the risk of an 
otherwise perfect shot falling short.
Also, keep looking for better weapons all the time, since the Bio-Rifle is a 
little hard to use. But don’t switch immediately to weapons you pick up if 
you have a fully charged shot. Instead, wait for an enemy to come by, launch 
the blob, pull out the new weapon and take advantage of the slime field.
A charged blob is also very good at removing people from objectives. Just 
launch one at the objective – it’ll kill any player instantly, even through 
the shield of the Shield Gun. Either that, or you chase the enemy away from 
the objective and that’s good as well.


-- ------------
MINE LAYER
OK, this is the first weapon that’s completely new to UT2004. It’s a weird 
orange gun with a large, disk-shaped barrel. It launches spider mines that 
chase down and jump on, then blow up anyone foolish enough to trespass on 
your land, or whichever spot you choose to claim for your own. The 
mine-layer is primarily a defence weapon, what with using mines and all, but 
it can be used offensively with surprising success. It is best used against 
heavy vehicles, but it works well against players on foot, too. Also, the 
Secondary Fire Mode of this weapon is a special function, so it has no 
statistics of its own. For that same reason I will only give tactics when 
both modes are used together. Also for that reason, the tactics section will 
be longer than normal, since it incorporates both firing modes.

Primary Fire Mode:
Damage vs. People: 50*
Damage vs. Vehicles: 140
Rate of Fire: 1/1s
Ammo per Shot: 1
Max. Ammo: 25 in stock | 8 active
Charge Time: N/A
Special Features: projectile; knockback; homing; detonates against players 
and vehicles and upon operator death or weapon loss; unlimited fuse; can be 
shot down; affected by gravity; mobile; turning curve inapplicable; 
team-safe**; splash damage

*This is a splash damage estimate. I found no way to get positive results 
from play-testing the damage vs. people. If anyone has been able to measure 
it, please, drop me a line.
**The mines will land safely on the roofs of vehicles, but if they hit the 
sides before they activate, they will explode. Also, mines exploding in 
general will hurt team mates.

Introduction:
If a lot of the special features seem incomprehensible, check the 
explanations at the beginning of this section. Primary fire launches a 
spider mine in a short flat arc. The mine will immediately detonate if it 
impacts an enemy or the side of a vehicle (including friendly vehicles) 
before it lands and activates. Once active, it will keep its current 
position until an enemy vehicle or foot soldier comes too close, at which 
point it will chase the soldier/vehicle, jump on him/it and explode. Up to 8 
spider mines can be in the field at a time and the total number currently in 
the field is shown in the lower right corner. Spider mines will detonate 
(but not deal any damage) if you are killed, or if you throw the Mine Layer. 
Also, spider mines can be destroyed by gunfire and will again deal no 
damage. Other than that, spider mines have no fuse, so they will live as 
long as you do, even if you switch away from the Mine Layer (but not throw 
it away). Also, although a spider mine is a homing projectile, it’s method 
of operation makes it impossible to apply a “turning curve” to it.

Secondary Fire Mode*

Introduction:
This is not a Fire Mode at all, but rather a utility. It projects a visible 
red beam, highlighting a point on the map and ordering all of the spider 
mines you have on the field to move towards that point (thus “mobile”). 
While moving, spider mines will climb over hills and jump over low 
obstacles. While on the way, they can be given orders to move elsewhere and 
they will drop what they were doing and move to the new point. While moving, 
spider mines will not attack the enemy before they reach their destination. 
They will not detonate even if an enemy player or vehicle were to move 
directly over them.

Tactics:
Well, since they’re mines, their primary function is to defend an area. If 
you’re trying to defend a chokepoint, try to spread the mines evenly and 
avoid moving them unnecessarily, since they’ll bunch up. Alternatively, you 
can purposely bunch them up to aim for bigger targets if the space is not 
too wide – you don’t want to leave holes in your minefield, now do you? 
Always be alert and keep your Mine Layer out, since you need to replace 
exploded mines. Faster vehicles may pass through the minefield with some 
damage and people on foot will waste a lot of mines (they’re not good 
against people), so keep that in mind. It’s sometimes better to switch to 
another weapon and kill attackers on foot, rather than waste the mines. If 
heavy vehicles with long-range weapons approach, send the mines towards the 
vehicles (in their path, not directly under them) and hide. Once your mines 
start blowing up (shows in the lower-right hand corner of the screen) lay 
more at your feet and send them out too. Don’t break cover until it’s safe 
or you’re forced to. The same goes for defending your power core, since the 
enemy usually has to get through a chokepoint to reach it.
If you’re defending a Power Node, then chances are you’ll be defending an 
open spot. Mines have a short range, so lay them beneath the Node and 
slightly in front. This time around, try to be away from the battle. Don’t 
even approach to lay your mines. Find a good place to hide with clear 
visibility of the Node, lay your mines there and send them. Concentrate on 
protecting the immediate vicinity of the Node leave your team-mates should 
do the rest.
Finally, you can use the Mine Layer as a very potent attack weapon. However, 
you CANNOT do it alone. Lead a swarm of spider mines with, or a little in 
front of (depending on the situation) an attacking force. 2 guys in a 
vehicle will do. Try to keep your team-mates from being swarmed and 
concentrate on what’s attacking them, and they’ll handle the rest.
Another interesting thing you can do is cover a flat-topped vehicle with 
spider mines (launch them on top, not the sides) and drive it into the 
action. That way you have a vehicle that will defend itself at close range. 
All that aside, the most important thing is that you stay alive as long as 
possible, since the spider mines can’t work when you’re dead.
Also, I found out that you can stick Grenades Launcher bombs on spider mines 
for extra kick. However, bombs slow down the mines by a percentage, so you 
could end up with a spider mine that is literally “crawling”.


-- ------------
SHOCK RIFLE
The good old shock rifle makes a glorious come back as… itself. Really, this 
weapon is exactly like it has been in every other Unreal Tournament game. 
However, 2003 veterans will notice that the UT like model has been 
redesigned and turned fat and purple. I say it’s for the best, since it’s 
more detailed and it’s not ugly. But, you can still switch back to the old 
model under the “Weapons” tab in the “Options” menu. More importantly, this 
weapon is capable of performing the all-around feared Shock Combo, which I 
will treat as a separate fire mode, since it has its own statistics and 
strategies. An interesting thing to know is that people and air vehicles you 
hit with the Shock Rifle (except the Shock Combo) will be covered by purple 
electricity for a second.

Primary Fire Mode:
Damage vs. People: 45
Damage vs. Vehicles: 40
Rate of Fire: 20/10s
Ammo per Shot: 1
Max. Ammo: 50
Charge Time: N/A
Special Features: instant hit; beam; pinpoint accuracy; knockback; can 
initiate Shock Combo;

Introduction:
The weapon fires a blue beam forward with pinpoint accuracy. It will push 
people back, kill light vehicle’s forward speed and throw air vehicles 
around. Also, if the photon beam hits a Shock Rifle’s Secondary Fire plasma 
ball, it will initiate a Shock Combo. Remember that. That’s about all there 
is to it.

Tactics:
In a veteran’s hands, the Photon Beam of the Shock rifle can be a deadly 
weapon. It has great range, good damage and good ROF. If you’re accurate 
enough to hit more than half the time, this is the weapon for you, since 
just 3 shots will bring down a regular enemy. If you’re not accurate enough, 
use something with a scope.
However, even elite players should avoid using the Primary Fire Mode when up 
close, since it’s really hard to aim it and dodge at the same time. You MAY 
be able to hit in that situation, but you’ll be hit a lot yourself. However, 
if you act quickly enough, you may be able to back up and keep going and 
firing. Then, you can keep your enemy from closing in, since the photon beam 
will keep pushing him backwards and killing his jumps. That way you can keep 
him at bay and he won’t be able to fight back unless he has a long range 
weapon of his own. If he does, it becomes a slugging match, and if he’s 
better – back up and try another approach.
Another way to use the knockback effect is to push people off narrow ledges 
or over the edge and into lava/acid/abyss. That’s even more fun (and useful) 
when you push the ball/flag carrier over the edge.
When used against light vehicles, it will halt their forward movement, 
possibly saving your life. But it doesn’t do much damage and it’s somewhat 
hard to hit fast moving vehicles with the photon beam, so avoid using it at 
close range. Keep in mind that while a shot stops a vehicle, it doesn’t stop 
its cannons and it can still gun you down. A good thing to know is that the 
Shock Rifle’s photon beam is among the few handheld weapons that are 
effective against Raptors.
Also, for some reason, the photon beam is very good at destroying objectives 
in AS.

Secondary Fire Mode:
Damage vs. People: 40
Damage vs. Vehicles: 45
Rate of Fire: 20/10s
Ammo per Shot: 1
Max. Ammo: 50
Charge Time: N/A
Special Features: projectile; knockback; detonates upon impact; unlimited 
fuse; splash damage; can be shot down*; needed to execute Shock Combo

*It can, but only by someone else’s Shock Rifle’s Primary Fire. It will 
result in a Shock Combo.

Introduction:
It fires a slow-moving, medium-sized blue plasma ball which explodes on 
contact. It too will push people back, kill light vehicle’s forward speed 
and throw air vehicles around. Also, if the photon beam hits a Shock Rifle’s 
Secondary Fire plasma ball, a Shock Combo will occur. Remember that too. 
That’s all there is to it.

Tactics:
While not as versatile as the photon beam, the plasma ball is nevertheless 
very useful, and not just because it’s needed for the Shock Combo. It does a 
job the photon beam is not very good for, namely – close quarters combat. 
The plasma balls are very slow, which allows you to have several of them 
onscreen at a time. That, together with their size and their splash damage 
means they’re hard to avoid. And even those players who manage to avoid them 
have a really hard time aiming. Besides, with these you don’t have to be 
very accurate. Just launch a bunch of balls in your enemy’s general 
direction and at least a few will hit in most cases. And try not to blow 
yourself up while you’re at it.

Shock Combo:
Damage vs. People: 200*
Damage vs. Vehicles: 200
Rate of Fire: 1/1s
Ammo per Shot: 1 + 4**
Max. Ammo: 50
Charge Time: N/A
Special Features: special; powerful knockback; splash damage

*I have been unable to playtest this statistic, although I’m almost 
perfectly certain it’s true. That’s the damage the Shock Combo does to 
vehicles.
**1 ammo unit for the shock ball + 4 ammo units for the photon beam, even 
though it normally uses only 1.

Introduction:
Produced by shooting a plasma ball (your own or someone else’s) with the 
photon beam. It is a massive and very damaging blue explosion. It has 
incredibly strong knockback, throwing players across the room and flipping 
vehicles. It also consumes 5 ammo units, despite the fact that both the 
ingredients for the Shock Combo only consume 1 each. Also, you can shoot 
other players’ plasma balls (and they can shoot yours) with the photon beam, 
thereby performing Shock Combo. However, it takes a good shot to execute on 
the move.

Tactics:
OK, the primary use for the Sock Combo is the one you’ve seen (and if you 
haven’t, you will see) a LOT of players use. Just fire a shock ball towards 
your enemy and detonate it with the photon beam when it’s near him. The 
thing most people will do is just stand in place and not move their 
crosshair, so as to assure a hit on the plasma ball. However, that will make 
it very easy for your enemy to kill you before you even have a chance to 
perform the Shock Combo. Additionally, players who dodge to the side are 
effectively out of range of the splash damage and perfectly safe. Not even 
firing more balls will change things, since you’re restricted to shooting 
the last ball you fired.
What you really want to do is move while firing plasma balls, preferably in 
a spread-shot pattern. Then, when the balls reach your enemy, shoot the one 
that is closest to him – you have more plasma balls to choose from and thus 
a greater chance of dealing serious damage. Additionally, while you’re 
moving you’re much harder to hit, so most players won’t have the time to aim 
well. Nevertheless, keep running since even a bad shot can still kill you. 
However, that tactic requires very good aiming and some practice to pull off 
right, since plasma ball are a little hard to hit. So go work on your 
aiming.
The Shock Combo’s awesome splash damage also makes it possible to shoot 
“around” corners. Well, not really, but you can still kill people on the 
other side. When you’re sure there’s someone around a corner, fire a plasma 
ball, then detonate it just as it passes the corner. Anyone standing on the 
other side will suffer serious damage. Most people will run the other way, 
but some will wait for the explosions to stop and then come out, guns 
blazing. Either run or fire more Shock Combos.
That tactic also works on AS, where a lot of enemy players are camping on 
the other side of a corner or door. Detonate a few Shock Combos near the 
door or corner to shake them up, then storm the place with the rest of team.
Finally, a good use for the Shock Combo is, when someone’s chasing you, turn 
a corner and fire a Shock Combo “around” it while running backwards. 
Everything for the “shoot around corners” tactic works here as well.


-- ------------
LINK GUN
The Link Gun makes its third appearance in an Unreal Tournament game, this 
time with an all new model, although you can still switch back to the UT2003 
version. Now, it looks more round and more solid and it has a hose that 
changes colour depending on the situation. Hated by many and loved by many, 
now it will be loved by all, since it can now build and repair stuff, making 
it one of the most valuable weapons for Onslaught. Also, people and air 
vehicles you hit with either Fire Mode of the Link Gun will be covered in 
green lightning for a second and people you kill will turn into skeletons.

Primary Fire Mode
Damage vs. People: 30
Damage vs. Vehicles: 20
Rate of Fire: 120/10s
Ammo per Shot: 2
Max. Ammo: 220
Charge Time: N/A
Special Features: projectile; detonates upon impact; unlimited fuse

Introduction:
It fires green fireball-like (no better way of describing it) plasma 
projectiles in rapid succession that travel at a moderate speed. Also their 
damage is not all that good and it’s hard to hit a fast enemy with them. 
That, along with its lack of versatility, makes this Fire Mode only a 
complement to the Secondary Fire Mode. But it still has its uses.

Tactics:
Well, the plasma projectiles move too slowly to hit anything at any range, 
unless it’s stationary. However, if you have nothing better, it can at least 
HIT at long range.
Still, there is a good way to use the plasma projectiles at medium range. 
Fire a whole lot of them in a spread-shot pattern at waist level. I’m 
talking at least 30 projectiles. The projectiles are actually pretty fast 
and they will leave little chance of dodging them. In most cases you’ll need 
to fire a lot more than that to actually kill someone, but it’s doable if 
all goes well. The only problem is that the projectiles make it a little 
hard to see, so you’ll have to guess where the enemy is and what he’s doing 
a bit. Also, avoid shooting at anything other than people, since the plasma 
projectiles are not good for anything else.

Secondary Fire Mode
Damage vs. People: 900/10s*
Damage vs. Vehicles: 550/10s
Rate of Fire: 100 ammo / 10s
Ammo per Shot: continuous
Max. Ammo: 220
Charge Time: N/A
Special Features: instant hit; beam; pinpoint accuracy; knockback; 
team-safe; can link; can repair;

*I’ve calculated that, since I couldn’t keep anyone alive that long.

Introduction:
The Secondary Fire Mode, which I call “link beam” is much more useful than 
the Primary Fire Mode. It’s actually THE weapon that makes a good ONS team 
tick. It deals good enough damage as it is, but it’s the ability to link and 
repair that make the link beam really shine.
If one of your team-mates has a Link Gun equipped, (he will have a green 
triangle above his head), you can hit him with the link beam. All of his 
Link Gun output will be boosted by 2.5 – more than the combined power of 
yours and his Link Guns put together. Also, his Link Gun fire will change 
colour to yellow, when not repairing. It will stay that way as long as you 
stay linked. You will not use any ammo just for staying linked, but when he 
fires your ammo will be depleted as though you are firing. There is no limit 
to the number of people that can link to each other and all the boost will 
go to the last person on the chain.
The Link Gun can also repair Vehicles and Power Nodes by firing on them with 
the link beam. While you’re repairing, your Link Gun fire will change to 
your team’s colour. The Link Gun will heal allied Nodes and Vehicles for 3 
health points per 1 ammo unit used, at the speed of consumption of the 
regular link beam.
It will also knock back both people and vehicles. (thanks to Brayden McLean)

Tactics:
OK, this is a multi-purpose gun (at least the link beam is), and it’s also 
at the core of ONS, so expect a LOT of tactics for it.
First, it has a lot of potential in DM, since the link beam is a very 
effective weapon if you can aim it well enough. It deals massive damage if 
you can keep it on target for a few seconds. However, it has extremely SHORT 
RANGE. Remember that, damn it! For a bit of fun, you can also try to catch 
someone from below and fire the link beam. It will almost kill his downward 
velocity and if you do it right, you can keep him in the air indefinitely. 
It also seems to knockback vehicles, but only very slightly. You can’t even 
notice it. For that reason, using the link beam to knock vehicles simply 
doesn’t work.
However, it’s team games where the link beam really shines. If you have team 
mates with Link Guns around you, always link to them, rather than fire 
alongside them, since that will do more damage than the combined damage of 
your separate Link Guns.
In ONS, whenever you see someone repairing something, link to him. That will 
do the job much faster and will save a lot of ammunition. Always repair 
vehicles before you enter them. If they still belong to the enemy, hijack 
them, exit and repair. If you happen to be around damaged allied vehicles, 
repair them, even in the heat of battle. Vehicles can do more damage than 
you can on foot. Well, most of the time.
When attacking a Node, don’t use the Link Gun – you’ll need it to build your 
own Node in a while. Whenever you get to a white Node, don’t go to the ammo 
locker immediately. Start the Node, use all of your Link Gun ammo, THEN take 
more from the locker and finish the job. Remember, ammo lockers will only 
fill your weapons to a certain level, regardless of the ammo you have.
You CAN NOT heal your own Power Core. So stop trying, damn it! It gives you 
a nice big text message and an annoying beep. Pay attention.
Also, the link beam is a good way to shoot down Redeemer missiles and AVRiL 
missiles the happen to fly in your direction.


-- ------------
MINIGUN
The Minigun is back, and it’s just as mean as ever. Able to sow death in the 
right hands and put a lot of bullet holes in the walls in the wrong hands, 
it is probably one of the few weapons that are good at any range. Some say 
there’s no skill involved in using it, but they’re just not using it to its 
full potential. Once you master the Minigun, you’ll find yourself choosing 
it over the Rocket Launcher and Flak Cannon in many situations. Just try not 
to leave too many shell casings around ‘cause it’s a pain to clean up 
afterwards.

Primary Fire Mode
Damage vs. People: 7
Damage vs. Vehicles: 4
Rate of Fire: 180/10s
Ammo per Shot: 1
Max. Ammo: 300
Charge Time: N/A
Special Features: instant hit; bullet; spread accuracy

Introduction:
Well, it fires bullets in a very fast and inaccurate way. I will call it 
“burst mode”. Um… That’s all I can think of.

Tactics:
Well, burst mode requires more skill than it does tactics. The main thing is 
to fight from really close up, since it’s VERY inaccurate. If you try to use 
it from afar, you’re more likely to force laughter of ridicule, rather than 
cries of pain, so use the accurate mode instead. Also don’t be fooled by the 
pathetic damage of burst mode – with 180 rounds per 10 seconds, you’ll deal 
a LOT of damage. And unlike the link gun, the Minigun is an instant hit 
weapon, aiming it is all that much easier.
Now, when you do get close to your enemy, you’ll need to run, dodge and jump 
a LOT, since it’ll take you 2 – 3 seconds of DIRECT fire to take an opponent 
down and longer if you miss. Chances are, your enemies will have heavy 
weapons and you need to stay alive long enough to bring them down. Try to 
Dodge-Jump right past them to make them lose sight of you. But the most 
important thing to remember is to never let go of the trigger in combat, 
even when you’re clearly missing – the Minigun take quite some time to wind 
up. And, of course, you need to be very good at aiming the thing to really 
use it right, so get practicing.

Secondary Fire Mode
Damage vs. People: 14
Damage vs. Vehicles: 9
Rate of Fire: 60/10s
Ammo per Shot: 1
Max. Ammo: 300
Charge Time: N/A
Special Features: instant hit; bullet; weird accuracy*

*Well, it’s not spread accuracy, but it’s not pinpoint either. It’s 
accurate, just not perfectly.

Introduction:
It fires more powerful bullets, but it does so more slowly. However, it is a 
LOT more accurate than the Primary Fire Mode. I will call it “aimed mode”.

Tactics:
Aimed mode may have double the damage of burst mode, but it has only a third 
of the ROF. That, together with its increased accuracy (which is a bad thing 
for close quarters) mean it’s really only good at long range. But boy is it 
good. Actually, only the 2 sniper rifles and the Shock Rifle are better at 
long range.
Once you see an enemy who is too far to use the burst mode, open fire with 
the aimed mode. Unless he has one of the above mentioned weapons, you’ll 
want to keep him at that distance. Keep backing up and don’t let go of the 
trigger. Rockets are very easy to avoid at that range as it’s easy to tell 
where they will hit. If your enemy fires guided rockets, simply wait for 
them to come close and Dodge-Jump. If your enemy is firing swarms of plasma 
projectiles from the Link Gun, simply Double-Jump a lot. Remember, you’re 
dealing a lot more damage than he is. Also, pay no attention to the tracers 
the Minigun fires every few frames. They are in now way related to where you 
hit. They may seem to be falling behind, but this is still an instant hit 
weapon.
If someone does come after you with a good long-range weapon, hide or 
switch. Attempting to close in will usually get you killed.
Also, avoid firing at vehicles and nodes if you have a choice, since the 
Minigun is really not good for that.


-- ------------
FLAK CANNON
Q: What do you get, when you cross a shotgun and a cannon? A: 1 Flak Cannon 
+ spare parts. The good old Flak Cannon has changed little since the first 
tournament. It’s still mean, it’s still yellow, and it still kicks ass. 
Also, it still has that way cool loading mechanism.

Primary Fire Mode
Damage vs. People: 9x13
Damage vs. Vehicles: 9x13
Rate of Fire: 15/10s
Ammo per Shot: 1
Max. Ammo: 35
Charge Time: N/A
Special Features: multiple projectiles*; knockback; splash damage; detonates 
against players and vehicles**; bounces off walls; unlimited fuse***; 
affected by gravity***;

*It fires 9 ionised flechettes, each doing separate damage.
**The flechettes don’t really explode, but they deal damage.
***The flechettes will fly for as long as there’s room, but they’ll fall and 
disappear after 1 or 2 ricochets.

Introduction:
The only reference to the Flak Cannon’s primary fire I could come up with 
was “flechette shot”, so that’s what I’m going to call it. It fires 9 
ionised flechettes, shotgun style. Each of them deals damage separately upon 
impact. Flechettes will fly for as long as there is room and will not lose 
any of their power. Flechettes will also ricochet twice off walls and still 
retain their power after the first time. Also, flechettes are projectiles, 
so they take time to reach their target.

Tactics:
Well, not much to say about the flechette shot. It spreads with distance, so 
use up close. Also, flechettes are projectiles and will fall slightly 
behind, so you need to lead target, but just by a bit. If your target is 
changing directions too fast, don’t switch sides but choose one side and 
lead to that side. Chances are, you’ll hit with every other shot. Also, as 
always at close range, learn to dodge a lot and aim well while doing it. You 
need to stay alive to kill, remember?
Also, you can try bouncing the flechettes around corners, since they’ll 
ricochet once without loosing power. But keep in mind that flechettes will 
spread out, so only shoot around corners in narrow hallways. A thing to 
watch out for in that respect is shooting yourself. Flechettes will ricochet 
against wall and hurt you if you’re in the way. So don’t do anything stupid.
Also, you CAN use flechette shot against vehicles, but it requires you to be 
REALLY close for it to do decent damage, and getting close to vehicles will 
usually get you crushed. However, if you do find you CAN hug a vehicle and 
not die (a deployed Leviathan comes to mind), this is the weapon of choice, 
since flechettes have no splash damage and you won’t have to hurt yourself.
Finally, flechettes are really good against Power Nodes. Just stand under 
the spinning Node icon and fire upwards, into it. That will usually get the 
whole flechette shot to hit and do massive damage.

Secondary Fire Mode
Damage vs. People: 110 + flechettes
Damage vs. Vehicles: 145
Rate of Fire: 10/10s
Ammo per Shot: 1
Max. Ammo: 35
Charge Time: N/A
Special Features: projectile; knockback; detonates upon contact; unlimited 
fuse; affected by gravity; splash damage

Introduction:
Secondary Fire launches a fragmentation grenade in a long arc. The explosion 
inflicts splash damage and launches a few flechettes that rarely ever hit 
and do little damage. The grenade itself, however, deals massive damage. It 
will also knock people in the air and further grenades can juggle them. 
Also, it has good range. Also, the grenade is rivet-shaped and has yellow 
smiley face painted on the cap.

Tactics:
It’s what you use when your target is too far for the flechette shot to 
score good damage, or if your aim sucks. If you aim the Flak Cannon at about 
45 degrees, the grenade will fly a LONG way, so you can safely use it at 
medium range if you can lead target well enough. Remember, at medium range a 
flechette shot will do pathetic damage, so either use the fragmentation 
grenade, or switch to another weapon.
Alternatively, if you can’t aim the flechette shot well enough, you can use 
the fragmentation grenade instead, since it acts almost like a Rocket 
Launcher at close range. However, beware the splash damage – the bane of the 
unwary. You can easily blow yourself up, so don’t,
Another use for the frag grenade is shaking pursuers. When someone’s chasing 
you, turn a corner, turn around and fire a frag grenade beside the corner. 
It will usually hit your pursuer in the face. If it doesn’t, shoot another 
one then go back around the corner and feed him some flechettes.
The frag grenade is better against vehicles than the flechette shot in that 
it does serious damage from medium range. However, it’s a little hard to aim 
at that range and vehicles will fire back, so I suggest you use something 
else, if anything is available.
The flechette shot is better at attacking nodes, so don’t use the frag 
grenade for that.


-- ------------
GRENADE LAUNCHER
Well, this is one of the new weapons in UT2004, and it has been introduced 
to balance out the issue of vehicles. It’s much more useful against vehicles 
than it is against people, though it can still be used, even if it’s very 
hard to do. Also, the intriguing way this weapon operates makes for some 
very amusing and creative strategies. It is recommended that people with 
strong beliefs against terrorism in video games do not read on. Also, the 
Secondary Fire Mode of this weapon is a utility, so it has no statistics, 
and tactics are given for both Fire Modes working together. For that same 
reason, expect a LOT of tactics.

Primary Fire Mode
Damage vs. People: 100
Damage vs. Vehicles: 100
Rate of Fire: 2/1s
Ammo per Shot: 1
Max. Ammo: 50 | 8 active
Charge Time: N/A
Special Features: projectile; knockback; bounces off walls; sticks to people 
and vehicles; detonates upon being triggered by operator, weapon loss or 
operator death; can be shot down; unlimited fuse; affected by gravity; 
splash damage

Introduction:
It fires sticky bombs in a long arc. They will stick to anything which 
moves, or bounce around the terrain until they come to a rest. They will 
remain there, until detonated in one of the abovementioned way. Sticky bombs 
will deal damage, regardless of which way they’re detonated. You can only 
have 8 sticky bombs in the field at any given time, and the current number 
is shown in the lower right corner. Remember, these bombs are not team-safe 
and WILL stick to team-mates and allied vehicles.

Secondary Fire Mode*

Introduction:
It triggers grenades to explode. Really, that’s all it does.

Tactics:
There are a lot of tactics with this weapon, even if they’re really 
variations of a few very basic ones. Also, this is one of the 3 weapons only 
found in ONS and AS, so the tactics here are mainly for that mode.
Now, the most basic way to use the Grenade Launcher is to kill other people 
on foot. While you CAN do that, you really SHOULDN’T. The only way to score 
some real damage is to stick a bomb on your enemy, and that’s REALLY hard. 
You could also try launching a bomb at your enemy’s feet and detonating it 
when it’s close, but this weapon does not have good splash damage.
What you really want to use this weapon against is vehicles. It does 
considerable damage per shot and even better if you can stick a few bombs. 
However, it’s insanely hard to hit fast vehicles in motion (and most 
vehicles ARE quite fast), so you’ll want to concentrate more on the bigger, 
heavier vehicles (read: tanks).
The good thing about sticky bombs is that you can stick as much as you want 
on a vehicle and the driver won’t even know it. So, the easy way to avoid 
being blown to flaming gibs is to get the drop on the driver. Stick 8 bombs, 
detonate and “hey presto”. Only one vehicle can survive it and it’s a rare 
sight. The bad thing is that the vehicle needs to have stopped for this to 
work. Tanks in particular only stop to either destroy a Node or guard one 
being built.
If you can’t get the drop on a vehicle, you’re pretty much sunk, since 
you’ll need to stake out vehicle congregation sites, namely Nodes. Camp the 
approach to a Node, somewhere out of sight and try to stick grenades to 
passing vehicles. It doesn’t work very well and the AVRiL is better.
Another good thing to you can do with the Grenade Launcher is destroy nodes. 
It is among the few handheld weapons which are really effective at that. 
Just stick 8 bombs on a Node, then detonate – repeat. It really works!
You can also stick bombs on your own vehicle before you leave, just in case 
someone steals it, or you have to abandon it. Or you could just leave it at 
full health and blow up the next guy who gets in.
*The following strategies are of questionable ethics.*
A very imaginative way of using the grenade launcher is the infamous 
“suicide bomber”. Basically, you stick bombs on one of your own team-mates, 
then have him run towards a Node. Once he reaches the Node, detonate the 
bombs. It deals massive damage without you having to take the time to put 
the bombs one by one. Yes, your team-mate dies (unless Friendly Fire is 
off), but he dies for the cause. Sometimes, for the greater good, sacrifices 
must be made.
A duplicate tactic is the not-so-well-known “car bomb” technique. Basically, 
it’s just the same as the suicide bomber, but you rig a vehicle, which 
someone (other than you) then drives to a Node. Tah-dah!
Finally, for maximum damage, you can have a few of your terrorist friends 
also stick 8 bombs on your team-mate/vehicle. Just make sure ALL of you 
survive until the moment of truth. If even one dies, it all goes to hell.
Update – I just found out that you can attach bombs to spider mines. 
However, bombs slow spider mines down quite a bit, so avoid sticking more 
than 1 bomb per mine. Even one bomb will slow down the spider mines to the 
point where they can’t catch anything but the slowest of vehicles, so your 
best bet is to use them for attacking Nodes or Cores. Fire 8 spider mines, 
stick a bomb to each and order them over a Node. When and if they get over 
the node, detonate the bombs. Simple, if they survive.
Also, enemy fire and splash damage can detonate your bombs, so be careful 
when attaching bombs to vehicles you’re driving.


-- ------------
ROCKET LAUNCHER
THE unreal trademark, the multi-barrelled Rocket Launcher needs no 
introduction. With 3 barrels and red all over, it’s still as bad and nasty 
as it ever was, and it’s still a favourite of many players.

Primary Fire Mode
Damage vs. People: 90
Damage vs. Vehicles: 90
Rate of Fire: 12/10s
Ammo per Shot: 1
Max. Ammo: 30
Charge Time: N/A
Special Features: projectile; knockback; detonates upon contact; unlimited 
fuse; homing*; can lock on to enemy players and enemy occupied vehicle; 
limited turning curve; splash damage

*It takes 2 seconds for the Rocket Launcher to acquire target and lock on. 
Crosshair will change colour and beep will play upon locking on target.

Introduction:
It fires single rockets as fast as the barrels can spin. Rockets are 
unaffected by gravity and will fly in a linear path until they contact 
players, vehicles or walls, at which point they will explode and deal splash 
damage. The Rocket Launcher will lock on a target if you can keep the 
crosshair on or close to the target for 2 seconds. It will beep to signal a 
lock on. The rocket launcher will lose lock if you move the crosshair away 
from the target, or the target disappears behind world geometry. After that, 
you will need another 2 full seconds to acquire lock all over again. Rockets 
will home in only if launched while locked and will not lose lock even if 
the rocket launcher does. Also, firing a single rocket while locked on will 
cause you to lose lock. Also, whenever someone gets a lock on you, you will 
hear the same distinctive beep as a warning. Finally, the Rocket Launcher 
has a limited range at which it can lock on. I can’t measure it, so you’ll 
have to find out exactly how limited yourself.

Tactics:
Now, the Primary Fire of the Rocket Launcher (or the single rocket) is only 
really suited for close quarter battles and those weird medium range 
in-your-face shots that happen every once in a while. Also, make note that 
the rockets are relatively slow, so you’ll need to lead by quite a bit.
At short range, you need to do several things. Most obviously, you need to 
learn to aim and lead, but that’s all about practice. Always aim at the 
enemy’s feet. A direct hit is a rare occurrence, so you’ll be relying on 
splash damage most of the time (if it seems obvious, keep in mind that it’s 
NOT). Secondly, you need to learn to move around a lot. I’m talking Jumping, 
Double-Jumping, Dodge-Jumping, Wall-Jumping, the works. The Primary Fire has 
a high enough ROF to make aiming it easy, even on the move. The Double-Jump 
in particular deserves special mention, because it gets you pretty high 
above the ground and aiming the Rocket Launcher is that much easier from up 
high. Finally, beware the splash damage. The Rocket Launcher is THE single 
most notorious way to blow one’s self up and more people kill themselves 
with rockets than with all the other weapons combined.
Using single rockets at medium range is sometimes successful, but rarely 
effective. It takes too much forward planning and even then the enemy can 
often get out of the way. And even if you do hit at that range, a single 
rocket will still do little damage.
Using single rockets at long range is NOT recommended. Even if you do manage 
to score a hit, you will need a LOT of time just lock on again, fire another 
rocket and wait for it to hit.
Finally, using single rockets against light vehicles does work, since you 
can blow up the driver, but avoid using them against tanks. Also, do NOT 
attempt to get a lock on Raptors and fire at them. Almost all direct hit 
weapons are better.

Secondary Fire Mode
Damage vs. People: 90 single tap | 3x90 fully charged
Damage vs. Vehicles: 90 single tap | 3x90 fully charged
Rate of Fire: 10/10s single tap | chargeable
Ammo per Shot: 1 single tap | 3 fully charged
Max. Ammo: 30
Charge Time: 2,5s
Special Features: projectile; knockback; detonates upon contact; unlimited 
fuse; homing*; can lock on to enemy players and enemy occupied vehicle; 
limited turning curve; chargeable; splash damage

*It takes 2 seconds for the Rocket Launcher to acquire target and lock on. 
Crosshair will change colour and beep will play upon locking on target.

Introduction:
It loads up one rocket into each of the three barrels, then launches them 
simultaneously in a horizontal flat line – I will call this “line triple 
rockets”. Additionally, if you press the Primary Fire button while just 
before firing the rockets, they will follow a corkscrew path – I will call 
this “corkscrew triple rockets”. Also, you can release the Secondary Fire 
key at any point during loading and this will fire however may rockets were 
loaded at the time. Rocket’s will auto-fire once all 3 have been loaded – 
you can’t carry around a fully loaded Rocket Launcher. Also, all locking 
rules that were stated for the Primary Fire Mode also apply to the Secondary 
Fire Mode. Additionally, the Rocket Launcher will acquire lock even while 
it’s loading up rockets (which has not been the case for all UT games).

Tactics:
The triple (or double) rockets in either form are good at any range, as well 
as against vehicles. But the way rockets are loaded deserves a few words. It 
is split evenly into three periods, each loading another rocket. What’s 
weird in this case is that approximately a third of the time is spent 
loading the first rocket. That can lead to you waiting and still firing only 
one rocket instead of 2, which is a waste. Learn when each rocket is loaded 
and act accordingly.
At short range the triple rockets behave much like the single rocket, only 
they require more skill, since you’ll be firing fewer times and thus have 
fewer chances to hit. The massive damage is alluring, but if you can’t hit, 
it’s pointless. Additionally, it’s even more important here that you fire 
from high jumps, since you can time it so that you fire all your shots from 
the air, thereby vastly increasing your chance to hit. In this situation it 
is usually recommended that you use line triple rockets, since they cover 
more ground and won’t spread much at short range.
At medium range it’s recommended that you use corkscrew triple rockets, 
since line triple rockets will spread too much. It takes some guesswork, but 
most people are fairly predictable, so try to anticipate your opponent’s 
movements and fire your rockets. You may not hit very close to the target, 
but three rockets deal a LOT of damage and quite a bit of splash damage, 
too. That should make it easier to kill at medium range.
At long range, always lock on before you fire. Remember to start charging 
the weapon a little after you point your crosshair. If you do it right, you 
should acquire lock about half a second before your rockets auto-fire. Also, 
it is better that you use corkscrew rockets here as well, because otherwise 
some rockets will have to make a big turn and will usually lose lock. Also, 
beware of snipers. They can take you out before your rockets even reach 
them. Your best bet is to strafe and jump for a few seconds to acquire lock, 
then fire and get out of sight.
Finally, triple rockets work quite well against light vehicles. If you do it 
right, you can kill the driver in one shot. If you don’t, you’ll still knock 
the vehicle back or to the sides, which is disorientating and will usually 
cause people to stop. That’s a perfect opportunity to fire a single rocket 
at the driver – that will usually kill him. Against heavy vehicle, try to 
find a place to hide from the vehicle’s fire, then pop out and fire triple 
corkscrew rockets at the vehicle. Alternatively, wait a bit longer before 
popping out, so that the driver looks the other way, then come out and lock 
on. It deals massive damage, even if it takes some time to charge up. Still, 
and AVRiL is better in this situation.


-- ------------
AVRIL
The AVRiL (note the lowercase “i”) is one of the weapons that dominate ONS. 
It deals massive damage and rarely ever misses. However, it’s not 
all-powerful and can be easily countered, so use it with caution. The name 
“AVRiL” stands for Anti Vehicle Rocket Launcher. And, no, the “i” doesn’t 
stand for anything, it’s just there to put a vowel in the word and make it 
pronounceable. Also, the Secondary Fire Mode of this weapon is a special 
function and as such has no statistics. Furthermore, tactics will be given 
for when both Fire Modes are used together, since they were never meant to 
be used alone. Finally, since this is an ONS-only weapon (under normal 
circumstances), I will only give tactics for using it in ONS games.

Primary Fire Mode:
Damage vs. People: 100
Damage vs. Vehicles: 200
Rate of Fire: 3/10s
Ammo per Shot: 1
Max. Ammo: 25
Charge Time: N/A
Special Features: projectile; knockback*; detonates upon contact; unlimited 
fuse; homing; can lock on to enemy occupied vehicle; unlimited turning 
curve; requires lock to be maintained**; can be shot down; splash damage

*In addition to knocking opponents and vehicles back, the weapon has 
powerful recoil and will knock you back when you fore it.
**You need to keep you crosshair on your target for the missile to home in.

Introduction:
It fires a single, slow-moving missile that leaves a THICK trail of smoke. 
It also pushes you backwards and a little upwards. If not locked on or if 
lock is lost, the missile will fly strait forward until it meets and 
obstacle and detonates. If locked, the missile will home in on the target. 
Lock can be acquired, lost and reacquired at any time and as many times as 
necessary. Whenever you acquire new lock, all missiles you have in the air 
will turn to home in on your new target. The AVRiL missile is the only 
homing projectile in the game to have an unlimited turning curve. That means 
it will NEVER miss, unless the target goes out of sight, out of range, or 
until you die or your target is destroyed. Additionally, the missile will 
lead target, which means it will always hit on the first pass. Finally, a 
“Missile Lock” warning will appear for the player whose vehicle you’ve 
targeted as loung as you keep your crosshair on him and have a missile 
flying. If you haven’t launched a missile, no warning will appear until you 
do. The warning will disappear if you remove your crosshair from your enemy 
and will reappear if you move it back over him.

Secondary Fire Mode*

Introduction:
It’s just an easier way to keep a lock on those fast vehicles that keep 
changing directions too fast. Whenever you get a lock on an enemy vehicle, 
hold down the Secondary Fire Button and your view will be locked onto the 
vehicle and follow it wherever it goes. Also, your view will zoom a little 
for as long as it’s locked on. Your view will be unlocked if you release the 
Secondary Fire button of if your target goes out of sight, out of range or 
is destroyed. At that point your missiles will lose lock as well.

Tactics:
The AVRiL is only good against vehicles. ONLY. Never EVER use it against 
people. The missile is so slow, that people can easily just get out of the 
way. Additionally, the HUGE reload time means you can only fire one missile 
every few seconds. Don’t even bother. If someone confronts you, switch to 
another weapon.
However, the AVRiL is one of the best weapons you can use against vehicles 
and just about the only hand-held weapon that can take down Raptors with any 
consistency. However, the telltale “Missile Lock” warning can strike fear 
into the hearts of the bravest of drivers and pilots. But there is a way 
around it. Just fire the missile in your target’s general direction, but 
don’t lock on. When the missile’s close enough, THEN lock on. That’ll give 
your enemy a “Missile Lock” warning, but it will be too late. This is 
something best used against tanks and turrets.
Actually, I will give explanations on how to combat individual vehicles, 
since that’s about all that weapon can do. Forgive me if I have given too 
much tactics, but this is a very versatile weapon.
Vs Manta: Pretty simple to use against a Manta, provided you see it coming. 
Just acquire lock and fire a missile. Mantas usually die in a single hit. 
Keep in mind that it takes some time to do that, so if the Manta is too 
close, dodge it first, then turn around and fire. Always use the Secondary 
Fire Mode against Mantas, since they’re really hard to follow.
Vs Scorpion: Almost exactly the same as with the Manta, only a brand new 
Scorpion needs two missiles to destroy. However, scorpions move much more 
slowly than Mantas and have a harder time turning, so staying out of its way 
shouldn’t be a problem. If push comes to shove, Double-Jump over it. Also, 
if you fire a missile high into the air with no lock, then target a Scorpion 
on the ground in such a way that the missile hits it directly from above, 
you can kill the driver, even if you don’t destroy the Scorpion (thanks to 
Jason Cotton for that last one).
Vs Raptor: This is a little more complicated. Raptors need 2 hits to take 
down and they can also quickly hide out of sight and avoid your missiles. 
Additionally, Raptors can kill you before you kill them if they approach you 
and keep firing. Generally, avoid fighting Raptors on foot if they’re in 
your face, since they can destroy the missile just as you fire it if they 
fire continuously. Your best bet is to be on the lookout for them and try to 
fight them in the open ground. Alternatively, you should try to be somewhere 
higher up, so as to leave the Raptor fewer good places to hide from your 
missiles. If a Raptor does hide, try to guess where it’ll pop up next, shoot 
a missile high in the air and wait. Once the Raptor shows up, lock on. That 
way the missile will have less to travel. However, your best bet is to get a 
Raptor by surprise. Just hide somewhere long enough for it to start shooting 
at your node, or pick on one of your team-mates, then come out and let it 
have it.
Vs Hellbender: Not recommended, since it takes three missile to take it down 
and that’s if you’re lucky. If it’s fully manned, you’re in trouble, since 
the gunners will usually kill you before you can kill the Hellbender. Just 
hide somewhere out of sight and wait for it to pass you by and drive away. 
Then pop out and fire a missile from afar. If the Hellbender stops, it’s 
going to snipe you. Hide and wait. If it tries to ferret you out of hiding, 
switch to either Flak Cannon or Rocket Launcher and aim at the driver. The 
Hellbender can’t manoeuvre well when it’s close, so you’re safe.
Vs Goliath: Trouble. Big. Don’t even aim at that thing unless you have a 
good hiding place. Don’t even think about charging at a tank and firing 
missiles. The tank will usually kill you and destroy the missile. Instead, 
hide and wait for the tank to pass you by. Then pop out and fire a missile 
at it. Keep firing until you get a reply. If the turret turns to face you, 
HIDE. If it’s still pointing at you when pop out next, either wait until the 
driver gets sick of waiting, or find another place to pop out. Also, here is 
a good place to use the “no warning” tactic, so that you give tanks less 
time to see it coming and react.
Vs Leviathan: Well… Do what you would for the Goliath, only do it longer. A 
LOT longer. It’s actually even easier to do it, because Leviathans have an 
aura of chaos whenever they do anything and you have a better chance of 
remaining hidden. Also, the Leviathan is big, so you don’t have to guide 
your missiles to the end, just give them a general direction. If the 
Leviathan starts toying around with the Ion Cannon, just make sure you can’t 
see ground zero and you’ll be fine, even if it’s just around the corner. 
Also, if you have the opportunity to fire uninterrupted, then fire a missile 
and then switch to something else while the AVRiL reloads.
Vs Turret: Simple. Turrets will usually kill you if you just stand there, so 
hide somewhere out of sight. Then fire a missile into the clear, pop out, 
lock on for just a second and then hide again. The turret isn’t going 
anywhere.
Now, you CAN use the AVRiL against Nodes and the Power Core, but it fires 
too slowly to make any real impact. You can try switching weapons while it’s 
reloading if you like, though. Also, beware of the recoil. It can shove you 
over cliffs and off towers, so be careful when you fire.


-- ------------
LIGHTNING GUN
That’s the gun that was supposed to replace the “cheap” sniper rifle in the 
original UT. It was to shoot slower and make it easier to spot the sniper. 
The change was supposed to put a lid on camping while still keeping sniping 
as an opportunity. However, people complained, so the Classic Sniper Rifle 
was reintroduced back in 2004. But make no mistake – It does NOT replace the 
Lightning Gun. As for the Lightning Gun itself, it’s a makeshift sniper 
rifle, with a 10x scope. It has more punch than the Classic Sniper Rifle, 
but it’s easier to track down the sniper. Also, this weapon’s Secondary Fire 
Mode is a special function – namely the scope – and as such does not have 
any statistics or tactics of its own.

Primary Fire Mode
Damage vs. People: 70 torso | 140 headshot
Damage vs. Vehicles: 40
Rate of Fire: 8/10s
Ammo per Shot: 1
Max. Ammo: 40
Charge Time: N/A
Special Features: instant hit; beam; pinpoint accuracy; headshot; scoped

Introduction:
Like the name says – it fires a blue bolt of lightning with pinpoint 
accuracy. The blue lightning kind of stands out. Also, this weapon is 
capable of scoring a headshot for double damage. Also, people and air 
vehicles you shoot will be covered in light-blue lightning for a second. 
Well, it’s a very simple weapon really. Can’t say I have anything more to 
add.

Secondary Fire Mode*

Introduction:
It operates the scope zoom. Hold down to zoom in gradually and release when 
the zoom level is comfortable. Once zoomed in, press again to zoom out all 
the way. Hold down again to re-zoom. Moving, jumping or falling will not 
affect your scope.

Tactics:
Well, whatever you call it, the Lightning Gun is a sniper rifle at heart, so 
all the rules of “sniping” (see section 5.2. ‘cause I won’t repeat them) 
still apply. That out of the way, I need to point something else out – this 
is NOT a Railgun (like in Q3), so don’t use it like one. For goodness sake, 
stop using it in close quarters combat while dodging and jumping (unless 
you’re REALLY good). Most people will pick on snipers at close range and you 
don’t want that kind of attention. That and the fact you’re not likely to 
hit at all in this situation makes this a medium-to-long range only weapon. 
You can, however, hit someone with it and then switch to another weapon. The 
Lightning Gun deals impressive damage and hits instantly, so it can help you 
a lot if you can land that first shot.
That said, the Lightning Gun is also not a good weapon to use in DM, since 
people running around with Flak Cannons and Rocket Launchers will usually 
get the most of the kills. And there are few DM maps that offer any really 
good sniping spots. Also, the lightning bolt is a dead giveaway and is very 
likely to attract some unwanted company.
Now team games are a different story. For one, camping in team games is not 
considered cheap, bur rather just another kind of defence. Whenever there is 
something to defend (the goal, the flag, an objective) just find yourself a 
good sniping spot – somewhere far form whatever you’re defending (but not 
too far) and out of range of most weapons. Also, make sure it’s not directly 
in the path of your enemies or that you don’t have your back turned to a 
path of potential attack. Once you’ve found such a spot, just camp there and 
let the rest of your team go about their objectives.
Alternatively, the Lightning Gun can also be used for offence and in one of 
two ways. The first, and more obvious one, is to combat enemy snipers. Just 
wait until the enemy sniper starts shooting at your team, then pop out and 
shoot at him. Just make sure you know where he is when you do that. Look for 
either muzzle flash and smoke, or that telltale bolt of lightning. The 
second way is to actually give support to your team from a distance. Find 
yourself a sniping spot overlooking the objective and stay there. When the 
rest of your team approaches, try to snipe the defenders so that your team 
can get to the objective without having to engage in pointless firefights. 
But be warned: the enemy team will wise up to you sooner or later and come 
to look for you. And that weapon will just about “tell” everyone where you 
are. Don’t abuse those tactics or you might get people after you personally.
And whatever you do, watch your fire – you can shoot your team-mates’ heads 
off just as easily as you can shoot of the enemies’ heads, maybe even 
easier.


-- ------------
CLASSIC SNIPER RIFLE
People complained that the sniper rifle from the original UT was replaced 
with the Lightning Gun in UT2003. It is generally believed that this was 
done as a way to discourage people from camping and force them into a more 
active style of play. However, some people found this change unsettling and 
asked that the sniper rifle be reintroduced. A weapon called the Classic 
Sniper Rifle was introduced in UT2004 as an answer to those requests, but it 
was no longer the same thing. Balancing issues meant that it could no longer 
have its former punch or ROF. It was drastically toned down, so as not to 
make the Lightning Gun pointless and not bring the same imbalance the sniper 
rifle did in the original UT. What we now have is a rifle that is slightly 
less powerful than the Lightning Gun, but is slightly faster and much less 
likely to give away the sniper’s position. But, it’s still a rifle with a 
sniper scope and you just can’t beat that.
And yes, the secondary fire button is the zoom function so no statistics or 
tactics for it.

Primary fire mode
Damage vs. People: 60 torso | 120 headshot
Damage vs. Vehicles: 35
Rate of Fire: 10/10s
Ammo per Shot: 1
Max. Ammo: 40
Charge Time: N/A
Special Features: instant hit; bullet; pinpoint accuracy; headshot; smoke*; 
scoped

*Each shot creates a small puff of smoke visible to the shooter.

Introduction:
Well, it fires a bullet with pinpoint accuracy, capable of scoring a 
headshot for double damage. Each shot will produce a small puff of smoke in 
the centre of your crosshair which is visible even when zoomed in. 
Consecutive puffs will stack and make it progressively harder to see.

Secondary Fire Mode*

Introduction:
It operates the scope zoom. Hold down to zoom in gradually and release when 
the zoom level is comfortable. Once zoomed in, press again to zoom out all 
the way. Hold down again to re-zoom. Moving, jumping or falling will not 
affect your scope.

Tactics:
The most notable feature of the Classic Sniper Rifle is the smoke. You’ll 
notice it the very moment you open fire. After 3 or 4 shots you can barely 
see a thing. Now, there are a few ways around that. Literally. One is to 
alternate between a standing and crouching position between each two shots, 
so that by the time you stand back up, the smoke up there has almost cleared 
and when you duck back down, the smoke there has also almost cleared. The 
other way is to strafe left and right as you fire and so shoot “around the 
smoke. Just make sure you’re crouching when you do that, so as not to fall 
out of your sniping position.
Apart from that, the Classic Sniper Rifle behaves exactly like the Lightning 
Gun, except for the fact that it’s much harder to locate where the sniper 
is. You don’t have that obvious blue beam, just a short flash and a puff of 
smoke. People can see it if they look, but then again, if they are looking, 
then hurry up and shoot them in the face.
Now, the Classic Sniper Rifle fires a bit faster and is more stealth, so 
that means you can use it for camping in DM with greater ease, should you 
choose to. And you can probably score a few frag before people realize 
you’re camping. But people with heavy weapons will still get more frags. You 
can also just hit someone with it and then switch to another weapon. The 
Classic Sniper Rifle deals impressive damage and hits instantly, so it can 
help you a lot if you can land that first shot.
Additionally, when camping a good spot overlooking an objective, it will be 
much harder for the enemies to even realize you’re there, since your 
influence on the battle is not so obvious. And even once you have been 
discovered and killed, you can just wait a while and return to your spot and 
they will need even more time to come search for you again. Now, if you do 
the same thing all the time, you will get the same enemy team doing regular 
sweeps of your sniping positions just in case, and that’s a bad thing.


-- ------------
TARGET PAINTER
This is the fifth and final new weapon in UT2004 and the only new 
superweapon. It looks like a green rifle with a big scope and acts almost 
exactly like the Ion Painter in terms of operation. Its effect is dubious 
and its impact easy to see and get away from, so most people tend to not 
even bother. However, when used right this weapon deals more damage than 
even the almighty Redeemer. As with all superweapons, the Target Painter’s 
Secondary Fire Mode is a special function and as such has no statistics or 
tactics of its own.
Something that is worth mentioning is that the Target Painter and Ion 
Painter both occupy the same slot in your inventory and you will only be 
able to use the one you picked up first.

Primary Fire Mode:
Damage vs. People: terminal
Damage vs. Vehicles: 15x800
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Charge Time: 2s
Special Features: special*; chargeable**; scoped; powerful knockback; can be 
shot down***; splash damage; superweapon

*It’s difficult to put in a few words, so see the “Introduction” for an 
explanation.
**Charge time here applies to the time it takes the Target Painter to call 
in an attack.
***The bombs can’t, but the bomber can.

Introduction:
It fires a thin red beam that does no damage. You must stand still and not 
move your crosshair for 2 seconds for the Target Painter to call in an 
airstrike. After it does, a Phoenix Bomber will appear out of the blue 
behind your back and drop 15 bombs in a line in the direction you were 
facing when you called it in. Each bomb does separate damage and has limited 
splash damage – around a third of a Redeemer’s in terms of range. If at any 
time throughout those 2 seconds of charging you move either your body or 
your view, the timer will reset. A good way to tell if the timer has reset 
is to listen for the “beep” that will sound after 1 second of charging. If 
you’re not hearing that then you’re moving. Stop and take aim. Finally, the 
Phoenix Bomber can be shot down by enemy fire before it has finished 
dropping all of its bombs. However, it flies higher than any Raptor can 
reach, so ground fire is the only option. Additionally, AVRiL missiles will 
not lock on to the bomber. Also, whenever you call in an airstrike, everyone 
in the game will receive a “Warning! Incoming airstirke!” message from the 
announcer. Take note that you can only call in an airstrike on a patch of 
ground which does not have geometry over it. That means you can’t call in an 
airstrike in enclosed spaces or on walls. And be warned: if a bomb lands on 
or near you, you’re dead meat no matter how much health or shield you have.

Secondary Fire Mode*

Introduction:
It operates the scope. The scope is exactly the same thing as the scope on 
both the Lightning Gun and the Classic Sniper Rifle, so see their Secondary 
Fire Modes for details on how it works.

Tactics:
Some people believe that this weapon is next to worthless and can’t hit 
anything. That, however, couldn’t be further from the truth. Yes, it does 
take quite a while to call in the airstrike, for the bomber to arrive, for 
the bombs to fall down and all that with an early warning. I know. I realise 
that once you look up and see the bombs it’s a cinch to get away. I know. 
You can’t kill people, you can’t destroy vehicles and it does not have 
enough kick to destroy nodes. But what if you can get in 2 or possibly even 
3 bombs? Scroll back up and do the math. And there’s only one thing that’s 
big enough to take 2 or 3 bombs. You guessed it – the Leviathan.
Just stay out of sight and wait for it to deploy the Ion Cannon. Once it’s 
charging for a shot, break cover and call in an airstrike somewhere below 
the Leviathan. Even with advanced warning and a long time to react, that 
thing takes so much time to pack the cannon and move away, that it has 
little chance to escape. No matter how you do it, you will be able to score 
at least 2 hits. That’s 1600 – more than a Redeemer missile.
But if you really want to do some damage, sneak up behind the Leviathan’s 
back and call in your airstrike from there. That way the bombs will fall 
along the length of the vehicle, scoring 3 or possibly even 4 hits. Add the 
fact that few people pay attention to the airstrike warning and see it when 
the bombs start exploding, and you have a sweet, sweet answer to the 
allegedly “invincible” Leviathan. Sadly, that’s about all you can use the 
Target Painter for.


-- ------------
ION PAINTER
It’s what the Target Painter was modelled after. The Ion Painter has been 
around since UT2003, but it is here where it has finally found its calling. 
It is more versatile and easier to use than the Target Painter, but it does 
not have its enormous damage potential. As with all superweapons, the Ion 
Painter’s Secondary Fire Mode is a special function and as such has no 
statistics or tactics of its own.
Something that is worth mentioning is that the Target Painter and Ion 
Painter both occupy the same slot in your inventory and you will only be 
able to use the one you picked up first.

Primary Fire Mode
Damage vs. People: terminal
Damage vs. Vehicles: 900
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Charge Time: 2s
Special Features: special*; chargeable**; scoped; powerful knockback; splash 
damage; superweapon

* It’s difficult to put in a few words, so see the “Introduction” for an 
explanation.
**Charge time here applies to the time it takes the Ion Cannon Satellite to 
take aim and fire.

Introduction:
It fires a thin red beam that does no damage. You must stand still and not 
move your crosshair for 2 seconds for the Ion Painter to aim an Orbital Ion 
Cannon Satellite. After it does, one to three purple beams will come down 
from the sky and create a huge purple explosion. If at any time throughout 
those 2 seconds of charging you move either your body or your view, the 
timer will reset. A good way to tell if the timer has reset is to listen for 
the “beep” that will sound after 1 second of charging. If you’re not hearing 
that then you’re moving. Stop and take aim. Take note that you can only call 
in an orbital bombardment on a patch of ground which does not have geometry 
over it. That means you can’t call in an orbital bombardment in enclosed 
spaces or on walls. Also, the Orbital Ion Cannon Satellite’s fire is lethal 
the explosion WILL kill you if you’re caught in the blast even if you’re 
right on the edge of it. However, if you cannot see ground zero, you will 
suffer no damage.

Secondary Fire Mode*

Introduction:
It operates the scope. The scope is exactly the same thing as the scope on 
both the Lightning Gun and the Classic Sniper Rifle, so see their Secondary 
Fire Modes for details on how it works.

Tactics:
You won’t find an Ion Painter in many DM maps, and even if you do, you’re 
better off not using it. It’s really hard to find the right situation to use 
it (e.g. enough people in one place) and even if you do, they usually 
scatter before you can hit them. Furthermore, you need to stand still in 
plain view to aim that thing and in DM that means certain death.
I have seen it in a few CTF maps, but not a lot. You can use it in CTF (as 
well as DOM and BR), because in team games defenders tend to congregate. 
Just use the Ion Painter to clear out all the defenders and give your team 
easy access. Or, you could try and intercept the ball/flag carrier before he 
escapes. However, most of the maps for those Games Modes have their 
important place inside buildings or caverns, and the Ion Painter doesn’t 
work there.
Where this weapon really shines, however, is in ONS. Not because it is all 
that good, but because the other two superweapons suffer from crippling 
problems in the large ONS maps. The Target Painter is quite easy to get away 
from and the Redeemer missile is easily shot down (when you’re alert). But 
the Ion Painter delivers immediate damage and has enough power to reduce a 
Node to almost zero health.
Now, since it’s a waste to use superweapons against people and vehicles (not 
counting the Leviathan) what you’ll want to use the Ion Painter for is 
destroying Power Nodes. Learn the map and find a spot overlooking the base 
of the Node (you can’t aim at the hologram). Inform your team of your 
intentions, or simply wait for someone to come by, then fire away. Make sure 
you have something to finish the Node off, since full health Nodes will 
survive just barely. Finish off the Node and start building your own. If you 
coordinated your actions well enough, you should have someone to watch your 
back while you work, to avoid the enemy quickly retaking the Node and 
undoing your hard work. Still, it works either way most of the time.


-- ------------
REDEEMER
Can we say “Ouchy”? A hand-held nuclear weapon. I’m speechless. This is THE 
most powerful weapon of the tournament. It is also, arguably, the coolest 
weapon ever. I mean, come on! It has “Swallow this!” written on the side of 
the missile! How cool is that? The sight of that big, fat, slow, almost 
arrogant missile flying through the air, looking for a victim is just 
something you never ever forget. This is a weapon WILL teach you the proper 
respect for the power of nature.
That said, it can also be the cheapest weapon out there and it has 
infuriated many a gamer. Indeed, overusing that weapon can make you a hated 
heathen in the eyes of everyone, but NOT using it takes a lot of the fun out 
of the game. And if someone starts yelling about it, he’s not playing right.

Primary Fire Mode
Damage vs. People: terminal
Damage vs. Vehicles: 1200
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Charge Time: N/A
Special Features: projectile; detonates upon contact; can be shot down; 
powerful knockback; infinite fuse; splash damage; superweapon

Introduction:
It fires a Redeemer missile forward in a straight line. The missile will fly 
in the same direction until it impacts something, or until it is shot down. 
By using Primary Fire Mode, you relinquish control of the missile forever, 
or until you fire another one. The missile can be shot down by enemy fire 
and it will not deal any damage. I will refer to the Redeemer’s Primary Fire 
Mode as the “direct missile”.

Tactics:
The Redeemer in general is not a good weapon to use in DM (except on very 
crowded maps) and TDM. It’s hard to come by and even harder to find the 
right situation. Most of the time you just end up killing yourself or some 
of your team-mates along with the enemies. That said, if you DO use it, a 
direct missile is better, because it doesn’t leave you open for attack and 
it’s not as time consuming. Still, if you can find a good spot where you 
won’t be bothered, go ahead and use a guided missile.
In CTF, DOM and BR the Redeemer is much more useful. In defence, you can use 
it to stop the enemy flag/ball carrier before he escapes. That saves your 
team a lot of time of chasing and denies the enemy the potential to score 
for a while. It can also save the day on BR, if you nuke your own goal. 
However, the Redeemer missile is VERY slow, so it’s very hard to actually 
hit someone on the run. Rather than risk wasting a missile, I would suggest 
finding a good spot and using a guided missile. In offence, however, the 
direct missile is just as good. Just learn where enemy defenders congregate, 
turn a corner, fire and hide. That will usually clear out the defenders and 
open the way for attack. You should also coordinate this move with the rest 
of your team for a better result.
The Redeemer plays an even bigger role in ONS. It has the power to destroy a 
full-health Power Node, as well as all vehicles but one in a single strike. 
However, ONS maps are all quite large and open, which makes a missile slowly 
winding its way across the landscape very vulnerable. For that reason many 
players have given up on guided missiles altogether and instead try to get 
close and use a direct missile, so as not to risk it being shot down. It can 
be done in one of two ways. You can fly high in a Raptor, bail and fire the 
missile from above, then hope you survive the fall. That way the missile has 
much less to travel and is much less likely to be shot down, but alert 
players still can. Alternatively (if you can pull it off) you can sneak near 
the enemy’s Core or Node and fire the Redeemer at near point-blank range. 
That will assure a successful hit, but it’s much harder to do.
Finally, avoid firing a Redeemer missile towards people who are shooting at 
you, since there is a very good chance it will be shot down the second it 
leaves the gun. Once it happens to you once or twice, you’ll see what I 
mean.

Secondary Fire Mode
Damage vs. People: terminal
Damage vs. Vehicles: 1200
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Charge Time: N/A
Special Features: projectile; remote-controlled; detonates upon contact or 
being triggered by operator; can be shot down; powerful knockback; infinite 
fuse; splash damage; superweapon

Introduction:
It fires a Redeemer missile forward and then immediately switches your 
perspective to a first person view of the missiles. By using Secondary Fire 
Mode, you gain control of the missile and can steer it just as you steer 
yourself in “spectator mode”, only with vertical restriction and a constant 
forward speed. The missile will explode when it hits anything or if you 
trigger it yourself via either the Primary or Secondary Fire Mode (once 
launched it doesn’t matter). If shot down, a “Denied” announcer message will 
play for the player who shot it down and the missile is destroyed without 
dealing damage. Even though the missile does not have a limit on its 
turning, your mouse sensitivity is drastically reduced, which may lead to 
your having to make wide sweeps across your desk to make sharp turns. While 
piloting a missile, you are completely unaware of your immediate 
surroundings and all your movement controls are cut off. You’re basically a 
sitting duck. You cannot regain control of… well yourself until the missile 
is either destroyed or detonated. I will refer to the Redeemer’s Secondary 
Fire Mode as the “guided missile”.

Tactics:
The Redeemer in general is not a good weapon to use in DM (except on very 
crowded maps) and TDM. It’s hard to come by and even harder to find the 
right situation. Additionally, when you use a guided your character will 
just stand there while you pilot the missile, and in DM, that means death. 
Now, if you can find yourself a good spot where you won’t be disturbed, you 
can use a guided missile and aim for a big cluster of enemies. However, that 
is a rare sight indeed and you’re very likely to end up spending a LOT of 
time flying around only to score a couple of frags. Time you could have used 
fighting with conventional weapons and probably scoring more frags. Still, 
the choice is yours.
In CTF, DOM and BR the Redeemer is much more useful. In defence, you can use 
it to stop the enemy flag/ball carrier before he escapes. That saves your 
team a lot of time of chasing and denies the enemy the potential to score 
for a while. It can also save the day on BR, if you nuke your own goal. Just 
make sure you know where the enemy carrier is, then guide a missile to him. 
Any place in your base will do for a launching spot, but try to pick a place 
out of sight, just in case. In offence, the guided missile works just like 
the direct missile, only you don’t turn the corner, you guide the missile 
around the corner. Additionally, you can guide the missile down a hallway 
into a room and even through more complicated architecture, which make the 
guided missile more versatile in this scenario.
The Redeemer plays an even bigger role in ONS. It has the power to destroy a 
full-health Power Node, as well as all vehicles but one in a single strike. 
However, ONS maps are all quite large and open, which makes a guided missile 
slowly winding its way across the landscape very vulnerable. You can still 
use a guided missile, but make sure you don’t attract attention. Don’t fly 
high, don’t fly through populated areas, shoot form a place close to your 
target. All those will help you attract less fire on your missile. And if 
push comes to shove and the missile comes under enemy fire, you can try to 
drop/swerve behind a hill or other landscape features and retreat to another 
path. If all else fails, you can try and improvise your own fancy manoeuvres 
to try and dodge enemy fire as you fly towards your target. I’ve found none 
that work consistently, so you’re on your own here.
Finally, keep in mind that the Redeemer missile has a vertical restriction – 
it can’t go directly up or directly down and it can’t perform loops. It also 
rolls your view a little when it turns. The point is, learn to fly it, so 
you can apply the above tactics.


-- ------------
TRANSLOCATOR
The Translocator has been around since the first days of the Tournament and 
is a popular way of reaching those out-of-reach places the normal 
Double-Jump can’t get you to. It also has a controversial nature, stemming 
from the fact that you can use it for very rapid travel. Some people just 
don’t like that. Actually, many believe that the restriction that was placed 
on the Translocator in UT2003 was a way to limit translocator abuse, in that 
it would prevent you from “zipping” around the map like a mad man. That 
didn’t stop the trend, but it has put some caps on it, especially in BR. 
Apart from that, the Translocator is the one we all know and love (and maybe 
hate). For those of you who don’t know it, you throw a disc then teleport to 
it. Simple as that. Or is it? Now, the Translocator has what I would 
classify as a Third Fire Mode and will call “Translocator Camera”. That and 
the Secondary Fire Mode are special functions and as such have no statistics 
or tactics of their own.

Primary Fire Mode:
Damage vs. People: terminal*
Damage vs. Vehicles: N/A
Rate of Fire: N/A**
Ammo per Shot: N/A per throw | 1 per use
Max. Ammo: 6
Recharge Time: 1/2,5s
Special Features: projectile; affected by gravity; team-safe; recharging; 
infinite fuse; bounces off everything; cannot be dropped; can be shot 
down***

*the projectile itself does no damage, but when you translocate, you will 
kill any enemy standing on the Translocator
**You can throw it as many times as you want, but it will do you no good, 
and you can throw, translocate, repeat as fast as you can click while the 
ammo lasts.
***Enemy fire will not destroy a Translocator, but it will render it useless 
and you will die if you translocate to a broken Translocator.

Introduction:
It fires a Translocator (the little disc you can teleport to, not the weapon 
itself) in a very long arc, leaving visible, team-coloured trail. The 
Translocator will bounce around the terrain until it comes to rest, at which 
point it will display a visible light of your team’s colour. That means it’s 
operational. If it doesn’t have a light on, then it’s broken and not safe to 
teleport to. Once you have launched a Translocator, a second click of the 
Primary Fire button will recall it so you can fire it again. Similarly, 
walking over your own translocator will also cause you to pick it up. 
Additionally, if you launch your Translocator in any of the map’s traps, it 
will be automatically recalled. Once picked up or recalled, you can fire 
another Translocator.

Secondary Fire Mode*

Introduction:
It causes you to teleport to your Translocator if you have launched one. If 
not, it pals a buzz. You can teleport to your translocator at any point 
during its flight and at any time after it lands, until you recall it or 
pick it up. Each teleportation will use up one translocator, which will 
automatically regenerate over time. Once you use up all your ammo, you will 
not be allowed to fire Translocators until at least 1 ammo point is 
regenerated. Teleporting while carrying the flag will cause you to drop it. 
After shooting or passing the ball, your translocator count will be reduced 
to zero and the firs one that regenerates will not register, so in effect 
you have to wait for at least 2 to regenerate to be able to fire. 
Teleporting to Translocator with an enemy standing over it will kill that 
enemy. Teleporting to a broken Translocator will kill you.

Translocator Camera*

Introduction:
Once you have a Translocator in the field, pressing the “Translocator” 
button (the one that equips the weapon) will switch your perspective with a 
first person view of the Translocator itself. You can view the Translocator 
Camera for as long as you like and it will not use any ammo, but it will 
make you blind to your immediate surroundings. Take note that your controls 
will still work, so you character will turn to face the general direction 
you point the camera in and your movement controls will react accordingly. 
It’s not very useful, but it could make you walk over a cliff if you’re not 
careful.

Tactics:
The Translocator is used exclusively in CTF and BR. While you CAN use it in 
other Game Modes (via the “Enable Translocator” checkbox in game settings), 
it really isn’t all that useful and/or ruins the idea of the game. With that 
in mind, I will first explain why and where it is NOT used. And all in one 
paragraph, no less.
It is not used in DM, because, well, you don’t have anywhere to go or any 
time to do it and switching your weapon AWAY is a BAD idea. The same goes 
for TDM. In DOM it makes strategic defence nearly impossible, and with it 
makes dominating nearly impossible (not that it can get much worse). In AS, 
having a Translocator defeats the whole purpose of the Game Mode, which is 
to get from point A to point B and stay there a while. In ONS, 
transportation falls to the vehicles and teleportation is only allowed 
between friendly, non-threatened Nodes. That’s about it.
Now in BR and CTF, the Translocator is not only useful, it a key strategic 
element. And for people who don’t like to use it for transportation, well, 
don’t play CTF or BR, ‘cause that’s how you’ll be moving half the time.
Now, for CTF, Translocator locomotion (if I may say that) is very important. 
If you don’t know what I mean, that’s where you throw a Translocator 
somewhere far away, teleport to it, then throw another one from where you 
teleport even further away. Rinse, repeat. It’s a hell of a lot faster than 
running or dodge-jumping. Maps are large and you need a quick way to get 
around if you want to be effective. Apart from that, the Translocator is 
useful for reaching high or inaccessible places, or getting through small 
openings (like a foxhole’s slit). Some places are so inaccessible (read: 
high up), that you can’t even shoot a Translocator to them. In such cases, 
you can do what is known as “Translocator climbing”. Just find a place 
within reach that you can stand on, shoot a Translocator there and teleport, 
then see if you can reach your destination. If it’s still out of reach, look 
for another good place to teleport to. A good example of this method is 
climbing the tower in CTF-FaceClassic (it can be done). Also, the 
Translocator can be used as a “back door” into the enemy’s base. Just leave 
a Translocator in an inconspicuous place before you leave to return the flag 
or guard the carrier. When that’s been done, just teleport back behind enemy 
lines before the enemies has a chance to return to their base. I heave also 
heard it said that you can use the Translocator camera to keep an out on 
your base while you’re gone, but since you’ll be using it most of the time, 
that one bombs.
In BR, the Translocator plays an even more vital role. All the world’s 
rockets and all the world’s flak cannot accomplish what one clever player 
with a Translocator can. Just teleport far ahead in the field, past the 
enemy team. Enemies will ignore you for the most part, in favour of the ball 
carrier, which will allow you to bypass the entire team. Look for an 
elevated or clear and open spot and wait for a pass. With the enemy team 
behind you (instead of in front of you), RUN! If you get killed at any 
point, use “Translocator locomotion” to quickly get back into the action. 
Then pass it and keep going. And if you’re carrying the ball do not, I 
repeat do NOT attempt to shoot the ball far ahead and teleport after it, 
since it takes bloody ages for the Translocator to recharge after you pass 
or shoot.
You can also do some weird things with the Translocator, like telefragging 
(teleporting to a Translocator while someone’s standing over it, causing him 
to explode into flaming gibs), but I wouldn’t recommend it. Sure it’s fun, 
but it’s also pointless and really hard to do.


-- ------------
SUPER SHOCK RIFLE
Actually, that’s the InstaGib Shock Rifle, but the engine calls it a Super 
Shock Rifle everywhere you check, so that’s what I’ll call it too. So don’t 
be confused. Now, the Super Shock Rifle isn’t normally available in any 
level, unless someone intentionally puts it in his level, which I wouldn’t 
recommend. I wouldn’t because it was never meant to be used outside of 
InstaGib matches, so as a result it still has the UT2003 model while on the 
ground (even though the rifle has its UT2004 model while in your hands) and 
once you pick it up, you can’t drop it, not even when you die. It replaces 
the standard Shock Rifle for good or until you die. It’s also stuck on 1 
ammo unit left which it never uses up. All in all, it’s a bad idea to have a 
Super Shock Rifle outside an InstaGib match. That said, the legitimate way 
to have it is to use either the InstaGib, or the Zoom InstaGib Mutator, 
which is basically the same as an Arena Mutator, with Super Shock Rifles and 
some more stuff. I won’t go into detail. However, depending on the Mutator, 
the Secondary Fire Mode may vary.

Primary Fire Mode
Damage vs. People: terminal
Damage vs. Vehicles: 50
Rate of Fire: 10/10s
Ammo per Shot: N/A
Max. Ammo: 1
Recharge Time: N/A
Special Features: instant hit; beam; pinpoint accuracy, infinite ammo*; 
mutator-only weapon**; cannot be dropped; one hit kill

*It actually only has 1 ammo unit, but it doesn’t use any ammo to shoot.
**It’s only available through one of two Mutators (normally).

Introduction:
It fires a team-coloured beam like that of the regular Shock Rifle, but 
wider and more visible. It also kills any player in a single hit, regardless 
of health. Um… that’s it. Just learn to aim, I guess.

Secondary Fire Mode*

Introduction:
If you chose the Zoom InstaGib Mutator, your Secondary Fire Mode is a sniper 
zoom, identical to that of just about every other weapon with a sniper zoom. 
If you choose (just) InstaGib, then your Secondary Fire Mode will be an 
exact duplicate of your primary fire mode. That rule applies in the case you 
play a map with a Super Shock Rifle pick-up, or if you summon one from the 
console.

Tactics:
Well, it can’t really do much more than gib people with direct fire. Its ROF 
is much slower than that of the regular Shock Rifle, so you’ll need to work 
on your aim quite a bit. And that’s about it. There’s not much thinking 
involved, just a lot of jumping and missing. It really shows who can aim and 
who can’t. If you have any tactics, do drop me a line and tell me so.


-- ------------
BALL LAUNCHER
It’s the big orange gun that you get when you pick up the ball in BR. You 
can’t get it in any other Game Mode. Mastery of this weapon is essential to 
the success of any BR game, unless you plan on never touching the ball, but 
that’s silly. You’ll have to learn how shoot and pass, as well as when to do 
it. There are only basic tactics here, so for complete strategies, you’ll 
have to wait for me to finish the “Game Modes” section.

Primary Fire Mode:
Damage vs. People: N/A
Damage vs. Vehicles: N/A
Rate of Fire: N/A
Ammo per Shot: 1
Max. Ammo: 1
Recharge Time: N/A
Special Features: projectile; affected by gravity; team-safe; does no 
damage; 30 second fuse; bounces off everything; cannot be dropped; homing; 
unlimited turning curve; can lock on*; regenerates user health**

*It can get a lock on a team-mate by means of the Secondary Fire Mode.
**Your health will regenerate at the rate of 6 points per second for as long 
as you have the gun, or until you reach 100 health.

Introduction:
It launches the ball in a long, flat arc. Once the ball is shot, the weapon 
disappears. It will reappear next time you pick up the ball. When you do 
pick up the ball, the Ball Launcher will replace ALL of your other weapons – 
i.e. you can’t fire any of them while you have the ball. Additionally, you 
will be surrounded by yellow circling lines which make you stick out a lot. 
You can’t drop the Ball Launcher, so if you want to get rid of it, shoot the 
ball. If you have a team-mate locked on, the ball will home in on him once 
shot.

Secondary Fire Mode*

Introduction:
It locks on the team-mate that is closest to your crosshair and marks him 
with an orange circle. Next time you shoot, the ball will attempt to seek 
out the team-mate you locked on. The ball itself will not miss, but if it 
encounters a wall it will fall to the ground. If the ball encounters a 
team-mate (other than the one you locked on) or an enemy, that player will 
pick up the ball and receive the Ball Launcher. If you want to lock on 
another team-mate, just put your crosshair on him and lock on again. Once 
you get a lock on, a soft “beep” will play. If you try to lock on while no 
team-mates are in sight, a hard “beep” will play and you will not get a lock 
on. Additionally, if you had locked on someone before that, you will lose 
lock after it. You can’t get lock through wall or at great distances.

Tactics:
Proper use of the Ball Launcher is key to victory in BR. And by “proper use” 
I don’t mean trying to tackle the entire defending team, like they do in 
football, because in football the player usually ends up with half a dozen 
guys lying on his back. Remember, you CANNOT run past the enemies and expect 
to survive.
Another thing NOT to do is shoot the ball high and far, hoping that you or a 
team-mate will pick it up further on, or at least retake it on enemy 
territory. If the enemies are organised, they will pass the ball all the way 
back and even past you. More important than gaining ground is having the 
ball in your team’s possession.
Yet another thing not to do is shoot the ball in hard-to-reach places and 
trying to follow it with the Translocator. It takes a full 5 seconds for it 
to recharge after you shoot the ball and by that time you’re either dead or 
the ball has been stolen. Or both.
What you DO want to do is pass. When you find yourself surrounded by 
enemies, or when you see an open team-mate far ahead, just pass the ball 
(make sure to lock on first to avoid missing). Of course, you need to make 
sure you have a clean shot – there must be no obstacles in the way, such as 
walls, hills, enemies, and the team-mate you’re passing to needs to be open 
(not swarmed by enemies). After that, teleport somewhere far ahead and wait 
for a pass. In that case, make sure YOU are open.
If you need to get to an inaccessible place, just pass to someone who is 
already there. If no-one is there, pass to someone around you, then teleport 
there and wait for a pass. Alternatively, you can ask someone with a charged 
Translocator to go there and then pass to him.
A very good tactic for when you have the ball is to actually draw the enemy 
team towards you. When they start to swarm you, start running back toward 
your base. If the whole enemy team (or at least most of it) follows you, 
that’ll give your team-mates a chance to get behind the enemy team. When you 
see someone like that open, IMMEDIATELY pass. That way, your ball carrier 
will have a clear way in front of him, and the enemies will be forced to 
chase him rather than intercept and ambush him.
If everything else fails, THEN you can do one of the things I said not to 
do. Shoot the ball far ahead or shoot it in a hard to reach place. Since 
you’re already done for, you might as well buy your team some time, rather 
than just drop the ball in your enemy’s hands. It certainly is better than 
trying to run through 10 angry people with Rocket Launchers and Flak 
Cannons.
*update* In case you find yourself alone with the ball, facing a few 
opponents that you feel you can beat with your weapons, there’s something 
else you can do. Simply shoot the ball at one of your enemies. That way 
you’ll regain access to your weapons, and if you do it right, one of the 
enemies will pick up the ball and lose his own weapons for a second. Then 
you can simply blast all the enemies and pick up the ball again. Be careful, 
though, as there are many things that can go wrong. Your enemy could pass 
the ball back to you, or simply, causing you to lose time switching weapons. 
Or he could simply speed towards your base and get too far to be dealt with 
efficiently. Only use this tactic if no other course of action is available. 
(Thanks to Dale)


-- ------------
8. Vehicles & Tactics
-- ------------

UNDER CONSTRUCTION

-- ------------
9. Game Modes
-- ------------

UNDER CONSTRUCTION

-- ------------
10. Some Strategies
-- ------------

UNDER CONSTRUCTION

-- ------------
11. Miscellaneous
-- ------------

UNDER CONSTRUCTION

-- ------------
10. When to contact me
-- ------------

You can reach me at nero_orog@hotmail.com
Drop me a line if you:

1. Have comments, tips or suggestions. I’ll include you in the Credits.
2. Want to inform me of errors or misjudgements I’ve made, show me something 
I’ve missed or want to contribute to the FAQ. I’ll include you in the 
credits with additional thanks.
3. Don’t understand part of the FAQ, or need additional information, or need 
to know things I haven’t yet put in AND you’ve looked carefully. I’ll 
respond as soon as I can, but I don’t have infinite knowledge.
4. Want to tell me how good my FAQ is. I’ll send you a “Thank you” e-mail 
and give you my sincere thanks.
5. Want to tell me how bad my FAQ is, but want to suggest a way to improve 
it. I’ll include you in the credits with additional thanks.
6. Want to use my FAQ or parts of it in you own FAQ, on your website or 
whatever. I’ll allow it, but ask me anyway.
7. Are an admin at GameFAQs and have something to tell me.
8. Believe I should give you credit and I haven’t. I’ll have a look and 
include you if you’re right.

Do NOT drop me a line if you:

1. Want to tell me how bad my FAQ is, but you don’t want to offer any 
constructive way to improve it. Your e-mail will be ignored.
2. Want to tell me how much you dislike me as a person, my beliefs, my 
speech or my relatives. Your e-mail address will be blocked and you’ll 
receive my prefabricated “hate” letter.
3. Want to sell me things, want me to send out a chain letter, or anything 
else of the sort. Your e-mail will be ignored.
4. Want to ask me about information already in the FAQ. Mostly I’ll tell you 
where the thing is in my FAQ, but I just MAY ignore your e-mail.
5. Want to just chat. Your e-mail will be ignored. I already have a life.

Anything else is your call.

-- ------------
10. Credits
-- ------------

Brayden McLean – For pointing out some typos I had made and for confirming 
the Link Gun Secondary Fire Mode pushing vehicles. Also, for giving me a 
great idea as to how to measure vehicle speeds. Thanks a lot!
Michael Healey – For letting me know each pill gives 2 Adrenaline points, 
instead of one and pointing out that I can’t spell “lose”. Thanks a lot!
John Rush – For pointing out a boatload of spelling errors I had made. 
Thanks a lot for your continued support!
Jason Cotton – For additional information about the AVRiL.
Bernd Wolffgramm (from whom I got the e-mail) – For hosting my FAQ on 
http://www.dlh.net
Richard Clarke – For pointing out that the Grenade Launcher is also 
available in AS. Thanks a lot!
Daniel Houseward – For pointing out I had forgotten to include the Ball 
Launcher in the “Weapons” section. I still can’t understand how it slipped 
my mind. Thanks a lot!
Dale – For pointing out an additional tactic for the Ball Launcher.
Epic Games – For making the original Unreal
Digital Extremes – For making the original Unreal Tournament
GT Interactive – For distributing both of the original games.
Digital Extremes – For making Unreal Tournament 2003
Epic – For making Unreal Tournament 2004
Atari – For distributing both of the UT2000+ games.
Me – Nero – for always being there for me.
And a person who did not wish to be credited, but I’ll credit him anyway – 
For being a nice guy.
And, of course, YOU – For reading.

Anyone of the above want his e-mail included or something, drop me a line.


All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

     
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