Unreal Tournament 2003 (Prima's Official Strategy Guide - 2004) PDF

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UNREAL® TOURNAMENT 2003 PRIMA’S OFFICIAL STRATEGY GUIDE


Platform: PC

Exhaustive maps covering every level

Winning game plans for Deathmatch,


Team Deathmatch, Capture the Flag,
Bombing Run, and Double Domination

Killer single-player strategies

Build the ultimate Tournament team,


one body at a time

Comprehensive weapons and items


descriptions with tips and tricks for each

Merciless breakdowns and bios of


every character

All the secrets and cheats your


opponents don’t want
you to have ®

Game configuration tips


that will get the most
out of your PC

DETAILED MAPS!
Unreal ® Tournament 2003 © 2002 Epic Games, Inc.
Raleigh, N.C. USA. Unreal and the Unreal logo are
registered trademarks of Epic Games, Inc. ALL
RIGHTS RESERVED. Unreal Tournament 2003 was
created by Digital Extremes in collaboration with
Epic Games Inc. Manufactured and marketed by
Infogrames, Inc., New York, New York, under license
from Epic Games, Inc. The Atari trademark and logo are
the property of Infogrames. All other trademarks are
the property of their respective owners.

This game has received the


following rating from the ESRB

Bryan Stratton
primagames.com®
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is a
registered trademark of Random House, Inc., registered in the United States. primagames.com®
®

Prima's Official Strategy Guide


Bryan Stratton

Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
(800) 733-3000
www.primagames.com

The Prima Games logo is a registered trademark of Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”,
Random House, Inc., registered in the United States and “T”, “M”, “AO” and “RP” are copyrighted works and certification
other countries. Primagames.com is a registered trademark marks owned by the Entertainment Software Association and the
of Random House, Inc., registered in the United States. Entertainment Software Rating Board and may only be used with
their permission and authority. Under no circumstances may the
© 2001-2004 by Prima Games. All rights reserved. No part of this rating icons be self-applied or used in connection with any product
book may be reproduced or transmitted in any form or by any that has not been rated by the ESRB. For information regarding
means, electronic or mechanical, including photocopying, recording, whether a product has been rated by the ESRB, please call the
or by any information storage or retrieval system without written ESRB at 1-800-771-3772 or visit www.esrb.org. For information
permission from Prima Games. Prima Games is a division of regarding licensing issues, please call the ESA at (212) 223-8936.
Random House, Inc. Please note that ESRB ratings only apply to the content of the game
itself and does NOT apply to the content of this book.
Associate Product Manager: Jill Hinckley
Project Editor: Michelle Trujillo Important:
Editorial Assistant: Matt Sumpter Prima Games has made every effort to determine that the information
Layout & Design: Bryan Neff, Damon Carlson, Jody Seltzer contained in this book is accurate. However, the publisher makes
no warranty, either expressed or implied, as to the accuracy,
Unreal ® Tournament 2003 © 2002-2004 Epic Games, Inc. effectiveness, or completeness of the material in this book; nor does
Raleigh, N.C. USA. Unreal and the Unreal logo are registered the publisher assume liability for damages, either incidental or
trademarks of Epic Games, Inc. ALL RIGHTS RESERVED. consequential, that may result from using the information in this
Unreal Tournament 2003 was created by Digital Extremes book. The publisher cannot provide information regarding game
in collaboration with Epic Games Inc. Manufactured and marketed play, hints and strategies, or problems with hardware or software.
by Infogrames, Inc., New York, New York, under license from Questions should be directed to the support numbers provided by
Epic Games, Inc. The Atari trademark and logo are the property the game and device manufacturers in their documentation. Some
of Infogrames. All other trademarks are the property of their game tricks require precise timing and may require repeated
respective owners. attempts before the desired result is achieved.

All products and characters mentioned in this book are trademarks ISBN: 0-7615-3968-9
Library of Congress Catalog Card Number: 2002106392
of their respective companies.
Contents
Introduction ........................................................................4 Player Settings ........................................................13
Welcome to Network Settings ....................................................13
Unreal Tournament 2003 ..........................................4 Control Settings ......................................................13
Game Types ......................................................................4 IForce Settings ........................................................14
Deathmatch ................................................................4 Weapons ..................................................................14
Team Deathmatch ....................................................5 Game Settings ........................................................14
Capture the Flag ......................................................5 Basic Training: Game Strategies ..........................15
Bombing Run ............................................................5 Keep Moving ............................................................15
Double Domination ..................................................6 Strafe ........................................................................15
Basic Controls ..................................................................6 Side-to-Side Strafing ..........................................15
Movement ..................................................................6 Circle-Strafing ....................................................15
Running ................................................................6 Run Backward ........................................................15
Walking ................................................................7 Steep Climbs ............................................................15
Strafing ................................................................7 Duck and Cover ......................................................15
Jumping ................................................................7 Watch Your Ammo ..................................................16
Dodging ................................................................7 Elevator Jumps ........................................................16
Crouching ..............................................................7 Creative Weapon Use ............................................16
Respawning ..........................................................7 Items and Weapons ....................................................17
Adrenaline Combos ..............................................7 Items................................................................................17
Looking........................................................................8 Adrenaline ................................................................17
With Mouse ..........................................................8 Double Damage ......................................................17
With Keyboard ....................................................8 Ball ............................................................................17
Weapons......................................................................8 Health ......................................................................17
Fire ......................................................................8 Shield Pack ..............................................................17
Alt-Fire ................................................................8 Weapons ..........................................................................18
Equipping Weapons ..............................................8 Assault Rifle ............................................................18
Throw Weapon ....................................................9 Bio-Rifle ..................................................................18
Communication ..........................................................9 Flak Cannon ............................................................18
Say ......................................................................9 Ion Painter (Superweapon) ..................................19
Team-Say ..............................................................9 Lightning Gun..........................................................19
Speech Menu ........................................................9 Link Gun ..................................................................19
Gestures ................................................................9 Minigun ....................................................................20
Spectator ....................................................................9 Redeemer (Superweapon) ....................................20
Toggle Follow-View ..............................................9 Rocket Launcher......................................................20
Switching Characters ............................................9 Shield Gun ................................................................21
Shock Rifle ..............................................................21
Contents

HUD ..........................................................................10
Translocator ............................................................21
Toggle HUD ........................................................10
Grow/Shrink HUD ..............................................10 Characters ..........................................................................22

Toggle Weapon ..................................................10 Juggernauts....................................................................22


Miscellaneous ..........................................................10 Ambrosia ..................................................................22
Pause ................................................................10 Arclite ......................................................................22
Screenshot ..........................................................10 Cannonball ..............................................................22
Console ..............................................................10 Frostbite ..................................................................22
Show Menu ........................................................10 Gorge ........................................................................22
Scores ................................................................10 Reinha ......................................................................23
Main Menu......................................................................11 Rylisa ........................................................................23
Siren ..........................................................................23
Single Player ................................................................11
Online Play ....................................................................11 Mercs ................................................................................23
Blackjack ..................................................................23
Instant Action ..............................................................11
Prism ........................................................................23
Settings ..........................................................................12 Remus ......................................................................23
Video Settings..........................................................12 Romulus ....................................................................24
Detail Settings ........................................................12 Sapphire....................................................................24
Audio Settings ........................................................13

2
Prima’s Official Strategy Guide

Satin ..........................................................................24 Multiplayer and


Torch ..........................................................................24
Instant Actions Games ............................................33
Wraith ......................................................................24
Multiplayer ....................................................................33
Nightmares ....................................................................24 Play On-Line/LAN ..................................................33
Brutalis ....................................................................25
Host Multiplayer Games ........................................34
Domina ....................................................................25
Game & Map ......................................................34
Fate ..........................................................................25
Game Rules ........................................................34
Harlequin ..................................................................25
Mutators ............................................................34
Lilith ..........................................................................25
Server ................................................................35
Mr. Crow ..................................................................25
Bot Config..........................................................35
Ravage ......................................................................25
Instant Action ..............................................................35
Subversa ..................................................................26
Gen Mo'Kai ....................................................................26 Deathmatch and
Damarus....................................................................26 Team Deathmatch Levels ......................................36
Faraleth ....................................................................26 Antalus ..........................................................................36
Komek ......................................................................26 Asbestos ..........................................................................38
Makreth ....................................................................26 Compressed ....................................................................41
Mokara ......................................................................27
Curse3 ..................................................................42
Motig ........................................................................27
Flux II .. ..........................................................................44

Contents
Nebri ........................................................................27
Selig ..........................................................................27 Gael ..................................................................................46
Artificial Life-forms ....................................................27 Inferno ............................................................................47
Cobalt ........................................................................27 Insidious ..........................................................................49
Corrosion ..................................................................28 Leviathan ........................................................................50
Mandible ..................................................................28 Oceanic ............................................................................51
Rapier ......................................................................28 Phobos Moon2 ..............................................................52
Renegade..................................................................28 Plunge .. ..........................................................................56
Syzygy ......................................................................28 Serpentine ......................................................................59
Thorax ......................................................................28 Tokara Forest ................................................................61
Widowmaker ..........................................................28
Training Day ..................................................................63
Egyptian Humans ........................................................29
Asp ..........................................................................29
Capture the Flag Levels ..........................................65
Cleopatra ..................................................................29 Chrome ............................................................................65
Diva ..........................................................................29 Citadel .. ..........................................................................68
Horus ........................................................................29 December ........................................................................71
Hyena ........................................................................29 Face3 ................................................................................75
Memphis....................................................................29 Geothermal ....................................................................79
Roc ..........................................................................29 Lost-Faith ........................................................................81
Scarab ......................................................................29 Maul ..................................................................................84
Boss Characters ............................................................30 Orbital II ........................................................................87
Brock ........................................................................30
Bombing Run Levels ..................................................92
Lauren ......................................................................30
Anubis ..............................................................................92
Malcolm ....................................................................30
Disclosure ........................................................................94
Single-Player Mode ....................................................31 Frostbite ..........................................................................98
Profile ..............................................................................31
Ice Fields ......................................................................101
Qualification ..................................................................31
Skyline ..........................................................................104
Step 1: Tutorial ......................................................31
Step 2: One on One ..............................................31 Slaughterhouse ..........................................................106
Step 3: One on One ..............................................31 Twin Tombs..................................................................109
Step 4: Cutthroat Deathmatch ............................32 Double Domination Levels ................................113
Step 5: Five-Way Deathmatch ............................32 Core ................................................................................113
Step 6: Draft Your Team, Outrigger ......................................................................115
Then Defeat Them..................................................32 Scorched Earth ..........................................................118
Drafting Your Team ............................................32
Sepukku Gorge ..........................................................120
Ladder ......................................................................32
Sun Temple ..................................................................123
Roster ........................................................................32

primagames.com 3
Introduction
Welcome to Unreal Tournament 2003
The rush of adrenaline. The roar of the crowd. The hail of bullets. The ultimate team
sport has arrived, and its name is Unreal Tournament 2003. There are only two types of
players: the quick and the dead. Leave your sportsmanship in the locker room,
because there's only one rule in Unreal Tournament 2003: Survive, any way you can.
This game is not for the faint of heart or the slow of wrist. Expect to suffer a
thousand messy deaths before you master the fine art of reducing your opponents to
hamburger. Fortunately, you have an edge, even if you're a rank amateur. This guide
tells you everything about Unreal Tournament 2003, from configuring your keyboard to
defying gravity with the Link Gun.
This first section covers the game basics. It explains the controls, gives an overview
of the game modes, and shows you how to customize the game for the best performance on your PC. You learn what
techniques you must master if you don't want to wind up as manure for the farm team.
Other sections provide detailed coverage on all the weapons as well as the brutal foes you battle. You’re able to read
about the ultimate playbook strategies for every match type. You also get maps of every level in the game—with all
weapons, items, and strategic locations labeled.
But don't get cocky, rookie. You have a long way to becoming the point leader. Strap on that body armor, shine that
Assault Rifle, and get into that arena. The crowd goes crazy for new meat…

Game Types Deathmatch


Deathmatch games are
every-creature-for-
themselves free-for-alls in
There are five different game types in UT2003. which the goal is to rack up
• Deathmatch: Multiplayer free-for-all, where the player as many kills as possible in
with the most kills wins. the time limit. Each time
you manage to kill an
• Team Deathmatch: Identical to Deathmatch, except
opponent, you earn a point.
you're on a team. The first team to rack up the specified
Each time you accidentally
number of kills wins.
Introduction

kill yourself (by shooting a


• Capture the Flag: Your team must steal your rocket at the wall directly
opponents' flag from their base and bring it back to your in front of you, for
own headquarters. The first team to instance), you lose a point.
successfully complete a certain number
There are two ways to
of captures wins.
win a Deathmatch game:
• Bombing Run: Essentially the be the first player to earn
opposite of Capture the Flag, your the number of points
goal is to carry a bomb from the specified in the Score Limit
middle of the level into your on the Round Settings
opponents' base. Picture football Menu, or be the player with
with no downs and plenty of the highest number points
explosions, and you've got the idea. when the time limit expires.
• Double Domination: Your team You need to work quickly to
must occupy both of the two team win. Hiding in corners will
bases for 10 consecutive seconds keep you from getting
to score a point. Whichever killed, but it also keeps you
team has racked up more from earning points; you
double-occupations by the may win the battle, but
end of the time limit is the you'll lose the war. The
winner. timid don't walk away with any prizes in Deathmatch games.

4
Prima’s Official Strategy Guide

To win Capture the Flag


Team Deathmatch games, you need to work
Team Deathmatch is as a team. Make sure
identical to regular you've always got at least
Deathmatch, except for one player guarding your
the fact that you play as a base so that they can kill
member of one of two any opponent who tries to
teams, and the first team take your flag. When
to reach the score limit making a run for the
with all members' opponent's flag, send at
combined scores is the least two players in for it. That way, they can cover each
winner. Unless you have other, and when one grabs the flag, the other can hold off
enabled the Friendly Fire opposing players. If you are playing on a level that has some
option under Game high ground, send a player up there with a Lightning Gun to
Settings, you cannot injure snipe at any opponent who is stupid enough to run across
your teammates. open ground in their quest to grab your flag.
Traveling in packs is a If the opposing team grabs your flag, you should
good strategy to use immediately hunt down the flag carrier to retrieve it. You
during Team Deathmatch should also send a player or two directly over to the enemy
games, since it's much base to grab their flag, since your opponents can't score if

Introduction
easier to kill an opponent they're not in possession of their own flag.
when you can pin them
The team that reaches the score limit first is the winner. If
down with crossfire.
the time limit expires before the score limit is reached, the
However, sticking too
team with the higher score wins. If both teams are tied, you
close to your teammates
go into sudden death overtime, in which the first team to
leaves you all vulnerable
score wins.
to rocket and other splash
damage attacks, making it
easier for the opposing Bombing Run
team to rack up several Bombing Run is like profes-
kills with very few shots. sional football with heavy
artillery. The goal is to pick
Capture the Flag up the yellow Ball located
somewhere in the level,
Capture the Flag is a
carry it into the enemy's
classic team-versus-team
base, and either run or fire
game mode in which each
the Ball through their goal.
team has a base at one
You score three points for
end of the level. In each
firing the Ball through the
base is a colored flag that
enemy goal and seven
represents the team's
points for running it in.
color. The goal is to run
into the enemy base, pick When you pick up the
up their flag by running Ball, you automatically equip
over it, and bring it back to the Ball Launcher (which
your own flag in your base. appears only during
Your team scores one Bombing Run games), and
point for each time you you cannot switch to any
successfully capture the other weapon while
opposing team's flag, but carrying the Ball. While
you can only score if your carrying the Ball, your
own team's flag is in your Health regenerates at a rate
base when you return the of approximately 3 points
enemy flag. per second, enough to allow
you to withstand moderate
If you are killed while carrying a flag, the flag remains on
fire, but not enough to save
the level where you were killed. To recover your team's flag,
you from a rocket or a blast
you need to kill the opposing player who is carrying it and
from the Lightning Gun.
then run over the flag to instantly return it to your base.

primagames.com 5
When facing heavy opposition, you can pass the Ball to a your heels into the area around a base and destroy any
teammate by firing it in their direction. It doesn't hurt to enemy who tries to take it from you.
have a teammate lurking around the enemy goal and ready As in any other team-based game mode, the first team to
to receive passes, but you also need to protect your own reach the score limit wins. If the time limit expires, the team
goal, as well as maintain a good mid-field presence so you with the most points wins. If both teams are tied at the end
can get the Ball in the first place. of the time limit, the next team to score is the winner.
If a player is killed while carrying the Ball, the Ball remains
in the spot in which the player was killed. It can then be
picked up by any other player. If the Ball is dropped or fired
off of the level (down a pit, for instance), the Ball reappears
Basic Controls
in its original location, which is generally around the middle
of the level. The first rule of Unreal Tournament 2003 is know your
When your team has the Ball, move all of your players controls. You can't win in the arena if you can't tell your Fire
down the field so they can pick off enemy players and clear button from your Jump button. The game has a default
a path for the Ball carrier (or receive a pass from the carrier). control scheme, but you should customize your control
When the opposing team has the Ball, fall back to your own setup to your style of play. The game has over three dozen
goal, since you know that's where the Ball carrier needs to control commands, so coming up with a setup that works
head next. for you is essential.
As with Capture the Flag games, the first team to reach There's no right or wrong way to set up your controls. Try
the score limit wins. If the time limit expires before the a few layouts to see what works best. To customize your
score limit is reached, the team with more points wins. If control scheme or view the default commands, see the
both teams are tied at the end of the time limit, the first "Controls" section under "Settings."
team to score in sudden death overtime wins.

NOTE
Double Domination
Like Capture the Flag and This guide uses generic terms for actions—
Bombing Run matches,
such as fire, alt-fire, and jump—instead of
Double Domination
matches place two teams giving you the default button for the action
of Tournament players on a and expecting you to translate that into your
level with two bases. At own control setup.
the center of each base is
a trigger that is colored
either red or blue
depending upon which Movement
Introduction

team has possession of A wise man once said, "If a man can't move, he can't fight."
the base. To change the It’s a good adage for Unreal Tournament 2003. A Tournament
base to your team's competitor must keep moving to survive. Master the art of
possession, simply run moving quickly and efficiently, and you're on your way to
over this trigger. The goal stardom.
is to hold both bases for
ten consecutive seconds, Running
which scores a point for By default, your
your team. character always runs
In Double Domination when moving. This is not
games, your team needs to the sort of game that
play offense and defense rewards sauntering. Run
simultaneously at all times. forward or backward
It helps if you split your with the Move
team into two halves, with Forward/Move Backward
each one taking responsi- buttons. You run in the
bility for one base. Don't direction you’re facing.
waste time running back The up and down arrow
and forth across the keys are good choices
level—the bases are the for the Running buttons.
only areas that matter. Dig

6
Prima’s Official Strategy Guide

Walking much more quickly when you dodge. To wall dodge, jump
against a wall and double-tap the Strafe button that propels
Running is the best way
you away from the wall.
to stay one step ahead
of your opponents, but Crouching
there are times when a
little precision is called One of the most
for. Use the Walk button underused actions in
in conjunction with the Unreal Tournament 2003
Move Forward and Move is the crouch—
Backward buttons to invaluable when you are
move carefully around camped out with a
narrow ledges and Lightning Gun and
similar areas, where it's better to be safe than speedy. You looking to snipe a few
cannot fall off ledges while walking unless you release the careless enemies. Stand
Walk button and start to run. behind a short obstacle,
then press and hold the
Strafing crouch button to duck behind it for cover. Release the
button to pop back up and pop someone in the head. You
Strafing—moving to the
can move forward and backward—slowly—while holding the
right or left while facing
crouch button.
forward—is what

Introduction
separates pros from Respawning
rookies. Use the Strafe
Right/Strafe Left buttons When an opponent
to move from side to side pummels the health out
while battling opponents of you, you die.
or when rounding Fortunately, death is
corners. This keeps you temporary in this game.
targeted on your foes and allows you to dodge your enemies' Hit the Fire button to
attacks. Remember, a moving target is harder to hit. Many reappear immediately
players map the Strafe Right/Strafe Left commands to the right (respawn) elsewhere in
and left arrow keys. the level with full health.
Unfortunately, you do
Jumping lose all the weapons and ammunition you acquired in your
previous life.
The Jump button causes
your character to hop Adrenaline Combos
into the air. If you're
moving, you jump
horizontally as well as
vertically. Use the Jump
button to leap over small
obstacles; time your
jump so you don't run
into the obstacle and
lose your forward
momentum. Jumping repeatedly also propels you up slopes,
and jumping while running from enemies makes it harder for
them to hit you. To double jump, hit the jump button at the
apex of your jump. As you kill opponents, capture flags, pick
up Adrenaline capsules, and generally
Dodging play well, the Adrenaline Meter fills up.
When it is full, the adrenaline pill in the
Press the strafe right/left
top right of the HUD blinks. This
keys twice to cause your
means you can perform an
character to jump to the
Adrenaline Combo. See the table for
side and dodge incoming
more information on how to
fire. Dodging enemy fire
perform Adrenaline Combos.
is even better than
trying to strafe around it,
because you move

primagames.com 7
Adrenaline Combos
Button(s) Combo Name Effect
Move forward (x4) Speed A short burst of speed that helps you catch up to or run away
from enemies
Right, right, left, left Invisibility Makes your character temporarily invisible, though not invulnerable
(quickly dodge right then left)
Move back (x4) Booster (Defense) Your character regenerates Health for a short period of time
Move forward (x2), Berserk Allows your character to shoot more quickly
move back (x2)
Once you activate an Adrenaline Combo, your Adrenaline starts counting down from 100. At zero, the Adrenaline
Combo wears off. Picking up Adrenaline capsules and killing opponents increases your Adrenaline and extends the duration
of the combo.

Looking Weapons
Getting a good view of Having the right weapon is important in Unreal Tournament
the arena is highly 2003; being able to equip it instantly for any situation is
important. Use the equally so. See "Items and Weapons" for information on
mouse (recommended) each weapon in the game.
or the keyboard to
control your view. Get Fire
used to looking around Most players assign the
you as you move. If you left mouse button as the
only look straight ahead, Fire button, with good
expect constant reason: This is one of
ambushes from behind the most-used buttons
and from either side. in Unreal Tournament
2003. Clicking it fires
With Mouse your equipped weapon's
Using the mouse is the quickest, easiest, and most intuitive primary attack. Many
way to get a good view of the area. Adjust the sensitivity of weapons fire contin-
the mouse so that a slight nudge rotates your view 90 uously if you hold the
degrees, or tone it down so that you have to move the button down. See the individual weapon descriptions for
Introduction

mouse a foot to achieve the same result. details on each weapon's primary Fire mode.
Unless you have enabled the Invert
Mouse Y setting (see "Input Alt-Fire
Settings"), you look in the Many weapons have a
direction you move the mouse. secondary (or alternate)
Fire mode. See each
With Keyboard weapon's description in
You have the option of the next chapter to learn
controlling your view their alt-fire commands.
with the keyboard as The right mouse button
well—configure the is a natural choice for
look up, down, right, the alt-fire function.
and left keys in the
Looking submenu Equipping Weapons
of Every weapon you pick up is available in your weapon
the Control inventory as long as you have ammunition for it. You can
Settings menu. equip only one weapon at a time. Use the Next
Warning: the Weapon/Previous Weapon buttons to cycle through them in
four directions allowed by the the order of preference you determined in the Weapons—
keyboard can't match the 360 Priorities submenu of the Control Settings menu. If you have
degrees offered by the mouse. a mouse with a wheel between the right and left buttons,

8
Prima’s Official Strategy Guide

consider switching Speech Menu


between weapons by
The Speech menu key brings up a list of phrases your
using the wheel up and
character can say to your teammates anywhere. You can
wheel down commands.
warn off a teammate who's mistaken you for a member of
You can also hit the the opposing team, taunt a fallen adversary, and much more.
Best Weapon button to
bring up your favorite Gestures
tool of destruction, as Want to silently send a message to nearby teammates? Use
determined in the a gesture rather than talking. It only requires one keystroke,
Priorities submenu. and it doesn't require your teammates to read a line of text
Finally, you can assign and take their eyes off the action. The gestures you have
each weapon a number key in the Weapons—Bindings available are Throat Cut, Ass Smack, Halt, and Cheer.
submenu of the Control Settings menu. Pressing that
number key during the game instantly equips your character
with that weapon. Spectator
Throw Weapon Playing Unreal
Tournament 2003 in
Throwing your weapon Spectator mode allows
at an enemy is a you to watch the action

Introduction
desperate strategy, but without taking part in
that's what the Throw it. It's a good way for
Weapon button is for. new players to watch
When you run out of the pros at work and
ammo for a weapon, pick up some new and
throw the weapon in the nasty ideas.
enemies' path, using it
as bait to pick them off.
In cooperative multi-
player games, you can toss a weapon on the ground so that Toggle Follow-View
a buddy can pick it up and wreak havoc.

Communication The Toggle Camera


In a team-based game button switches your
such as Unreal camera view from first
Tournament 2003, person to third person.
communication with
your teammates is
essential. If you're
playing a LAN game, your
teammates might be in
the same room. In Switching Characters
Internet games, you must You can switch between
use the game's built-in different characters'
communication features. perspectives with the
follow next and previous
Say perspective buttons. This
The Say button brings up a prompt at the bottom of the jumps you from one
screen. Type in a message and press Enter to send that character's viewpoint to
message to every player in the game. the next character's
viewpoint, letting you
Team-Say see the game through
The team-say feature works the same way as the say the eyes of all your
feature, but the message goes only to your teammates. This competitors so you can analyze their play styles. Newbies
is the best way to send out quick strategy notes to your might want to find a character who is pulling off impressive
teammates without having to worry about your opponents moves, jump into that character's perspective, and watch
intercepting them. the action through that character's eyes.

primagames.com 9
HUD Miscellaneous
These commands can't be neatly categorized, but they're
important to know.
The heads-up display
(HUD) is a screen overlay Pause
with relevant infor-
mation about your The Pause button freezes the action. It's handy when nature
character (health, ammo calls or your wrist has cramped after 12 hours of play. Press
levels, and Adrenaline) it again to resume play. This only works in single player..
and your performance in
the game.
Screenshot
The Screenshot button takes a snapshot of the screen and
saves it in the Unreal Tournament 2003 system/ folder on
Toggle HUD your computer. You can capture images of frantic battles
and mess around with them. Set up a shot of you zapping
By default, HUD is visible. To turn it off, press the Toggle HUD your buddy with a Lightning Gun and send it to Mom. She'll
button. Press the button again to make the HUD visible. be so proud.
Grow/Shrink HUD Console
If you have a lot of information on your HUD, use the Shrink You can set the Console button to another “Button” via INI
HUD button to keep it from taking up too much screen editing.
space. Press the Grow HUD button to return it to its original
size. Show Menu
Toggle Weapon The Show menu button brings up an in-game menu that
allows you to continue or forfeit the game, switch teams in
mid-game, or bring up the Settings
menu.

Scores
The scoreboard button
brings up the scores list
that appears automat-
ically after you get
killed. It lets you check
your progress without
Introduction

By default, your weapon having


appears onscreen to eat a rocket.
from a first-person
perspective. To hide the
weapon and clear more
screen space, press the
Toggle Weapon button.
Press it again to make
the weapon reappear. This
does not affect your
weapon or its accuracy,
because the crosshairs still
appear in
the center of the screen.

10
Prima’s Official Strategy Guide

Main Menu Online Play

When you first start Choosing Play On-


Unreal Tournament 2003, Line/LAN from the Main
you are taken to the Menu takes you to the
main menu, from which Server Browser Menu,
you can choose your where you can look for
game mode, adjust game online UT2003 games in
settings, or exit the progress and join any
game. The Main menu one that has room for an
has six options: additional player. You
can play a quick round
of Deathmatch/Team
• Single Player: Begin a single-player game with Bots as Deathmatch, Capture the Flag, Bombing Run, or Double
allies against computer-controlled opponents. Domination with up to 32 human players. The Server
• Play On-Line/LAN: Join an existing Deathmatch, CTF, Browser Menu gives you all sorts of important info on the
Bombing Run, or Double Domination game. See "Online game you'll be joining, so be sure to read it carefully.

Introduction
Play," below. If you want total control over your online play experience,
• Host Multiplayer Game: Start a multiplayer UT2003 choose Host Multiplayer Game from the Main Menu. The
game and invite other online gamers to join in. See Multiplayer Host Menu allows you to determine which type
"Online Play”. of game you want to host, which maps you want to play on,
• Instant Action: Jump right into a Deathmatch, play a various unique rules and mutators for the game, and many
quick round of Capture the Flag, or fire up one of more options.
several other quick games. For more information on the Play On-Line/LAN and Host
• Settings: Configure controls, audio and video settings, Multiplayer Game options, see “Multiplayer and Instant
and network options. Action Games.”

Instant Action
Single-Player

Single-Player mode in The Instant Action game


Unreal Tournament 2003 mode allows you to
puts you in charge of a jump straight into a
team of Bots with one single-player UT2003
mission: to utterly defeat game, without all the
and humiliate every mess and fuss of setting
other team in Capture up a team. It is essen-
the Flag, Double tially the single-player
Domination, Team version of Play On-
Deathmatch, and Line/LAN. Multiplayer
Bombing Run matches. games require a LAN or Internet connection. Instant Action
As you complete matches, your team rises or falls in the mode offers five games: Deathmatch, Team Deathmatch,
Tournament rankings depending on your performance. Capture the Flag, Bombing Run, and Double Domination.

Success in these game modes depends not only on your There are no rankings in Instant Action mode—it's all
own running and gunning skills, but also on your ability to about quick matches, furious action, and reducing Bots to
put together a solid team. Between matches, you have the bite-sized chunks. For more information on Instant Action
option of hiring and firing team members or reassigning modes, refer to "Multiplayer and Instant Action Games."
them to different positions. For more information on single-
player mode, refer to "Single-Player Mode."

primagames.com 11
Settings Detail Settings
The Detail Settings Menu
allows you to customize
details of the way the
Clicking on Settings in the Main menu takes you to the game is rendered as you
Settings menu, which allows you to configure game controls, play. Note that the more
video and audio settings, and network options. Click the tabs detail you ask the
at the top of the screen to access different sets of options. computer to render, the
more processing power
Video Settings you will require. If you
have an older PC or
graphics card, you
should keep the detail levels lower to prevent choppiness.
The different detail settings you can customize are:
The Video Settings Menu • World Detail (Low-Ultra High): Sets the level of detail in
allows you to customize the game environments; higher settings make for better
the following video looking levels but eat up more system resources.
options:
• Character Detail (Low-Ultra High): Sets the level of
detail for characters; higher settings make for better
looking characters but eat up more system resources.
• High Detail Actors: If checked, the game renders
• Resolution (320x240- more realistic character models but requires more
1600x1200): Sets the processing power.
screen resolution. • Character Shadows: Toggles characters' shadows on or
Higher values display off; turning this on requires more processing power.
more of the game on- • Dynamic Lighting: Toggles lighting effects on or off,
screen by zooming such as reflected light from explosions; turning this on
the camera out, but requires more processing power.
these resolutions
require more powerful • Decals: A "decal" is any change in the environment
graphics cards and caused by a weapon (for instance, scorch marks on a
processors. wall hit by a rocket). Turning this off eliminates these
decals, but it also improves the speed of the game.
• Full Screen: When checked, the
game takes up the entire • Cubemaps: This feature toggles dynamic reflections
Introduction

screen; when unchecked, it is from water or polished metal surfaces on or off. Turning
displayed inside of a window. it off improves the speed of the game.
• Color Depth (16-Bit or 32-Bit): • Coronas: Turns coronas (lens flares) on or off. Enabling
Determines the range of color coronas requires slightly more system resources.
available to the game; 32-Bit • Detail Textures: If enabled, a new high-detail texture
color is more vivid. appears on a surface when you stand very close to it;
• Gamma (0.5-2.5): Adjusts the the detail textures option increases the level of detail in
gamma level of the game (higher the level, but it is also a drain on processing power.
gamma means a brighter screen). • Decal Stay (Never-Extended): Determines how long
• Brightness (0.0-1.0): Adjusts the details remain in the level.
brightness level of the game. • Physics Detail (Low-High): Higher physics details make
• Contrast (0.0-1.0): Adjusts the for more realistic character responses; for instance,
contrast level of the game. setting this to High means that a character's death
animation will change depending upon where they were
killed, how they were killed, etc. It has no real effect on
gameplay, but it does require additional system
resources.

12
Prima’s Official Strategy Guide

• Weapon Hand: Turn the weapon model on or off.


Audio Settings
Network Settings
Use the Network Settings
Menu to determine the
The Audio Settings Menu type of internet or
allows you to customize network connection you
the following audio plan to use for multi-
options: player games. Your
options for Connection
Type are: Modem, ISDN,
Cable/ADSL, or LAN/T1.
Choose the one that
• Music Volume (0-10): The higher the value, the louder most closely represents
the background music; a value of 0 mutes the your network connection.
background music. This is also where you can choose the Track Stats option
• Effects Volume (0-10): The higher the value, the louder to record your progress in online UT2003. Enter a unique
the sound effects; a value of 0 mutes the sound effects. username and your personal worldwide UT2003 stats
• Voice Volume (0-10): The higher the value, the louder tracking. Look up your current stats and ranking at

Introduction
the in-game voices; a value of 0 mutes the voices. http://ut2003stats.epicgames.com.

• Audio Mode (Normal, 5.1 + EAX, Safe): Switches the


audio settings between normal stereo speakers, 5.1 + Control Settings
EAX sound, or a safe mode (if the other settings cause
The Control Settings
system conflicts in the game).
submenu allows you to
• Reverse Stereo: Reverses the left and right stereo customize your controls.
speakers; very handy if you set up your speakers Two key bindings are
backwards! shown in the menu.
• Message Beep: When checked, you will hear a beep Don't use the same key
when a new message appears. or button for two
different controls. The
• Auto-Taunt: Automatically handles your taunting for you
Backspace button clears
when you kill or are killed.
a key-binding field.
• Mature Taunts: Enables or disables potty-mouth trash
talking.
To assign a control to a key or button, click the Key 1
• Play Voices (None-All): Determines how many in-game (primary) or Key 2 (secondary) field to the right of the name
voices are played through the speakers; your options of the control. Press the key or button you wish to map the
are None, Some, Most, and All. control to, and that key or button will be assigned to that
control. The different categories of game controls are:
Player Settings • Movement: Move forward and backward, strafe left and
This submenu is where right, jump, walk, crouch, and strafe toggle (face forward
you pick your preferred while moving without using a strafe key).
character. Cycle through • Looking: Turn left and right, look up and down, and
the portraits by clicking center your view.
on the arrows to the right
• Weapons: Fire, alt-fire, throw weapon, best weapon,
and left of the thumbnails
and next and previous weapons commands
below the large character
portrait on the left side of • Weapons Selection: Assigning a number key or other
the screen. After that, key to a weapon in this menu lets you instantly equip
you can modify the that weapon by pressing the corresponding number key
following options: on your keyboard, avoiding the need to cycle through
your weapon inventory.
• Name: Enter a name for your character, or use the
default name. • Communication: Say, team-say, speech menu,
and gestures.
• Preferred Team: Choose which team your character
plays on by default (red or blue).

primagames.com 13
• Spectator: Toggle follow view, next and previous • Screen Flashes: When your character is hit or fires a
characters to follow. weapon, the screen flashes briefly; turn this off if you
• HUD: Toggle HUD on or off, grow or shrink HUD, toggle are sensitive to this effect.
weapon visibility on or off. • Weapon Bob: When turned on, your character's weapon
bobs slightly when they run; it does not affect your
• Miscellaneous: Pause, screenshot, show menu, show
accuracy or the speed of the game.
scoreboard.
• Reduce Gore: When turned on, this reduces the level of
gore in the game; recommended for the young and
IForce Settings squeamish.
• Dodging: Turns dodging (double-tap of a strafe button)
on or off. Turn this off if you wind up dodging when
you're trying to strafe, for instance.
Configure your IForce • Auto Aim: Toggles assisted targeting on or off. Novices
mouse to provide force should keep this on until they get the hang of the game.
feedback under the This only functions in Single Player and Instant Action.
following situations with
• Hide HUD: Hides HUD, if checked.
this submenu:
• Crosshair: Choose the style crosshair you want to use,
or choose to have none at all.

• Weapon Effects: When you fire your weapon. Configuring for


• Pickup Effects: When you pick up an item. Optimal Performance
• Damage Effects: When you suffer damage. Every PC has different hardware, which means that
• GUI Effects: When you make a menu selection. Unreal Tournament 2003 runs differently on
different computers. The three main factors that
Weapons determine how quickly a computer can process
game information are the speed of the computer's
This submenu has all of processor, the computer's RAM, and the power of
the UT2003 weapons
the graphics card.
arranged in a list, with the
top of the list being the If you have an older or less powerful computer,
most preferred weapons and you turn on all of the high-quality graphics
and the bottom the least options, the game's frame rate drops. The image is
preferred. Highlight a choppy and controls are less responsive. To get the
weapon by clicking on it, best performance from the game, set the following
Introduction

and click the Up or Down settings to their maximum setting and test the
buttons to change its game. If it's too choppy, go back to your Settings
position on the list. menu and turn them down (or off) one at a time,
A weapon's rank determines if you will automatically testing again after each modification. Keep fine-
switch to it if you pick it up. For instance, if you have the tuning until you find a balance between level of
Flak Cannon listed higher than the Shock Rifle, you will detail and smoothness of play. If you have an
automatically switch to the Flak Cannon if you pick it up especially low-end system, try turning the settings
while holding the Shock Rife (or any other weapon listed to their lowest levels (or off altogether) and turning
below the Flak Cannon). This also determines which weapon them up (or on) one at a time.
you will equip if you hit the best weapon key.
Video Settings • Dynamic Lighting
Game Settings • Resolution • Decals (and Decal Stay)
• Color Depth • Cubemaps
• Coronas
Detail Settings
• Detail Textures
This submenu is a catch- • World Detail
• Physics Detail
all for game options that • Character Detail
don't fit neatly into any Audio Settings
• High Detail Actors
other category:
• Character Shadows • Play Voices

14
Prima’s Official Strategy Guide

Use the Move Forward/Move Backward buttons to keep a


Basic Training: fair amount of distance between you and the enemy, and
vary the direction of your circle-strafe occasionally to keep
Game Strategies your opponent from predicting your movements. This allows
you to inflict maximum damage on your opponent while
staying mobile enough to be a difficult target.
The basic premise of Unreal Tournament 2003 is simple: Run The key to picking off an enemy using circle-strafing
around and shoot everyone who isn't on your side while against you is to put some distance between you and the
trying to keep from getting killed yourself. That's easier said enemy and aim carefully.
than done. Learn the basic game strategies and practice,
practice, practice. Knowing how to perform these maneuvers
is one thing; actually pulling them off is another. Run Backward
If an opponent attacks
Keep Moving you with a weapon
designed for close-range
When you first start use, such as the Minigun
playing Unreal or the Flak Cannon, use
Tournament 2003, the the Move Backward
game seems very fast button to run backward
and overwhelming. Don't and keep your

Introduction
be tempted to stand still crosshairs trained on
and try to carefully set your foe. While running
up shots. Whenever backward, use a more
possible, remain in precise weapon, like the Lightning Gun or Shock Rifle, to pick
motion. This is the best them off. This technique is best used in areas without pits or
way to pick up as many gaps. It's easy to backpedal right off the arena and fall to
weapons and as much ammunition as you can. It's also the your doom.
only way to avoid enemy fire.

Strafe Steep Climbs


Some inclined surfaces
It can't be stressed are too steep to run up.
enough: Strafing is the You can scale some of
key to victory. Avoid them by pressing the
simply running forward Jump button repeatedly
and backward—strafe to as you run up the
the sides so you can incline. Don't stop
keep your crosshairs jumping before reaching
pointed on an enemy the top, or you will slide
and blow them away as back down.
you dodge their fire.
Strafe around blind
corners so your weapon is pointed in the right direction
when you come around the corner.
Duck and Cover
If you have the Lightning
Side-to-Side Strafing Gun and plan to do
Strafing from side to side is an effective basic strategy. Vary some camping, pick a
the length of time you move in each direction so that your location that has a short,
moves don't become predictable. Your first priority is to solid obstacle between
dodge any incoming fire. Your second priority is to keep the you and your target. Fire
crosshairs trained on your enemies and blast them into a shot or two from the
oblivion. When you can do both, you're becoming a true Lightning Gun, then duck
Unreal Tournament 2003 player. behind the obstacle. Very
few weapons don't fire
Circle-Strafing in a straight line, so keep
Circle-strafing is an advanced technique, but players who a solid barrier between you and the enemies.
master it have a huge advantage over players who haven't.
Using the Strafe Right/Strafe Left buttons, strafe in a circle
around enemies, keeping your crosshairs trained on them.

primagames.com 15
Watch Your Ammo camping: Hiding in a secluded location with a long-range
When the action gets weapon, remaining still and picking off enemies from a
fast and furious, it's easy distance.
to hold down the Fire console: A command prompt from which you can enter
button without thinking cheat codes or other command information to change
aspects of the game.
and waste all your
ammunition. Pick your frame rate: A measure of the smoothness of the game,
measured in frames per second (FPS). A high frame rate
shots carefully, fire in
means the game is running smoothly, with little
bursts, and switch to a choppiness. This requires more processing power.
new weapon when your
gib: A kill, used in reference to one-shot kills.
ammo count gets low.
HUD: Heads-up display; the in-game information about
your character that is displayed along the sides and
When all your weapons start running low on ammunition, corners of the screen.
go on an ammo hunt. You won't last long if you're caught
LAN: Local area network, a direct cable connection
with only a Shield Gun in your weapon inventory. If you keep between two or more computers.
moving through the level, and you have an idea where all
newbie: A new player; a rookie.
the ammo pickups are, you should have no trouble picking
up all the ammo you need. resolution: The amount of game information displayed
on your screen. Higher resolutions show more of the
game on the screen and require more processing power.
Elevator Jumps respawn: The reappearance of a weapon, item, or
Many of the levels in character.
Unreal Tournament 2003 spectator: A player who is observing the action in a
have elevator platforms. match but is not involved in the match itself.
If you step onto an strafe: Moving from side to side while facing forward.
elevator, it rises or system resources: The ability of your computer to
lowers to another floor. process all of the technical aspects of the game; generally
Get on a rising elevator determined by your processor speed, your graphics card,
and press the Jump and the amount of RAM you have.
button just as you reach toggle: Turning a feature on and off with the same
the top to perform an button, like a light switch.
elevator jump. This
propels you much
farther into the air than a normal jump, allowing you to
reach difficult-to-access areas.
Cheats!
Creative Weapon Use Enter these commands (in bold) at the command prompt
Introduction

Not only do most of the to cheat your way to glory! These cheats do not work in
weapons have Alt-Fire Multiplayer mode:
modes, some of them behindview 0: Return camera to first-person
can be used in very perspective.
unconventional ways. For behindview 1: Switch the camera to third-person
example, if you point the perspective.
Shield Gun straight down fly: Allows you to move anywhere in the arena except
and fire its primary through solid objects. Does not make you bulletproof!
Weapon mode, you can
freecamera 1: You control the camera.
propel yourself into the
ghost: Allows you to move anywhere in the arena,
air. Refer to "Items and
including through solid objects.
Weapons" for more infor-
mation on each weapon's unconventional applications. god: You cannot be hurt except with falling damage. You
can still die if you fall off a level or into lava, spinning
blades, or any other "instant kill" environmental object.
Unreal Tournament 2003 loaded: All weapons, full ammo.
playersonly: All characters freeze except human-
Glossary controlled characters.
alt-fire: A weapon's secondary fire function (the plasma slomo (enter numerical value 0.1–1+): Gameplay
moves in slow motion.
shaft on the Link Gun, for example).
walk: Undoes fly and ghost.
Bot: A computer-controlled player.

16
Prima’s Official Strategy Guide

Items and Weapons


Items
Items appear in every level. Run over them to pick them up.

Ball
Adrenaline The Ball appears only in Bombing Run matches. Each
level has only one Ball, surrounded by a glowing
yellow field. When you pick up the Ball, you automat-
ically equip the Ball Launcher and cannot switch to
any other weapon. While you carry the Ball, your
health regenerates up to 100 percent. A glowing field
of the same color as their team surrounds any
character carrying the Ball.
When you reach your opponent's goal, press the
Fire button to throw the Ball through the goal ring and
earn three points for your side. You can also run directly through the goal ring while
carrying the Ball, giving your team seven points.

Items and Weapons


Orange and white Adrenaline
capsules are scattered around
most levels. Picking them up Health
adds a small amount of
Adrenaline to your Adrenaline
Meter. When your Adrenaline
Meter hits 100, the pill starts
blinking, and you can perform
Adrenaline Combos (see the
Introduction for more infor-
mation on Adrenaline Combos).

Health Vial +5 Health Pack +25 Big Keg o' Health +100
Double Damage There are three varieties of Health pick-ups, all of which restore some of your health. Cross-
shaped Health Packs +25 restore your health, but they do not raise it above 100 points.
Health Vials +5 look like blue test tubes. They restore five health points. They can raise
your Health Meter above 100 points, to a maximum of 199 points.
Big Kegs o' Health +100 look like, well, big kegs. Picking up one of these instantly
restores 100 points of Health. Like Health Vials +5, they raise your Health up to the 199-
point maximum.

Shield Pack
The yellow Shield
Double Damage modifiers are Packs give you shields,
purple icons that spin slowly as which act as a second
they float above the ground. A Health Bar. When you
Double Damage modifier briefly have shields, any
doubles your weapons' power. damage you suffer is
Double Damage is best used first subtracted from
with weapons that have a fast your shields. You lose
rate of fire (such as the Minigun health only after your
or Assault Rifle) or weapons that Shield Pack +50 Shield Pack +100 shields are fully
do splash damage (such as the depleted. Shield Packs come in +50 and +100 denominations, and you can have a
Rocket Launcher). A character’s maximum of 150 shield points at any time.
weapon powered up with
Double Damage glows purple.

primagames.com 17
Flak Cannon
Weapons
Initial Ammo:
15
Max Ammo:
50
Ammo Type:
Assault Rifle Flak shells
Rate of Fire:
Slow
Initial Ammo: Range:
50 bullets, 4 grenades Long, with decreasing
Max Ammo: accuracy past point-
100 bullets, 8 grenades The Flak Cannon has a slow rate of blank range
Ammo Type: fire, but its power makes up for its Damage:
Rifle rounds lack of speed. Its primary Fire mode Very high at close
Rate of Fire: shoots chunks of flak (shrapnel) that range, moderate at a
Fast distance, some splash
tear through your opponents and damage from ricochets
Range: ricochet off walls. Its Alt-Fire mode
Long (bullets), short
(grenades) lobs a Flak Grenade that explodes
The Assault Rifle is your default Damage:
on impact, shredding any nearby players with the same devas-
weapon. You begin every match with Moderate (bullets), tating shrapnel.
it in your weapon inventory. It is one high (grenades) The Flak Cannon works best at close range, where it can take
of the most common weapons in the out a shieldless opponent in one or two shots. But it can also be
game, but don't underestimate its fired at distant enemies to discourage them from pursuing you.
power or versatility. In its primary Fire mode, it shoots a constant
stream of high-velocity bullets with good accuracy. Its Alt-Fire mode CAUTION
lobs grenades that detonate a few seconds after being fired. The
longer you hold down the Alt-Fire button, the farther the grenades fly. Be careful when using the Flak Cannon in confined
areas—your own ricochets may hit you.

Bio-Rifle
Items and Weapons

Initial Ammo:
20
Max Ammo:
50
Ammo Type:
Bio-Rifle Goop
Rate of Fire:
Fast
Range:
Short
Damage:
The Bio-Rifle fires globs of green Bio- Moderate
Rifle Goop that stick to whatever they
hit for a few seconds before evapo-
rating. Even if you miss, an enemy still suffers damage by running
across Bio-Rifle Goop on the floor. The larger the glob of Goop, the
more damage it does.
The Bio-Rifle's Alt-Fire mode shoots a large glob of damaging Goop.
The longer you hold down the Alt-Fire button before releasing it to
lob the glob, the larger the glob you fire.

TIP

When fleeing from an enemy, run backwards,


using the Bio-Rifle to lay down a minefield of
Goop as you go. The Goop either discourages
pursuit or damages your opponent.

18
Prima’s Official Strategy Guide

Ion Painter (Superweapon)


Link Gun
Initial Ammo:
1 Initial Ammo:
Max Ammo: 40
1 Max Ammo:
Ammo Type: 120
n/a Type of Ammo:
Rate of Fire: Link Gun charges
Slow Rate of Fire:
Range: High (primary mode),
Long constant (alt-fire)
Damage: Range:
The Ion Painter is found on very few One-shot kill Long
levels, and it is easily the most devas- The Link Gun is one of the most Damage:
tating weapon in the game. It has only versatile weapons in Unreal High
one mode of fire and can only be fired once, but the effect is so Tournament 2003. Its normal Fire
powerful that one shot is all you need. mode shoots green plasma at a high
To use the Ion Painter, you must be in an outdoor level. Point the rate of speed, and its Alt-Fire mode emits a constant stream of
laser at any horizontal surface that is directly beneath the open sky green plasma that quickly destroys any enemy unfortunate enough
and hold down the fire button. A pink laser beam glows brightly after to get caught in it.
two or three seconds and "paints" the ground with a targeting glow. Furthermore, if one of your teammates is firing a plasma stream
A satellite shoots a ridiculously powerful exploding death beam from at an enemy, you can increase the power of that weapon by firing a

Items and Weapons


the sky at the targeted area, instantly annihilating any player caught plasma stream at your teammates to create a link between you. If
in its large blast radius. you enable the Link Gun Medic Mutator, the plasma stream heals
Because this weapon is so powerful and creates such a huge allied players.
explosion, make sure that you call down the satellite strike far from The only drawback is that this weapon tends to chew through its
your location. It's great for taking out masses of enemies, but it is ammunition quickly, especially if you frequently use the alt-fire
definitely not a precision weapon. Once you fire the T.A.G. Laser once, plasma stream.
you cannot pick up any more ammunition for it; the only way to fire it
again is to pick the weapon up again when it respawns.
Like all superweapons, the Ion Painter does damage directly to a
player's Health, ignoring their Shield strength.

Lightning Gun
Initial Ammo:
15
Max Ammo:
40
Ammo Type:
Lightning charges
Rate of Fire:
Slow
Range:
Long
Damage:
The Lightning Gun—the sniper rifle of Very high (body shot),
one-shot kill (head
Unreal Tournament 2003—fires single shot)
bolts of electricity with pinpoint
accuracy. A head shot immediately
kills your opponent, no matter how much health your foe had.
To improve your chances of getting a head shot, click the Alt-Fire
button to bring up a targeting scope, hold the button to zoom in, and
click it again to return to your normal view.

CAUTION
While using the targeting scope, your field of
vision is very limited, making you vulnerable to
enemy fire. Be sure you are in a secure location
before using it.
The Lightning Gun has a very slow rate of fire, so it's best used for
picking off foes, not for charging at them and running them down.

primagames.com 19
Minigun Rocket Launcher
Initial Ammo: Initial Ammo:
100 12
Max Ammo: Max Ammo:
250 48
Ammo Type: Ammo Type:
Minigun bullets Rocket packs
Rate of Fire: Rate of Fire:
Very high Slow
Range: Range:
Long, with decreasing Long
accuracy past point- Damage:
Don't let the name fool you—there's blank range As its name implies, the Rocket High (direct hit),
nothing mini about this beast of a Damage: Launcher fires rockets. Its Alt-Fire moderate (splash
High at close range, damage)
machine gun. Its Normal and Alt-Fire mode allows you to simultaneously
modes are almost identical: Hold the low at a distance fire up to three rockets. The rockets
Fire button down and the barrel of load into the firing chamber one at a time and fire when all three
the Minigun starts spinning. After the Minigun has warmed up, it are loaded or when you release the Fire button. Pressing the Fire
fires a constant spray of bullets as long as you hold down the Fire button shoots a rocket that travels in a straight line until it hits
button. The regular Fire mode shoots faster but is less accurate; the something (or someone) and explodes.
Alt-Fire mode is a bit slower but more precise. A direct hit with the Rocket Launcher does impressive damage.
The Minigun isn't accurate at a distance, and it delays firing for a Even a near miss critically wounds an enemy with the splash
second after you first press the Fire button; however, it obliterates damage from the explosion. Use the Rocket Launcher against
any enemies caught in its lethal lead barrage. Use the Minigun at distant enemies, because you can damage yourself by firing a
close range, where it works very well against multiple opponents rocket at a nearby enemy. Keep the crosshair on your target for a
clustered together. second to lock-on and fire a homing rocket.

Redeemer (Superweapon)
Initial Ammo:
Items and Weapons

1
Max Ammo:
1
Ammo Type:
n/a
Rate of Fire:
one shot
Range:
Long
Damage:
The Redeemer is a super-powerful Instant obliteration of
Rocket Launcher. You only get one anyone caught in the
shot, but one shot is all you need. last radius
Make sure you've got a good, long
distance between yourself and the
Redeemer's impact point, because the blast radius is mammoth, and
it instantly devastates anything in its path. The Redeemer is
extremely powerful, but it's very hard to use without killing yourself
or your teammates.
Like all superweapons, the Redeemer damages a player's Health
directly, no matter how high his Shield strength is. The Alt-Fire mode
allows you to steer the rocket from a first-person perspective.

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Prima’s Official Strategy Guide

The Shock Rifle's rate of fire is a bit slow, but the speed of its
Shield Gun shots and the punch that they pack compensate. The Shock Rifle
also is equipped with a laser sight that makes it easier to line up
Initial Ammo: your shots carefully and pick off enemies from a distance. However,
100
that same laser sight gives away your location.
Max Ammo:
100
Ammo Type:
N/A
Translocator
Rate of Fire:
Very slow Initial Ammo:
Range: 5
Point-blank Max Ammo:
Damage: 5
High Ammo Type:
In addition to the Assault Rifle, you
N/A
always begin with a Shield Gun in your
inventory. It is primarily a defensive weapon, although you can use it as Rate of Fire:
Moderate
an offensive weapon at close range. Hold down the Fire button until
Range:
the gun starts to shake, then touch enemies to autofire it.
Short
Holding down the Alt-Fire button creates a green energy shield in Damage:
front of you that blocks enemy fire. The Shield Gun's power gradually The Translocator is more of a tool One-shot kill (if used
drains as you keep the shield up. When the power is gone, the shield than a weapon, although it can be as a weapon)
used to kill an enemy if you're very

Items and Weapons


disappears. The Shield Gun automatically begins regenerating its power.
skilled (and lucky). It is only available
You can also use the Shield Gun to boost your jump. Point the Shield
Gun at the ground, hold down the Fire button to charge the Shield in certain games. If it's available, you start the match with it in
Gun's attack, then release it to propel yourself into the air. This can do your inventory.
quite a lot of damage, so make sure you have plenty of health and The Translocator's primary Fire mode launches a beacon that
shield points before you try it. travels in an arc, like a grenade. Once you fire a beacon, press the
The Shield Gun can also propel a teammate high into the air if you Alt-Fire button to immediately teleport to the beacon's location.
take the time to carefully set up the maneuver. Point the Shield Gun This is a handy way to scale great heights quickly and safely or to
toward the area that your teammate wants to leap up to, then hold make it across broad open areas without leaving yourself open to
down the primary Fire button. Have your teammate run and jump enemy fire. Downside: If you try
onto your Shield Gun; release the Fire button as soon as your to teleport and an enemy
teammate gets within range. Your ally will suffer damage, but will destroys your Translocator
also fly high and far. beacon, you instantly die.
You cannot use the
Translocator to teleport
Shock Rifle yourself and the enemy flag
in a Capture-the-Flag match
(you teleport, but you drop
Initial Ammo: the flag). But you can drop a
20 Translocator beacon inside the
Max Ammo: enemy base to give yourself instant
50 access to the base whenever you want
Ammo Type: to teleport in and grab the flag.
Shock cores
Rate of Fire: If you fire a beacon at another player
Moderate and teleport so that you materialize
Range: partly inside your opponent, you kill
Long that player instantly. It's very tough to
Damage: pull off, but it's a great skill to master.
The Shock Rifle fires beams of energy High (primary fire mode),
in its primary Fire mode and balls of very high (Alt-Fire mode, Finally, you can use a Translocator
energy that explode on impact in its Shock Combo) beacon as a security camera. Drop a
Alt-Fire mode. You can fire an energy beacon and tap the Translocator's binding
ball and then shoot it with an energy button to get a grainy image of the area
beam to create a Shock Combo explosion that severely injures any around the Translocator. Use this during
players in the immediate vicinity. Capture the Flag, Bombing Run, and Double
Domination matches to monitor your own
CAUTION base and teleport to it instantly if your
opponents draw too near.

Don't shoot the ball too quickly, or you'll get You can fire a maximum of five teleport
beacons. After you use one, the
caught in your own blast. Translocator automatically regenerates
that beacon in a short period of time.

primagames.com 21
Characters
Juggernauts Cannonball
Juggernauts, genetically modified (gene-boosted) humans,
are the toughest characters in the game. If Name: Niles Krieger
you enable Species Statistics from the
Age: 28 Years
Mutator menu, you’ll see that Juggernauts
have approximately 90 percent more Race: Homo sapiens (gene-boosted)
health than the average character.
Their power comes from their size,
but their bulk has a downside: Their
ground speed, jump height, accel- If a trash compacter and a tank had offspring, the result
eration, and aerial dodging abilities might be Cannonball. He's big, ugly, and has the personality
are all slightly below average (10–20 of a rabid grizzly. Only the suicidal would voluntarily share a
percent less than the average cell with this career criminal.
character).

Frostbite

Name: Nikolai Kolodenko


Ambrosia Age: 37 Years RT (Relative Time)

Race: Homo sapiens (gene-boosted)

Name: Judith Karpovskya

Age: 26 Years
His cold gaze is like gangrene crawling beneath your flesh. It
Race: Homo sapiens (gene-boosted) devours you; it seeks to turn your blood to ice and your
heart to stone. Imagine what he'll do when he actually gets
his hands on you.
Characters

A gene-boosted weightlifter who strangled a judge in a fit of


Adrenaline-induced rage, Ambrosia has resigned herself to a Gorge
life in the Tournaments and dealing with her teammate
Gorge's sexual innuendos for the foreseeable future.
Name: Prometheus Georgian Pithras
Arclite Age: 34 Years RT

Race: Homo sapiens (gene-boosted)

Name: Marvin Hunter

Age: 24 Years
It takes a special kind of person to survive the harsh
Race: Homo sapiens (gene-boosted) environment of the Allerian penal colony. It takes another
kind of person altogether to revel in it. Prometheus Pithras
is more than just a survivor; he's a predator with a sweet
tooth for suffering. Once incarcerated, Pithras took to the
Unlike his male counterparts, Arclite is neither a criminal nor Tournaments like a fish to water, honing his combat skills
a killer by nature. His presence in the Tournaments is a both on and off the arena floor. The lack of firepower in the
byproduct of his genetic makeup. But watch your step prison mines doesn't affect his training regimen in the
around him. He's not happy to be here. least—who needs a gun when you've got hands and teeth?

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Prima’s Official Strategy Guide

Mercs
Reinha
Mercs are unmodified humans trained in the combat arts.
Their training has made them as tough as nails, but unlike
Juggernauts, Mercs don't carry around excessive bulk. When
Name: Carol Robinson you enable Species Statistics from the Mutator menu, all
Mercs have approximately 30 percent more health than the
Age: 29 Years
average character and no loss in any other statistic.
Race: Homo sapiens (gene-boosted)

BlackJack
After her husband was killed in a mining accident, Reinha
had nothing left to live for, so she adopted the nickname her
spouse had given her in his native Portuguese and set out to Name: Sylvia Russel
find meaning in death. Age: 26 Years

Race: Human

Characters
Rylisa
Don't let those pretty eyes fool you. She's hard as steel and
holds her own in the arena. As a scout for Merc raiding
parties, she earned a reputation for dependability and
Name: Constance Lapp courage while she was still a kid.
Age: 32 Years
Prism
Race: Homo Sapiens (Geneboosted)

Name: Meredith Planck


Former union leader of Ore Miners Local #732G, Lapp found
Age: 26 years
the bribes offered to her by an Imperial official to be an
insult, so she cut off his hands and used his subdermal ID Race: Human
chips to access his accounts, netting her life in the Allerian
ice mines.

Raised on the crippled capships of the 7th Mercenary Fleet,


Prism is part engineer, part hired gun. She takes her name
from the custom eyepiece she designed while inspecting
Siren bulkheads for microfractures.

Remus
Name: Eva Kasprzak

Age: 27 Years
Name: Michael Cassidy
Race: Homo sapiens (gene-boosted)
Age: 26 Years

Race: Human
Siren was severely beaten with the ugly stick, and she's had
DNA from the tree spliced directly into her genes. There's
nothing pretty about Siren, and she'll be the first to admit it.
Being a twin in the Tournaments isn't so bad, as long as
But if you mention it, she'll kick your tail.
you're on the same side. If you think it's hard to face a
brother in the arena, try facing one who shares your face.
One factor makes it easier: He's a real jackass.

primagames.com 23
Romulus Torch

Name: Stephen Cassidy Name: Maynard Lacroix

Age: 26 Years Age: 28 Years

Race: Human Race: Human

Supported by his twin brother Remus, Romulus has proven He's not much for talking, but when you need to give orders,
that a good leader, backed up by the right team, can go you don't want to be yelling over your men. If there's a point
anywhere. So what if his brother occasionally feels a little to be made, Torch prefers to make it with raw firepower.
jealous? So what if they start taking shots at each other?
That's what the cloning tank's for, right?
Wraith
Sapphire
Name: Aaron Bishop

Name: Patrice Leblanc Age: 27 Years

Age: 27 Years Race: Human

Race: Human

A participant in the Tournaments since the age of 19, Wraith


has partaken in some of the most savage battles on the
Soft-spoken, intelligent, and attractive—yet brutal in the arena floor. Considering his long history of combat and the
arena—Sapphire sets many combatants' hearts racing, for injuries he has incurred, it’s a toss-up as to which is more
different reasons. scarred: his body or his mind.

Satin Nightmares
Characters

Nightmares are human experiments


Name: Julie Warkworth that have gone horribly wrong. These
human-alien hybrids aren't easy on
Age: 24 Years the eyes, and they're not easy on
Race: Human their opponents either. When Species
Statistics is enabled, the Nightmares
suffer a small (10 percent) penalty to
their ground speed and
Only two years ago, an Imperial Dreadnought captured her jump height, but their
clan's vessel and brought its human cargo to the slave walking and crouching
docks of Briggan IV. The dockmaster thought her a pretty movement speeds are
one and kept her for himself, but his unwanted attentions 50 percent and 20
bought him a crushed larynx and swift visit to the light at percent higher,
the end of the tunnel. Overseer Driak, who had always respectively, than
despised the dockmaster, took an instant liking to the girl the average
and trained her for the Tournaments. character's.

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Prima’s Official Strategy Guide

Brutalis Harlequin

Name: Specimen 031G Name: Unknown

Age: 24 Years RT Age: 34 Years

Race: Homo sapiens Taratis Race: Homo sapiens Medusae

As strong as he is ugly, Brutalis was part of an experiment to Ever wonder why some children are afraid of clowns? Now
hybridize human and Taratic prisoners into a highly intel- you know.
ligent killing machine. The project was scrapped after
proving to be more successful than anyone could have Lilith
imagined.

Name: Unknown
Domina

Characters
Age: Unknown

Race: Cybernetic human


Name: Unknown

Age: 54 Years RT
As a child, her dreams were filled with ghoulish
Race: Homo sapiens Medusae monstrosities—nightmares that craved the sustenance of
human suffering. Decades later, only the nightmare remains,
and the innocence of childhood is a fairy tale for the weak.
A walking deathtrap who preys on the compassion of her Mr. Crow
victims, Domina prowls the dark corners of a thousand
worlds seeking enemies of the Empire. Like all members of
the Vigilance Force, Domina possesses the ability to ferret
out treason where none has been committed. Some say she Name: Unknown
can hear guilty thoughts. Others say she can find the
Age: Approx. 36 Years
threads of dissent woven deep into the DNA. If the shadows
speak to you in a child's voice one day, run—and never stop. Race: Homo sapiens Medusae

Fate Mr. Crow brings culture and style to a brutal sport. The fact
that he is a raving lunatic with a taste for the bizarre only
adds to his charm.
Name: Sara Cortez
Ravage
Age: 19 Years

Race: Cybernetic Human


Name: Specimen 040G

Age: Unknown
Having lost her legs during an attack on an Imperial medical
Race: Homo sapiens Taratis
supply transport, Sara Cortez was captured and sentenced
to deletion of personality at the Purgatory penal facility. With
her mind and body rebuilt from the ground up, she now
serves as a bounty hunter for the Empire. If league regulations allowed for unarmed combat, the
competition would be quite brief with Ravage involved. And
very, very messy.

primagames.com 25
Subversa Faraleth

Name: Unknown Name: Faraleth

Age: 38 Years RT Age: 28 Years

Race: Homo sapiens Medusae Race: Gen Mo'Kai

Her eyes are devoid of life—empty orbs that take in the When the human plague known as the Crimson Scourge
world with an unfeeling gaze. annihilated her tribe, the healer Faraleth went mad with
grief, sickened by her own inability to combat the disease.
Now every death she causes in the Tournaments is one
Gen Mo'Kai small step toward redemption.

The Gen Mo'Kai are a ruthless race of alien warriors that


found a home in the Tournaments. Despite their grotesque
appearances, the Gen Mo'Kai are among
the most graceful and agile characters. Komek
When you enable Species
Statistics, the Gen Mo'Kai are
20 percent more maneu- Name: Komek
verable in the air and 30
percent faster on the Age: 27 Years
ground, and they accelerate
Race: Gen Mo'Kai
10 percent faster than the
average character. They also
have a 10 percent higher jump
height and a 10 percent higher
Like Makreth, Komek prefers to wear the death mask of
aerial dodge speed. The downside
his family into battle. This has earned him the disdain of
is maximum health that is 20
Motig, who prefers to instill fear into his enemies with
percent lower than average and
displays of skill rather than gaudy facial art.
weapons that do 10 percent
less damage than average.
Characters

Makreth
Damarus
Name: Makreth
Name: Damarus Age: 24 Years
Age: 23 Years Race: Gen Mo'Kai
Race: Gen Mo'Kai

A warrior maiden of the Yellow Bone clan, Makreth proudly


The son of Mobeth tribe leader Gik Ma, Damarus made quite wears the death mask handed down through generations of
a name for himself in the arenas. As a volunteer, he enjoys her family. Her bared fangs and slitted eyes cause many
many physical pleasures. But those who think his hedonistic opponents to freeze in fear.
lifestyle has made him soft haven't seen him from the
wrong end of a Bio-Rifle.

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Prima’s Official Strategy Guide

Mokara Selig

Name: Mokara Name: Selig

Age: 20 Years Age: 25 Years

Race: Gen Mo'Kai Race: Gen Mo'Kai

Damarus' sister and second in line to the scepter of Mobeth, Unlike his flashy young friend Motig, Selig prefers solitude.
Mokara feels that her brother is unworthy of the title and He likes to explore the worlds he visits and document the
seeks to usurp it by proving herself the better in battle. interesting findings, or he plays a lethal game of cat and
Quiet and reserved, she watches her enemies closely for mouse with the interesting things that find him.
hidden weakness.

Artificial Life-forms

Characters
Motig
These eight robots were designed to be
the ultimate killing machines. There's
Name: Motig no doubt that their creators
succeeded on every level. Many of
Age: 19 Years
these artificial life-forms have organic
Race: Gen Mo'Kai components inside their hard
exoskeletons, but hearts are not among them.
When you enable Species Statistics, the robots
have 10 percent more health and a 60 percent
The youngest of the Gen Mo'Kai players, Motig is also the higher dodging ability on the ground than the
most enthusiastic and outgoing of the recruits. He plays the average character. However, they suffer a 20
crowd like a finely tuned instrument, using finesse and style percent penalty to walking speed, a 30
to impress while crushing his enemies underfoot. percent penalty to crouching movement
Underestimating his abilities in combat may be the last speed, and a 30 percent penalty to aerial
mistake you'll ever make. dodging speed.

Nebri
Cobalt
Name: Nebri

Age: 26 Years Name: KIL-2041


Race: Gen Mo'Kai Age: N/A

Race: Artificial life-form

Her face permanently disfigured by the venom of an


Arborean predator, Nebri signed up for the Tournaments
rather than face further rejection by those who were once Every soldier trains for combat using drones to perfect
her suitors. Little does her compatriot Damarus know that targeting skills. But what if the drone were smarter and
her feelings for him are less than hostile. stronger—and you were the target?

primagames.com 27
Corrosion Renegade

Name: PEI-1972 (Corottus) Name: GSU-8860

Age: N/A Age: N/A

Race: Artificial life-form Race: Artificial Lifeform

Beneath an exterior of cold metal burns a soul as bright as a It slices, it dices, eviscerates, and decapitates. It sees in the
dying star, the essence of a being who sought to rule the dark and can track you by your DNA, just like the girl you
galaxy at the Emperor's side. With his dreams stripped away stood up on prom night.
from him as easily as his dying flesh, Corrosion now exists
only to seek revenge. Syzygy
Mandible
Name: YYZ-0799
Name: MDB-2274 Age: N/A
Age: N/A Race: Artificial life-form
Race: Artificial life-form

Syzygy takes the term "bleeding edge" to a whole new level.


Mandible's programmer thought it would be interesting to
have his creation contemplate the meaning of life. Three Thorax
days and 76 bodies later, the automaton still lacked an
answer, but it had gained extensive knowledge of human
physiology.
Name: THX-1138
Rapier Age: N/A

Race: Artificial life-form


Characters

Name: LVW-1963

Age: N/A
Relentless in competition and possessed of a digital immor-
Race: Artificial life-form tality that even the organics are incapable of understanding,
Thorax seeks only one goal: victory.

Widowmaker
This drone will grant no
mercy. The feature was
removed in its last
operating system update. Name: WMR-0333

Age: N/A

Race: Artificial life-form

Widowmaker is one of the few battle drones confirmed as


wholly inorganic. Advanced threat detection and onboard
evasive logic make this entity a force to be reckoned with.

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Prima’s Official Strategy Guide

Egyptian Humans
Horus
As settlers on a distant planet, a race of humans based its
culture on ancient Egyptian civilization. These characters
have very high maneuverability (150 percent better control in Name: Khnumhotep
the air, 30 percent higher jump, and 50 percent higher aerial
dodging ability) when you enable Species Statistics. However, Age: 28 Years
they suffer a 15 percent maximum health penalty, a 10
Race: Human
percent inflicted damage penalty, a 20 percent acceleration
penalty, and a 10 percent dodging penalty on the ground.

Asp Three generations of arena combat have made Horus's


bloodline a force to be reckoned with, and one that's very
popular with the crowd. He'd like the ladies to know that he's
available for private autograph sessions after today's match.
Name: Meryetamun

Age: 25 Years

Characters
Race: Human
Hyena
Beautiful and deadly, Asp is quick to strike, and her victims
are not likely to recover from her bite. Name: Khensthoth

Age: 27 Years
Cleopatra
Race: Human

Name: Khutenptah
A former officer in the Temple Guardians, Hyena found the
Age: 25 Years position to be unrewarding. The city's low incidence of
Race: Human crime made it a very dull career. The encouraging words of
an Imperial recruiter finally persuaded him to leave his world
and venture out into the galaxy.

If you think Cleopatra and Asp have something going on, you
may be right. But it's not something you want to show up
for unarmed.
Memphis
Diva
Name: Hebeny

Name: Sherit Age: 21 Years

Age: 18 Years Race: Human

Race: Human

A beautiful daughter of the aristocracy, Memphis grew tired


of her pampered existence and took to the arena. Now
Diva takes advantage of her reputation for her charm and
she's a battle-hardened warrior addicted to the high of
charisma off the Tournament floor—she is exceedingly
combat.
vicious in her pursuit of victory. It amuses her to have
sympathy notes delivered to her opponents before a match.

primagames.com 29
Roc Brock

Name: Bakenmut Name: Brock

Age: 27 Years Age: 25 Years

Race: Human Race: Human

The display of emotions is a sign of weakness to the Fresh from the interstellar academy, a scion from a rich
warriors of the Northern Waste. Roc has never shed a tear, Martian family. It is rumored he killed his mentor during
considering every drop of water more precious than his training but had his father bribe the authorities. Can be a
blood. Born to do battle on the desert sand, he now fights hothead, but mostly tends to do things by the book.
to return there.

Scarab
Lauren
Name: Sinefertari
Name: Lauren
Age: 24 Years
Age: 25 Years
Race: Human
Race: Human

A lieutenant in the Desert Legion and veteran of three tribal


wars, Scarab is a cold and calculating tactician who prefers Fierce, loyal, and technically capable. Her frame may be
to draw his enemies out into the open where he can kill slim, but she has the most incredible reflexes. Born into a
them at his leisure. poor asteroid miner family, she became notorious by
stealthily eradicating her parents' competitors in space
before becoming a full-time Tournament warrior. Her soft
side? It has been rumored she'd do anything to defend her
Boss Characters high school sweetheart, Brock.
Characters

Brock, Lauren, and Malcom are the


boss characters of UT2003's Single
Player mode. When—or if—you Malcom
beat them in Single-Player mode,
you not only win the Unreal
Tournament, you also unlock these
characters for play. Name: Malcom

Brock, Lauren, and Malcom are the Age: 32 Years


nastiest mofos in the game. Other than
Race: Human
that, nothing much is known about
them. You will need all of your skills
to beat them, and even that might
not be enough. Good luck. You're
Needs no introduction—most famous veteran of the
going to need it.
Tournaments. Recognized on every planet. With the typical
calm pride of the Earth-born, and strong sense of loyalty,
Malcom is a true survivor and born leader.

30
Prima’s Official Strategy Guide

Single-Player Mode
The Single Player game mode in Unreal Tournament is the place for a rookie to earn
stripes before jumping into the big bad world of Multiplayer. (It's also much less embar-
rassing to get beaten by a bunch of Bots than it is to chew lead online with 30 strangers.)
Single Player mode begins with a short tutorial, goes into a series of single-player
Deathmatch games, and ultimately ends with you assembling a team of battle-hardened
warriors ready to claw up the highly competitive ladder of Unreal Tournament.
The four tabs along the top of the Single Player menu are Profile, Qualification, Ladder,
and Roster. Each brings up a submenu with important information about your quest for
Tournament gold. All the submenus have a Play button in the lower right corner, which
you click to resume your struggles, and a Menu button in the lower left corner that
returns you to the main menu.

Single-Player Mode
Profile Qualification

The single-player mode in


Unreal Tournament 2003 Next, you need to qualify
begins as a one-on-one for the Tournament. With
experience. First, create a your profile loaded, click
profile in which your the Qualification tab to
progress will be recorded. access the Qualification
From the Profile submenu, submenu. The process has
you can delete, load, or six steps.
create a profile.

Find an existing profile in the list on the left side of


the screen, click it, and then click Load Profile. Your
character, your team, the game's difficulty level, and your
Step 1: Tutorial
character's kills, deaths, and goals are listed on the right side This is the first and easiest qualification step. Sit back and
of the screen. watch a short video that explains the basic controls and
goals of Deathmatch. It tells you everything you need to
know before you jump in and spray lead everywhere.
If you don't have an
existing profile, click
New Profile to create
Step 2: One on One
one. This takes you to This is a quick Deathmatch on the Training Day map. Training
the Create Profile Day is the smallest, simplest Deathmatch level. Move around
submenu, where you its figure-eight pathway, scoop up weapons, ammo, and
choose a character and health, and blast your adversary into atoms.
team symbol by clicking
the right and left arrows Step 3: One on One
under the pictures. This is another quick Deathmatch battle, a one-on-one fight
After you've selected your character and team symbol, that takes place on the Gael map. You have a choice of two
enter your name in the Player Name field. Enter the name of weapons: the Rocket Launcher or the Lightning Gun. The
your team in the Team Name field, and adjust the difficulty Lightning Gun is recommended for this small, open level.
of the game via the Difficulty field. When all is ready, click Refer to Running and Gunning: Deathmatch and Team
Create Profile. Deathmatch Maps for advanced strategy.

primagames.com 31
• Offense: The character leads the charge on the
Step 4: Cutthroat Deathmatch opposing turf.
The fourth rung on the qualification ladder is another
• Roam: The character floats between defense and
Deathmatch, this one set in the Leviathan level. It's no
offense (picture a soccer halfback).
longer one on one—you face two enemies this time.
Fortunately, they're both out for themselves. Catch them off • Support: The character plays neither offense nor
guard while they're in a firefight with each other. defense but helps other characters achieve match goals
(moves the ball down the arena, picks off opponents in
pursuit of their flag, and so forth).
Step 5: Five-Way Deathmatch
This Deathmatch is a five-person free-for-all on the Oceanic
map. Check out the advanced strategy for this level in the
Ladder
section on Deathmatch and Team Deathmatch maps. Stay After you make it through
out of areas where you can get ambushed from behind, the six steps of
such as the narrow corridors on the bottom of the level, and Tournament qualification,
watch the ceiling for enemies on the catwalks. take the show on the road
and start climbing the
Unreal Tournament 2003
Step 6: Draft Your Team, Then ladder. The four brackets of
competition are Team
Defeat Them Deathmatch, Domination,
Now assemble the team that will take you to the top of the Capture the Flag, and
Tournament. First, unfortunately, you have to take on the Bombing Run.
characters you choose in an every-man-for-himself You start in Team Deathmatch, and the competition gets
Deathmatch on the crazy Phobos Moon 2 level. Beat them progressively tougher. Once through the Deathmatch
there, and you needn't worry about anyone stepping out of bracket, you proceed to the Domination, Capture the Flag,
line in the future. and Bombing Run brackets. Conquer them all, and you're the
undisputed champion!
Drafting Your Team After you defeat all comers in the Team Deathmatch,
Domination, Capture the Flag, and Bombing Run ladders, you
appear in a one-against-two Deathmatch with Brock and
Lauren—two of the toughest Bots in the game. Don't be
Single-Player Mode

Each potential Tournament surprised if they repeatedly hand you your head.
team member has five If you beat them, you face the ultimate Bot, Malcom, in a
important attributes: one-on-one Deathmatch. The match takes place in Serpentine,
one of the game's most confusing and frustrating maps.
Malcom knows it like the back of his hand. If you want to
survive, you'd better know it that well, too.

• Accuracy: Skill with a weapon. Roster


• Aggression: Tendency to fight or flee. On the Roster submenu,
you can make changes to
• Agility: Ability to dodge bullets. your team. Add, release, or
• Team Tactics: Ability to play with others. assign players to different
roles with the pull-down
• Salary: Cost of the character. menus next to their
Maximize the first four statistics and keep the fifth as low thumbnail portraits.
as possible. It would be nice to have a team of characters Keep a good mix in
with Accuracy, Aggression, Agility, and Team Tactics skills in your stable, and customize
the 90s, but you'd never be able to afford them. your team for each type of game. You want some agile,
Once you've hired your teammates, use the pull-down aggressive characters on offense, some accurate characters
menus near their thumbnail portraits to assign them team on defense, and good team tactics scores all around.
roles. Your choices are: There is no substitute for your skill as team leader. A good
• Auto: The computer automatically determines the best leader can make up for a sloppy team, and an unskilled
place for the character. leader can cost even the best team a lot of points by getting
killed through stupidity. Bone up on tactics, and never start a
• Defense: The character defends your team's base match without first checking out the level description in
or goal. “Deathmatch and Team Deathmatch Maps.”

32
Prima’s Official Strategy Guide

Multiplayer and Instant Action Games

• Players: An X/Y value, where X is the current number of


Multiplayer players in the game and Y is the maximum number.
• Ping: A measure of the speed of the connection; the
lower the ping, the faster and more responsive the
There are two multiplayer options in the Main Menu. Choose game will be for you.
Play On-Line/LAN if you want to join an existing multiplayer
game over the internet or a LAN (local area network). Click on a server to bring up more information about the
Choose Host Multiplayer Game if you want to set up your game being played. Settings for each game are displayed in
own multiplayer game and have others join you, via the the lower left menu:
internet or a LAN. Note that hosting a game requires a more • adminemail: The email address of the host, if provided.
powerful computer, and a high-speed network or broadband • adminname: The name of the host, if provided.
internet access is preferred for smooth gameplay.
• goalscore: The score you need to rack up to win.
Play On-Line/LAN • minplayers: The minimum number of players for

Multiplayer and Instant Action


the game.
Choosing Play On-Line/LAN
from the Multiplayer Menu • Mutator: Only shown if there are Mutators active in the
takes you to the Server game (see "Host Multiplayer Game").
Browser Menu and allows • servermode: Whether or not the server is dedicated
you to automatically search (see "Host Multiplayer Game").
for an UT2003 multiplayer
• timelimit: The time limit for
game in progress. If you
the game.
join a multiplayer game
hosted by someone else,
To the right of this menu is
you cannot customize the
another menu with infor-
game and must play by the
mation about the players in
rules that the host has determined.
the game, including their
Once the list of available games appears, click on one and names, their scores, their
click Connect to join that game with the character you stats, and their pings.
determined in the Player submenu of the Settings menu.
Along the bottom of the
There are six tabs in the Server Browser: screen are five buttons:
• News: Informs you of important UT2003 news. • Back: Return to
• Deathmatch: Searches for Deathmatch and Team Main Menu.
Deathmatch servers. • Refresh: Update the list of
• CTF: Searches for Capture the Flag servers. available servers.
• Bombing Run: Searches for Bombing Run servers. • Join: Click this after clicking
a server name to enter
• Double Domination: Searches for Double Domination
the game.
servers.
• Spectate: Click after
• Favorites: Displays a list of your favorite servers.
choosing a server to view
the game as a spectator
After clicking on a game type, a list of available servers (non-participant).
pops up, with the following information for each:
• Add Favorite: Add the
• Server Name: The name of the server; if it says selected server to your
"(expired)" before the name, the server has timed-out Favorites list.
and is not available for play.
• Map: The current map being played on the server.

primagames.com 33
Host Multiplayer Game Game Rules
Selecting this option takes you to the Multiplayer Host After choosing your game type and maps, click the Game
menu, which allows you to host a multiplayer game from Rules tab to set the rules of the game. Your options are as
your computer. You can use this menu to select the maps follows:
and game type for your hosted game; adjust the server, • Game Speed (50-200 percent): Sets the speed of the
game, and round settings, and toggle different Mutators on game; 100 percent is normal, 50 percent is half-speed,
and off to add a little spice to your game. At the bottom of and 200 percent is double-speed.
every submenu in the Multiplayer Host Menu are two • Weapon Stay: Weapons remain on their spawning points
buttons: Start Server (begins game) and Back (returns you to even after they are picked up; if this is disabled,
the Main Menu). weapons respawn a short while after they are picked up.
Game & Map • Include Translocator: Translocator is initially available (if
checked) or not available at all (if unchecked).
Use the Game Type option
to choose which type of • Friendly Fire (0-100 percent): Determines how much
Multiplayer game you want damage teammates inflict on each other; 100 percent is
to host: Deathmatch, Team full damage, while 0 percent is no damage at all.
Deathmatch, Capture the • Frag Limit: The number of kills (or goals) required to win
Flag, Bombing Run, or the game.
Double Domination. See
• Time Limit: Length of time, in minutes, of the game.
Multiplayer and Instant Action Games

“Introduction” for more


information on each of • Max Lives: The maximum number of respawns each
these game types. player gets before being disqualified; if set to 0, there is
no limit.
The first thing you need to do on the Host Server Menu is
choose which maps you want to include in the game you're Mutators
hosting. When the Game & Map tab is highlighted at the top
of the screen, a list of maps appears. Click on a map name Mutators are special rules that dramatically affect the play of
in the left column of available maps and then click Add to the game. Use the Add, Add All, Remove, and Clear buttons
add it to the right column of selected maps. To remove a to determine which ones you want in your game:
map from the right column, click on it and then click • Arena: Replace weapons and ammo in map.
Remove. Click Add All to add all of the maps to the right • BigHead: Your head swells when you're in the lead and
column, and click Clear All to remove all of the maps in the shrinks when you're at the bottom of the rankings; this
right column and from the game you makes head shots easier or harder.
are going to host.
• Floaty Cadavers: Dead characters float eerily through
As you play, you will start on the arena.
the first map you chose (the top
one in the right column). When • InstaGib: The only weapons available are modified
that match ends, either with the Shock Rifles that deliver one-shot kills.
time limit expiring or the goal • LowGrav: Gravity is much lower, allowing you to jump
score reached, you progress to higher and take no damage from falls.
the next match down the list. To
• No Adrenaline: Adrenaline is removed from the game.
prioritize maps, click
the map name in • No Super Weapons: Super weapons (i.e.: the
the right column Redeemer) are not in the game.
and click Up to • QuadJump: Allows you to jump four times in
move it up the succession, rather than just twice.
list or Down to
• Regeneration: All characters regenerate Health.
move it down
the list. You • Slow Motion Corpses: Dramatic slow-mo death
must have animations.
at least one • Vampire: Every point of damage you inflict on an
map in the opponent heals you one point of Health.
Selected column to begin a
• Zoom InstaGib: Just like InstaGib, except you also have
Multiplayer game.
a sniper scope on your Shock Rifle.

34
Prima’s Official Strategy Guide

Server • Use Web Admin: An advanced option for players who


are running their own dedicated servers through the
UT2003 web browser. If you don't know what this
means, you don't need to worry about it.
There are several settings • Web Server Port: If you're using Use Web Admin, enter
you can adjust from the your web server port here.
Server submenu of the
• Listen Port: If you're using Use Web Admin, enter the
Multiplayer Host Menu:
listen port for the server here.

Bot Config
This submenu allows you to configure the Bots in your multi-
player game. Check Use Custom Teams if you want to put
• Dedicated Server: Check this if you want the host together the Bot teams by clicking on the portraits at the
computer to serve the game but you don't want to play bottom of the screen and using the arrows near the Red and
on it. Turn it off if you want to play on the computer that Blue Team rosters to assign them to a team. You can also
is hosting the game. A dedicated server can handle use the Bot Editor feature to create a new Bot or customize
more players with greater ease than a server that is also an existing one.
being used for play.
• LAN Game: Check this if all players' computers are

Multiplayer and Instant Action Games


linked together on a Local Area Network (LAN). Uncheck Instant Action
it if you are playing with players over the Internet.
• Advertise Server: Check this if you want your server to
be listed as an available server for the general public to Choosing Instant Action
join. from the Main Menu drops
• Collect Player Stats: Check this to turn on global you right into a single-
UT2003 stats tracking for your server. player game against one
or more Bots. It's essen-
• Balance Teams: If this is checked, new players that join tially a single-player
the game are automatically assigned to the team with version of the Multiplayer
fewer players; turning it off allows players to choose game mode. From the
their teams. Instant Action Menu, you
• Use Map Defaults: Checking this means that your game can set the parameters of
uses the default number of players and spectators for the game you want to
each map. Unchecking it allows you to adjust the play. Along the top of the screen are the Select Map, Game
number of players manually with the Max and Min Rules, Mutators, Map List, Bot Config, and Player tabs. All of
Players options. these except Map List and Player work exactly like the ones
from the Multiplayer Host Menu, and the Player submenu is
• Max # of Players: Determine the maximum number of
the same as the Player submenu from the Settings Menu.
players in the multiplayer game, from 1 to 32.
To set the skill of your Bot adversaries, use the Bot Skill
• Min # of Players: Determine the minimum number of
option on the Select Map submenu. From easiest to hardest,
players in the multiplayer game, from 1 to 32.
the difficulty levels are: Novice, Average, Experienced,
• Max # of Spectators: Determines the number of Skilled, Adept, Masterful, Inhuman, and Godlike. Checking
spectators allowed in the game, from 1 to 32. Auto-Adjust Skill means that Bots will start to play better or
• Server Name: The name of the server. worse depending upon your skill as displayed in the game.
• Game Password (Optional): Requires players to know The Map List submenu allows you to determine a list of
this password before playing. maps you would like to play on, just like the list you form
when setting up a multiplayer game. If you do not use this
• Admin Name (Optional): Your name.
option, you will only play on the map you choose from the
• Admin Email (Optional): Your email address. Select Map submenu.
• Admin Password (Optional): Sets a password for admin- Click Play at the bottom of any of the Instant Action
istering the game. submenus to begin the game, or click Back to return to the
• MOTD1 through MOTD4: Message Of The Day; up to Main Menu.
four lines of text that appear on the screens of anyone
joining your game.

primagames.com 35
Deathmatch and Team Deathmatch Levels
Level Overview
Antalus Antalus is an outdoor arena
with uneven terrain. Watch
your back at all times. Start
by collecting weapons and
ammunition at the bottom,
then head for high ground;
return to the bottom when
your health and shields
start to run low.

Low Ground
Deathmatch and Team Deathmatch Levels

Along the grassy floor of


Antalus, there is a Rocket
Launcher and Rocket
packs, several Adrenaline
capsules, and a Link Gun
and Link Gun charges. In
Weapons Available: Assault Rifle, Flak Cannon, Lightning
the outdoor part of the
Gun, Link Gun, Minigun, Redeemer, Rocket Launcher, Shield ground floor are several
Gun, Shock Rifle Health Packs +25.
Items Available: Adrenaline, Double Damage, Health Pack
+5, Health Pack +25, Shield Pack +50, Shield Pack +100

Enter the temple in the


Raia Antalus, or Valley of
center through any of its
the Hunters, is an ancient
three entrances to get a
meeting place for the
Super Shield Pack +100.
warriors of the Gen Mo'kai.
This Shield Pack is valuable
Encamped along the valley
and easily accessible,
floor, dozens of warriors
which means your
gathered in the Temple of
opponents are trying to
Iinu to greet the dawn,
reach it as well. Don't stay
hoping to draw upon the
inside the temple too
powers of the Kana stone
long—it's impossible to watch all three entrances at once.
embedded in the rock
above them. Over the
centuries, the temple fell
The bottom of Antalus is
into disuse, and through
great for those who like to
treaties has become a
run and gun. Although the
popular venue for
valley curves limit visibility,
Tournament events.
it's fairly open—perfect for
the Rocket Launcher, Flak
Cannon, or Minigun.

36
Prima’s Official Strategy Guide

Hot Spots You'll find Health Packs in


the higher ground, but not
as many as from the
bottom. If you're low on
health, scoop up those
Health Packs and the
Super Shield Pack +100.

In the uppermost part of


Hot spots are areas of
Antalus is a Lightning Gun
heavy traffic. Expect to
and some Lightning
find many enemies
charges. This weapon is up
shooting at each other. If
here for a reason: From
your health and shields
some of the higher peaks,
are high and you have a
you can easily pick off
powerful weapon such
enemies below you. If
as the Minigun or Flak
you're up high enough and
Cannon, you can rack up many kills by running and

Deathmatch and Team Deathmatch Levels


are not averse to camping
gunning through these points. If you're low on
and sniping, there are several defensible areas from which
health or lack powerful close-range weapons, avoid
to pick off your foes (see sidebar).
hot spots.

High Ground Campsites

To move to the hilly high


ground, take any of the
elevators up from the floor
or jump repeatedly up the
gentler slopes of the valley.
The areas shown in the
screenshots show the
best places to stand if
you've got the Lightning
Up here, you can pick up a Gun and want to pick off
Flak Cannon and Flak enemies below.
shells, a Shock Rifle and
Shock cores, a Minigun
and Minigun bullets, a
Shield Pack +50, and a
Double Damage modifier.
Finally, hidden on one of
the spires of the large
structure at the top of the
center of the level is the
Another Rocket Launcher Redeemer. It requires
and some Rocket packs some tricky jumping to
are also here, as well as reach, but it goes without
another Link Gun and a saying that anyone who
few Link Gun charges. grabs this hardware can all
but guarantee racking up a
few easy kills.

primagames.com 37
In certain areas, you can
Asbestos make a stand and hold off
your foes for a long time,
but no single area has
everything you need. An
area with powerful
weapons might not have
any Health Packs, for
instance. Keep moving
through this level, or you
aren't going to make it.

Vertical Turbine Area


Two large vertical turbines
that spin overhead
distinguish this section of
the map. Enemies can
overwhelm you because of
the area's small size and
Deathmatch and Team Deathmatch Levels

multiple exits. Don't spend


much time here.

Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,


Lightning Gun, Link Gun, Minigun, Redeemer, Rocket Campsite
Launcher, Shield Gun, Shock Rifle
If you grab the Lightning
Items Available: Adrenaline, Big Keg o' Health +100, Double Gun from the vertical
Damage, Health Pack +5, Health Pack +25, Shield Pack +50 turbine area and want a
good sniping spot, head
through the exit to the
The scrubs do their best to clean up the remains of each top of the L-shaped ditch
battle, but it's never enough. The tarnish and rust slowly area underneath the
devour the last few pristine surfaces as entropy and catwalk.
bloodsport have their way.

Level Overview
This area has three exits.
This huge industrial area The first is the large
mainly consists of hallway between the
catwalks, inclines, and Health Pack and the
shallow pools of murky Adrenaline capsules. This
water. It is divided into leads to the area with two
several smaller areas with pillars, which contains the
distinct strategic points. Shock Rifle.
The layout is confusing at
first. Once you get to know
it, keep moving from area
to area, accumulating The second exit is the
weapons, health, and elevator on the opposite
shield energy. Five main side of the room from the
areas exist, each with two hallway. This leads down
or three exits. Knowing to a large area with two
how quickly to get from horizontal turbines.
one to the next is the key
to success.

38
Prima’s Official Strategy Guide

Horizontal Turbine Area


The horizontal turbine
The third exit is a small
area is a large room with
ramp under the catwalk—
huge horizontal turbines
it's easy to miss. This leads
on either side. Next to one
down to the Shield Pack
turbine is the Flak
+50 and Link Gun in the L-
Cannon. Underneath the
shaped ditch area.
other turbine is a Health
Pack +25 and a Bio-Rifle
with a couple of cases of
Flak shells.
Two Pillars Area
This small room has a
Shock Rifle floating in the
middle, three exits, and not Three exits lead from this
much else. The two square room. Near the Health
pillars that dominate the Pack and Bio-Rifle is a
room are great for lethal winding hallway that leads
games of hide-and-seek. up to the bottom of the

Deathmatch and Team Deathmatch Levels


Don't face away from an octagonal pool area.
open doorway, or you may
get a nasty surprise from
one of your opponents.

On the opposite end of the


The first exit from the
room are two more exits.
room is the hallway that
One is a short ramp that
leads into the vertical
leads up to the bottom of
turbine area. Two Shock
the L-shaped ditch area.
cores await in this
hallway—handy if you've
picked up the Shock Rifle.

Across the room from the


exit to the L-shaped ditch
The second exit is area is an elevator that
clockwise from the hallway leads up to the catwalk in
to the vertical turbine area the vertical turbine area.
and leads to the top of the
octagonal pool area.

Hot Spot
The Flak Cannon is best
The third exit is at the used in confined areas,
opposite end of the room so after grabbing it from
from the second exit, and the horizontal turbine
it leads to the top of the L- area, take the elevator
shaped ditch area. up to the vertical turbine
area and pick off foes.
Continue on to the two-
pillars area, which is another small room.

primagames.com 39
The Redeemer is also
L-Shaped Ditch Area found in this area. Run
around the L-shaped ditch
at the bottom of the area
until you reach a grate. You
This area has an L-shaped
can actually run right
ditch at the bottom of it,
through the gate and pick
with high ceilings and
up the Redeemer on the
several levels of steel grate
other side. Make sure to
platforms.
use it in an open area so
you don't wind up caught in the blast!

Octagonal Pool Area


Near the bottom of the area,
on a ledge that runs along A Rocket Launcher floats
three walls, are several Link above the octagonal pool
Gun charges and Adrenaline in the middle of this area's
capsules, the Link Gun, and bottom. Some Rocket
a Shield Pack +50. A Big Keg packs and Assault Rifle
Deathmatch and Team Deathmatch Levels

o' Health +100 sits on the bullets are in alcoves


platform above this ledge. along the wall.

Three exits lead from the Head up the ramps above


L-shaped ditch area. One the ammunition to reach a
at the bottom of the room small metal ledge with two
leads to the horizontal narrow ramps leading to a
turbine area. Double Damage modifier.

Just beyond the Double


Directly above the exit to Damage modifier is a
the horizontal turbine area, Minigun, which is a handy
leading from the platform weapon to have if you've
with the Shield Pack +50 just picked up the
and the Link Gun, is a modifier. The elevator at
ramp that leads up to the the bottom of this area
bottom of the vertical takes you directly up here.
turbine area.

TIP
At the top of the area, on The Minigun and the Rocket Launcher are
the same side of the room powerful but imprecise weapons. After getting
as the first two exits, is a one or both, pick up the Double Damage
hallway that leads to the
modifier to compensate for their inaccuracy
room with two pillars and
the Shock Rifle. and take out clusters of enemies at once.

40
Prima’s Official Strategy Guide

Level Overview
Two exits lead from the
octagonal pool area. At the
bottom, a doorway opens
to the winding hallway that
leads to the horizontal Compressed is a small
turbine area. industrial level consisting
essentially of two vertical
columns encircled by
spiraling pathways. At the
top and bottom of the
levels are plateaus that
connect the two columns.
At the top of the area, Elevators at the bottom of
next to the Minigun is a each column lead you to
doorway that leads into the spiral pathways. An
the two-pillars area. elevator in one of the
columns goes directly to

Deathmatch and Team Deathmatch Levels


the top.
Because the level is small
enough to move quickly to
Compressed any area, Compressed
doesn't have many good
sites for camping and
sniping.

Every area can be


considered a hot spot
because they're all in the
flow of traffic. The busy
areas are near the
elevators and in the
corners adjacent to the
hallways that connect the
columns at the top.

The action in Compressed is fast and furious, favoring those


who are equipped with short-range weapons that fire a wide
Weapons Available: Assault Rifle, Flak Cannon, Lightning, spread of projectiles, such as the Minigun and Flak Cannon.
Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun, The Rocket Launcher is an effective tool of destruction, but
Shock Rifle the narrow pathways and various obstructions pose the risk
Items Available: Health Pack +25, Shield Pack +50 of accidentally hurting yourself with splash damage.
Stay at the top and on the pathways spiraling around each
of the two vertical columns. Jumping into the bottom of the
"Discipline is my sword, faith is my shield. Do not leap columns is almost always a mistake. It leaves you vulnerable
blindly into uncertainty, and you may live to reap the to grenades and rockets.
rewards."—Overseer Grimal

primagames.com 41
The only enticement at the Feel the walls closing in on you? A little claustrophobia,
bottom is the Shield Pack maybe? When the Flak starts flying and the Shock Combos
+50 between the two fill the air and you find yourself backed into a corner by a
vertical columns and the relentless pursuer, you'll come to learn the meaning of the
Health Vials +5 at the word "cursed."
bottom of each column.
It's a small bonus
considering how easy it is
Level Overview
to get stuck down there
and be assaulted by
enemies above you.
Curse3 is a large level, but
If you see an enemy at the bottom of a column, cover the its difficulty doesn't stem
elevator that leads up to the spiral pathway—it's the only from its size. It's the
way out of the bottom. complexity of the map that
It never hurts to drop a grenade down a column every time baffles most players. As
you pass by. Maybe you'll hit someone foolish enough to be with any other level, the
camping out down there. most valuable weapon in
your arsenal is compre-
At the very top of each of
hensive knowledge of the
the two large, cylindrical
floor plan, so run through
Deathmatch and Team Deathmatch Levels

areas are grated platforms.


the level several times to
One has a Lighting Gun,
get it in your head.
and the other has a Super
Shield Pack +100. You In these cramped
must double-jump onto quarters, stick with
them from the top of the weapons that have a
level to reach them. Either good spread or do splash
of these platforms makes damage, or both. If you're
for a good sniper post. handy with the Shock
Rifle, don't be shy about
letting loose with some
Curse3 Shock Combos. Other
good weapons for the
level are the Flak Cannon
and the Lightning Gun
(there are many good
camping spots).

Top
At the top of the level are
the Shock Rifle, a Health
Pack +25, four Health Vials
+5, and pits and catwalks
from which you can jump
to reach lower areas of
the level. One of the two
pits drops you down near
the Flak Cannon, and the
other pit takes you to the
Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon, Rocket Launcher.
Lightning Gun, Link Gun, Minigun, Shield Gun, Shock Rifle
Items Available: Adrenaline, Double Damage, Health Pack
+25, Health Vial +5, Shield Pack +50

42
Prima’s Official Strategy Guide

An elevator goes to the


bottom and another takes
Campsites (cont’d)
(cont’d)

you to the middle. They You can also fall down


are in opposite corners of onto the catwalk below
the upper part. As you the tunnel, and run along
might imagine, this upper it to the corner of the
level sees a lot of traffic. room. From there, you can
watch all entrances to the
room at the same time.
Middle
You can find several
Adrenaline capsules, the Bottom
Minigun, a Health Pack The dungeon-like floor of
+25, the Rocket Launcher, Curse3 is home to the Link
the Flak Cannon, a Shield Gun and the Bio-Rifle. This
Pack +50, and one of the is the most dangerous
two Lightning Guns in the area in the level because

Deathmatch and Team Deathmatch Levels


middle part of the level. your foes can shoot you
from above or jump down
Like the upper part of on you. Moreover, this
Curse3, the middle floor bottom has no Health
consists almost entirely of Packs to patch you up.
catwalks, narrow ledges,
and floors with gaping pits.
It's easy to reach the An item of great value,
bottom from here, but however, is the hidden
there are many good Double Damage modifier.
ambush spots and you It's secreted away behind
might not want to drop a stone wall near the
down immediately. skulls with the glowing
red eyes.

Campsites
One of the best camping To open the wall and
areas in the entire level is retrieve the Double
right next to the Lightning Damage modifier, you just
Gun, near the skulls with need to shoot the flimsy
the glowing red eyes. Hop wall in front of the
up into the small tunnel modifier. The wall opens
near the Lightning Gun slowly, and you can run in
and walk through to the and grab the modifier.
other side.

From this vantage


If you're healthy, well-
point, pick off any foe
equipped, and quick on
who comes through the
the trigger, you can rack
large room between the
up a number of kills by
Double Damage pickup
running around the
and the Flak Cannon.
bottom. It's easy to get
obliterated quickly, so
minimize your time
down here.

primagames.com 43
Hot Spots Flux II
The entire bottom is one
big hot spot, but the
corner with the Bio-Rifle
is particularly nasty. This
area has a great deal of
traffic, and you often find
players (especially Bots)
waiting here.
Hanging around the
top or bottom of an
elevator is a good way to
pick off opponents, but
you're pressing your luck
in these high-traffic
areas. Your foes will
catch on to the fact that
Deathmatch and Team Deathmatch Levels

they need to keep their Flak Cannon handy while


riding elevators.

Another hot spot is


the small room with the
Flak Cannon. This room Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
has a half-dozen Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
openings into it and the Gun, Shock Rifle
Flak Cannon is one of Items Available: Adrenaline, Double Damage, Health Vial
the most desirable +5, Health Pack +25, Shield Pack +50
weapons for this level.

After picking up the Deep in the ice chasms of the Hollis Expanse, an
Flak Cannon, head into abandoned supply depot becomes host to a game
the alcove under the of death. The winner rides out in style, while
stairs to pick up the the losers enter cryostasis the hard way.
Shield Pack +50. Hang
out here for a bit. You
are well-hidden, so pick
Level Overview
up Shield Packs as they
respawn and pick off
opponents whose shadows
you see on the floor.
Be forewarned: One
well-placed rocket,
grenade, or Shock Combo
can quickly spoil your plans.
You have no chance to dodge,
and it won't take long for your
opponents to figure out you're
lurking down there.

44
Prima’s Official Strategy Guide

Flux II is a large level, but


the layout is simple. It's a
big rectangular structure Hot Spots (cont’d)
(cont’d)
set in an ice chasm, The area inside the
surrounded by snowy supply depot near the
wasteland and impassable Minigun is especially
ice walls on every side. brutal. Three doorways,
The action is fast and two Health Packs +25,
furious. Flux II boasts an and the Minigun make
abundance of hiding this a heavily trafficked
spots, but the entire map is too open for you to remain area with valuable items.
still for long.

Interior
The large supply depot in
the center occupies most Exterior
of the space. It also
The exterior is a thin strip of
contains most of the
snow sandwiched between
weapons in the level,

Deathmatch and Team Deathmatch Levels


the supply depot and the
including the Bio-Rifle, the
high walls of the chasm.
Link Gun, the Minigun, and
Out here, you will find the
the Shock Rifle. Items
Rocket Launcher, the
available in the depot
Lightning Gun, and the Flak
include a few Health Vials
Cannon, three of the best
+5 and several Health Packs +25. Powered-up players should
weapons available in Flux II.
stick to the interior, where weapons, ammo, and Health Packs
Six doors in the supply
can be found.
depot lead to the exterior.
On one side of the bottom
floor of the depot is a killer
A Shield Pack +50 sits in
hot spot. On the other is
one corner of the level.
an elevator that takes you
Health Vials +5 and
from the ground floor to
Adrenaline capsules are
the top—an excellent way
scattered around the
to ambush an enemy
perimeter of the supply
lurking on the platforms
depot. These power-ups
above, waiting to pick you
make the outside of the
off when you run up a
level a good place to start
ramp toward them.
after respawning. Not only
can you find some of the best weapons out here, you also
can raise your health above 100 points and pick up shields
and Adrenaline—all handy when you enter the supply
Hot Spots depot, where most of the action takes place.

Every doorway is a
potential hot spot. A Double Damage modifier
They all see frequent floats above a high
use by players looking platform in a corner. It's
to run outside for a difficult to reach, but doing
quick Adrenaline twice as much damage on
boost or competitors a fast and open level is a
running inside for the huge benefit.
Health Packs.

primagames.com 45
To reach the platform Campsite
with the Double Damage
modifier, run up the ramp One of the best
on the adjacent platform campsites in the level is
(which has a Lightning the platform with the
Gun) and execute a Double Damage
perfectly timed Shield modifier. Because you
Gun jump. need to Shield Gun jump
off the platform with the
Lightning Gun to reach
As you start running up the Double Damage modifier, don't leap for the
the ramp, look down and Double Damage immediately. Camp with the
charge your Shield Gun. Lightning Gun for a bit. When you're ready to
Simultaneously release the rumble again, pick up the Double Damage and
fire button and jump as equip the Minigun or Flak Cannon.
you reach the corner of
the platform to soar onto
the modifier.
Deathmatch and Team Deathmatch Levels

It's easier to reach the Gael


Double Damage platform if
you have the LowGrav
Mutator enabled or are
charged up with Speed
Adrenaline Combo, but it's
not impossible to do under
normal conditions. Make
sure you have plenty of
health and shields. You
take damage from the Shield Gun jump, and it may take a
few tries to execute it properly.

Weapons Available: Assault Rifle, Lightning Gun, Rocket


Launcher, Shield Gun
Items Available: Big Keg o' Health +100, Double Damage,
Super Shield Pack +100

Nowhere to run. Nowhere to hide. Deathmatch up close and


personal.

46
Prima’s Official Strategy Guide

Level Overview Inferno


Gael is one of the smallest
and fastest levels in
UT2003. The map is an
arena with an elevator at
either end that takes you
up to a catwalk that runs
around the perimeter. Gael
has no good spots to camp
and take a breather—the
entire level is a hot spot.
The bottom floor has a
Rocket Launcher on either
side and a spawning pad
for one of three random
items (Double Damage, Big
Keg o' Health +100, or
Super Shield Pack +100) in

Deathmatch and Team Deathmatch Levels


the center. It's cruel irony
that the only way you can
replenish your health is to
run into the center of the
killing fields. Even worse, Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
the spawning pad is in the Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
center of a giant pit, so if Gun, Shock Rifle
you just try to run onto it, Items Available: Adrenaline, Big Keg o' Health +100, Health
you die a messy death. Pack +25, Shield Pack +50, Super Shield Pack +100

Paradiso. Purgatorio. Inferno. Those who have fallen from


grace have little more to look forward to than an eternity of
torment among fire and brimstone. They, and the soulless
At either end of the
creations of the automata, will seek to destroy you and claw
ground floor, an elevator
their way back to glory. Your job is to send them to hell.
takes you up to the
catwalk. Lightning Guns
are available in front of Level Overview
each elevator.

The catwalk has two


Rocket Launchers, one in
front of each elevator, and
a clear view of most of the
ground floor. You won't
have time to line up a shot
with your Lightning Gun's
scope in this frantic level,
but the catwalk is the
perfect place to pick off
opponents with the Lightning Gun.
The only strategy for Gael involves dodging like a maniac,
firing quickly and accurately, and keeping your health and
ammo high. Prepare for a sore wrist: You won't get a
moment's rest from the time the match starts until the final
score is shown.

primagames.com 47
Inferno is an impressive,
intimidating level. It is The stairs in each tower
composed of one large lead to another circular
tower encircled by four catwalk that runs around
smaller towers. After you the large tower in the
start running around on it, center. Head up any of the
you'll see that there is three staircases on the
little surface area in the inside of the catwalk to
arena—just a lot of long reach the Link Gun, a
narrow pathways with Shield Pack +50, and an
plenty of weapon and item pickups. elevator that leads to the
A long grated catwalk top of the large tower.
encircles the large tower,
passing through each of
the four smaller towers.
Along this catwalk, pick Drop off this catwalk onto
up plenty of Adrenaline. If a platform near one of the
you run around the smaller towers that
catwalk, the items will contains a Super Shield
respawn by the time you Pack +100.
Deathmatch and Team Deathmatch Levels

get back to them—


assuming that your
opponents don't beat you there.

On the inside of the


catwalk arc, two of the At the top of the large
smaller towers have paths tower is an open area with
that lead to elevators that the Lightning Gun and a
take you to the large Big Keg o' Health +100.
tower. One of these towers Dual staircases lead up to
has the Shock Rifle; the a narrow ledge that runs
other has the Rocket around the top of the
Launcher. tower. This ledge is one
giant camping opportunity.
Jump onto it carefully and walk around to get an amazing
view of the entire level.

On the side of the upper


large tower opposite the
Lighting Gun and Keg o'
Health is another open
plateau. This one has a
Health Pack +25 and the
Bio-Rifle, as well as the
other end of the telepor-
The other two small
tation portals in the lower
towers have winding
side towers.
staircases on the
outside of the catwalk arc, and these
contain Health Packs +25 and
ammunition. You will find the Flak Hot spots in this level
Cannon at the top of one of these include the catwalks (they
staircases and the Minigun at the top must be used to cross
of the other. A teleportation portal from one tower to the
appears near the Health Pack in each, next), as well as the
and it transports you to the upper part elevators that run up and
of the level. down the central tower.

48
Prima’s Official Strategy Guide

Speaking of hot spots, stay


out of the lava and away
from the flames. Both will
severely hurt you. And it
goes without saying that
you should make every
attempt to avoid falling off
the level or dropping from
a great height.

Insidious

Deathmatch and Team Deathmatch Levels


In the circular corridor, you
can pick up the Bio-Rifle,
the Flak Cannon, the Shock
Rifle, a Big Keg o' Health
+100, and a Shield Pack
+50. This is the hottest hot
spot in the level, especially
in the area with the Big Keg
o' Health +100, since
everyone wants to get their
hands on it.

Along the lower pathway


Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon, that extends across the
Minigun, Rocket Launcher, Shield Gun, Shock Rifle center of the level, you
Items Available: Adrenaline, Big Keg o' Health +100, Health can pick up a Minigun and
Pack +25, Shield Pack +50 some Adrenaline. Be
careful not to fall off the
lower pathway. If you do,
Step into the dark underworld of the Inquisition, where the you die instantly when the
ghosts of the innocent are your only companions. giant fan blade below
chops you into bite-sized
Level Overview chunks.
Insidious is a small level
designed for high-speed
The Rocket Launcher sits
dogfights and itchy trigger
in the center of the upper
fingers. A wide circular
pathway that crosses the
corridor makes up the bulk
level, with a Health Pack
of the level. Two pathways
+25 on either side of it.
extend out from the inside
Run up the chains that
of the arc of the corridor,
extend from the sides of
overlapping in the center.
the pathway if you want.

primagames.com 49
There are no great Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
camping spots in this
Gun, Shock Rifle
small, open level, but leap
onto the narrow girders on Items Available: Adrenaline, Health Pack +25, Shield Pack +50
either side of the upper
pathway to get out of the They say, "Keep your friends close and your enemies closer."
flow of traffic and pick off You won't find any friends here, so reach out and touch
a few unready foes. someone.

Level Overview
Despite its gargantuan
Tiny Bubbles name, Leviathan is another
small, intense level like
On either side of the Insidious. Two main areas
Shield Pack +50 are are on the map: a
tanks filled with a rectangular pathway that
bubbling liquid. Approach runs around the perimeter
the one to the right of and a narrow open room
Deathmatch and Team Deathmatch Levels

the Shield Pack to see in the center.


the humanoid creature
inside freak out and start
banging on the glass. A torture victim, a genetic
experiment, or the remains of the last competitor
to set foot in Insidious? Perhaps it's all of the
above. Pray you never find out.

Leviathan

The pathway encircles the


narrow open room. Along
this pathway, pick up the
Shock Rifle, the Bio-Rifle,
the Rocket Launcher, the
Flak Cannon, and the
Lightning Gun.

50
Prima’s Official Strategy Guide

Oceanic
In all four corners of the
rectangular pathway, three
Adrenaline capsules float
above ramps that continue
the pathway above the
floor of the center room.

While running on the


elevated pathway above
the center room, you can
jump down into the room,
jump across to the
pathway along the other
side of the room, or circle
the room on the pathway.

Deathmatch and Team Deathmatch Levels


At each of the room's
narrower ends, a door
leads from the pathway
into the center room. Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
Inside, you'll find the Link Gun, Minigun, Rocket Launcher, Shield Gun, Shock Rifle
Minigun, the Link Gun, a
Items Available: Health Pack +25
Health Pack +25, and a
Shield Pack +50.
Beneath the ice packs of the Thracian Sea, Oceanic Power
Station works ceaselessly to provide the nearby coastline
with a virtually endless supply of fusion energy. But for those
who do battle in the corridors beneath the ice, only victory
staves off the chill touch of defeat.

Level Overview

Oceanic is a small, fast


Like other small map made up of corridors,
Deathmatch levels, catwalks, and few open
Leviathan doesn't lend spaces. It is divided into
itself to fancy strategy. three sections: a small
Your success depends recessed area at the
mainly on skill. Hiding bottom of the center of
around blind corners (especially the map, an elevated
under the overhanging pathway winding corridor that
in the center room) and surrounds the recessed
collecting Adrenaline so that area, and a catwalk that
you can perform Adrenaline runs above the floor of the
Combos are handy tricks. In corridor.
the end, however, it all comes
down to you.

primagames.com 51
The catwalk is a relatively
safe place to be, as you
can always drop down to
the corridor if the action
gets too intense. However,
in a small level such as
this, there really aren't any
safe places to hide.

Phobos Moon 2
In the recessed area, you
can pick up the Rocket
Launcher and a Health
Pack +25. There are two
ramps and a small elevator
that lead up to the
corridor.
Deathmatch and Team Deathmatch Levels

The Bio-Rifle, the Link Gun,


and the Shock Rifle can be
found in the corridor.
There is an elevator near
the Shock Rifle in a corner
of the level that takes you
up to the catwalk. You can
also reach the catwalk via
a jump pad in the corner
near the Bio-Rifle, or by
ascending the ramp in the center of the arena.

Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,


Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
Along the catwalk are the Gun, Shock Rifle, Ion Painter
Minigun, the Flak Cannon, Items Available: Adrenaline, Double Damage, Health Pack
and two Health Packs +25. +25, Big Keg o' Health +100, Health Vial +5, Shield Pack +50,
Shield Pack +100

After the first of the


Phobos Moon orbital
arenas was decommis-
Although Oceanic is small, sioned and scrapped,
it's easy to miss enemies if its successor was
you continually run around launched to considerable
the level. Gather weapons fanfare and quickly became a
and ammo, and then pause staple Deathmatch arena of
around corners to pick off the Tournament.
your foes as they run by.
Don't wait too long;
continue running if you
don't see anyone after a
few seconds.

52
Prima’s Official Strategy Guide

Level Overview Ground Floor


Phobos Moon 2 is one of The bottom of the arena
the largest and most consists of several wide-
unique Deathmatch maps open areas connected by a
in UT2003. Built on a series of tunnels, pathways,
platform that orbits the and ditches. Phobos Moon
moon of Phobos, this 2's ground floor holds most
expansive arena has every of the available weapons in
weapon and item you the level—the Link Gun, the
could ask for, and a gravity Minigun, the Bio-Rifle, the
field that gets weaker as Flak Cannon, and the
you go up. Rocket Launcher.
You can also find lots of
Adrenaline, several Health
Packs +25, a Shield Pack
+100, and enough Health
Vials +5 to choke a horse.
Explore the passageways
leading away from the

Deathmatch and Team Deathmatch Levels


central area to find them
all. The ground floor
should be used for
weapon and item collection; the higher areas are more
strategic in terms of combat.
One of the most valuable
pick-ups at the bottom is
the Double Damage
modifier, located on a
small ledge in a large,
open area—a hot spot,
naturally. Take the short
set of stairs next to the
Rocket Launcher to reach
it, or use the jump pad in
Gravity the open area to hop up. After you pick it up, it may respawn
as a Big Keg o' Health +100 or a Super Shield Pack +100.
At the ground floor of
Phobos Moon 2, gravity is
normal. However, as you
near the top, the gravity
weakens. At the top, you
can leap tall obstacles in a Hot Spots
single bound and reach
areas that would not The biggest, nastiest hot
otherwise be accessible. spot in the arena is the
huge open area in the
Variable gravity has two dangers. The first is that it is easy to center. Not only is the
overshoot your jumps at the top and leap into the vacuum of entire area visible from
space, which kills you instantly. many points in the level,
The second danger is getting used to the weaker gravity at but it's also jam-packed
the top and forgetting that gravity is at full force at the with valuable goodies
bottom. If you leap off the top expecting to float gently to (like the Double Damage modifier).
the floor, you're in for a rude awakening: As you fall, gravity
increases. If you fall all the way to the bottom, you suffer a
moderate amount of damage.

primagames.com 53
Along the corridors and
plateaus that line the
Hot Spots middle part of the level,
you can find the Lightning
The area sees the most Gun, two Shock Rifles,
traffic. Most of the several Health Packs +25, a
corridors run to and handful of Health Vials +25
from this vast column of and Adrenaline capsules,
open space; you're and a Shield Pack +50.
practically guaranteed to Again, be sure to explore
find an enemy every them thoroughly and learn the layout.
time you enter. Most of
the level's best campsites look directly down into
this area.
As you get higher up the
Another tough place to sides of the center, you
find yourself is in the can pick up another
other large open area at Rocket Launcher, another
the bottom. The L- Lightning Gun, and a Big
shaped trench at the Keg o' Health +100.
Deathmatch and Team Deathmatch Levels

bottom contains several


Health Vials +5 and a
Health Pack +25, but the Reach for the Stars
only way to leave is to jump off the purple jump
pad at one end. It's easy to get pinned down in
this trench, with nowhere to run or hide.

There are several ways to


Clever players can use a get to the top of Phobos
couple of platforms Moon 2, where the gravity
above this area to fire is weaker.
down at enemies on the
floor. If you're planning
to hang out in this area,
use the large pillars as
cover, or you'll wind up
as a pizza topping in no time.

Movin' on Up
You can reach higher levels
in one of three ways. The The fenced-in elevator
first is to run or jump onto between the two Health
a purple jump pad, which Packs +25 and the Shock Rifle
propels you onto higher takes you to the top, but it
levels. The second is to ride doesn't put you in strategic
one of two elevators, position. You wind up in a wide-
neither of which can be open space at the lower end of
entered through the large the top area. That's not a problem
open area in the arena's if you move quickly, but if an
center. Third, run up the set of stairs near the Minigun. enemy is camping out and
covering the elevator, you're in
trouble.

54
Prima’s Official Strategy Guide

Another fenced-in elevator


is near the line of Health
Vials +5 just past the
Rocket Launcher and the
Big Keg o' Health +100 in Take the elevator that
the upper middle part of leads up to the Ion Painter.
the level. This elevator
takes you up to the roof of
the building at the top,
where the Ion Painter
awaits. Getting taken right to the most powerful weapon in
the game is a huge strategic advantage.

Take the platform elevator


near one of the Lightning Take the elevator to the
Guns. This goes all the way top of the tallest tower at
up to the top of the the highest point and jump
highest structure in the down to the Ion Painter.
level, a giant tower that
looms over the rest of the

Deathmatch and Team Deathmatch Levels


arena. From here, you can
jump down to the Ion
Painter or just about any
other location on the map.
Watch out for that zero- Leap onto the exterior wall
gravity effect. of the level and run
around it until you can
Top jump up to the structure
with the Ion Painter.
The top is the most strate-
gically important area in
the level. It has several
powerful pick-ups,
including a Double Damage When using the Ion
modifier, two Health Packs Painter, aim for the bottom
+25, a Shield Pack +100, of the level. Its field of fire
and several Health Vials +5. is so powerful that you will
be caught in the blast if
you're not careful.

Campsites
The best campsites are
in the middle and at the
top. Two are found near
the Lightning Guns.
Stand in the two large
The biggest and baddest weapon windows near one of the
in the game is found at the top Lightning Guns to get a
of the arena. The Ion Painter sits full view of the open
atop a structure in one corner. column of space in the center.
There are three ways to reach
the Ion Painter.

primagames.com 55
Plunge
Campsites (cont’d)
(cont’d)

After getting the other


Lightning Gun, run
through the door to camp
above the other large
open area on the ground
floor. Pick off enemies as
they run into the room
for the Link Gun.

Run onto the platform


elevator near the
Lightning Gun to ride all
the way up to the level's
highest point. From here,
Deathmatch and Team Deathmatch Levels

you can cover almost the


entire center of the level.

Jump from the top of the Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
level onto any of the Lightning Gun, Link Gun, Minigun, Redeemer, Rocket
grated awnings above Launcher, Shield Gun, Shock Rifle
most of the higher Items Available: Adrenaline, Big Keg o'Health +100, Health
doorways. These allow Pack +25, Health Vial +5, Super Shield Pack +100
you to see most of the
central area, and plug
anyone who runs Level Overview
through the door.

The roofs of any


structures along the top
are prime sniping real
estate. Now that you
know how vulnerable
players are when they
run through the open
area in the center, take
pains to minimize your
exposure in this area.

56
Prima’s Official Strategy Guide

Plunge is a low-gravity The purple tower's


arena made up of three upper level has several
ruined skyscraper-like Adrenaline capsules and
structures. Each is color- two purple jump pads that
coded purple, yellow, or send you up to small
green. Scattered around platforms above the upper
the arena are square jump level. It also has a green
pads, also color-coded jump pad and a yellow
purple, yellow, or green. jump pad, which are used
The secret to successfully to reach the green and
leaping from building to building is to use the jump pads to yellow towers, respectively.
reach the buildings that share the same color.
If you try to leap from a
green jump pad to the On one of the platforms
yellow building, you'll above the purple tower's
probably find that you don't upper level is the Link
have the right angle or Gun, and on the platform
height to complete the above that are three
jump. If you fall off a Health Vials +5 and a Big
building, you die instantly, Keg o' Health +100.

Deathmatch and Team Deathmatch Levels


no matter how much Health
or Shield energy you had.

Purple Tower Yellow Tower


The lowest level of
the yellow tower is
completely enclosed
The purple tower has three except for two ramps that
levels. The lowest level lead up to the middle
contains the Flak Cannon level of the tower. There
and two purple jump pads are no item or weapon
that propel you up to the pickups in the lowest
middle level. level of the yellow tower.

The middle level of the


purple tower has the
Shock Rifle, the Minigun,
10 Health Vials +5, and
two purple jump pads
that send you to the
upper level.

The middle level of


the yellow tower
There is also a ramp contains another
pointing towards the Shock Rifle and a few Adrenaline
yellow tower on the capsules. There is a yellow jump pad
middle level. If you run that sends you up to the higher level
up this ramp and execute of the tower and a green jump pad
a perfectly timed double that sends you to the green tower.
jump at the end of it, you
can make the leap.
Otherwise, you fall to
your death.

primagames.com 57
The upper level of the
yellow tower has a Rocket
Launcher on it. You can
leap off of either end of it On the upper level of the
to reach one of two yellow green tower is a Health
platforms. On one of these Pack +25 and a purple
platforms is a purple jump jump pad that sends you
pad that sends you to the to the purple tower.
purple tower, and on the
other is a green jump pad
that sends you to the green tower.
To reach the platform
Above the upper level of above the upper level of
the yellow tower is a small the green tower, you need
platform that you can only to jump carefully from
reach with a stellar Shield either of the green jump
Gun jump, a good double- pads on the middle level of
jump from the aforemen- the green tower. On this
tioned yellow platforms, or upper platform is a yellow
by being launched from a jump pad that sends you
jump pad on the green to the yellow tower and
DeathmatchLevels

tower. This platform has the Redeemer.


two Health Packs +25 and
a Super Shield Pack +100.
TeamDeathmatch

Green Tower On top of some ruined


girders at one end of the
Like the yellow tower, the green tower is a Lighting
lowest level of the green Gun. The Lighting Gun's
tower is completely location is an excellent
enclosed and has no sniper spot.
weapon or item pickups
andTeam

in it. Use either of the


two ramps in it to reach
the middle level of the
green tower.
Deathmatchand

Between the green and


yellow towers is a small
platform with two Health
Deathmatch

Packs +25 on it, as well as


yellow and green jump
pads and the Bio-Rifle.

Strategy
There's a reason you're
given three Shock Rifles in
The middle level of this level: They're the best
the green tower has a Shock weapons for the job. They
Rifle and several Adrenaline fire quickly and in a
capsules in it. It also has a yellow straight line, which is
jump pad that sends you to the handy when you're soaring
platform above the higher level of through the air in a lazy,
the yellow tower if you run into low-grav jump. They also
it. The two green jump pads on pack quite a wallop.
the middle level of the green
tower send you to the upper
level of the green tower.

58
Prima’s Official Strategy Guide

Keeping yourself in motion The crypt maze of the Serpentine Temple, home of the
is as good an idea on Scaled God Rec. Once considered a sacred crypt, now the
Plunge as it is in any other corporeal vessels of past heroes have been excavated. It's
level, but beware of foes time to replace them with new sacrifices.
who will shoot you out of
the sky while you're
between buildings. One
Level Overview
well-placed rocket stops
your momentum and
sends you plummeting to
your death. Of course, they don't get credit for the kill, but it
doesn't help you at all.

Finally, when using the


Redeemer, aim for the
Serpentine is a small yet
middle level of a tower
intricate arena with too
other than the one that
many nooks and crannies
you're on, and line up your
for you to remain still for

Deathmatch and Team Deathmatch Levels


shot carefully. It's very
long. It is broken up into
easy to fire the Redeemer
three parts: the ground
rocket into the void, where
floor maze for which the
it won't explode.
level is named, a narrow
catwalk that runs around
the perimeter of the
Serpentine arena, and a broader
catwalk high above the
ground that spans the
center of the map.

Maze
On the floor of the level
(the "roof" of the maze),
you can pick up one of two
Miniguns in opposite
corners of the arena. In the
center of the arena is a
spawning point for a
random item: a Double
Weapons Available: Assault Rifle, Flak Cannon, Lightning Damage modifier, a Health
Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun, Shock Rifle Pack +25, a Big Keg o'
Items Available: Adrenaline, Big Keg o' Health +100, Health +100, or a Super
Double Damage, Health Pack +25, Health Vial +5, Super Shield Pack +100.
Shield Pack +100

primagames.com 59
The maze itself is easy to
get lost in, despite its Along this catwalk, you
small size. There are two can pick up 12 Adrenaline
of each of the following capsules and one of two
weapons on opposite sides Link Guns. Leave the
of the maze: Rocket catwalk by running or
Launcher, Flak Cannon, jumping down the ramps.
and Lightning Gun.

Upper Catwalk
Running through the
center of the maze is a line
of 12 Health Packs +5. This The only way to get to the
is an excellent way to upper catwalk, which runs
quickly replenish Health, or across the middle of the
to push it up to the 199- level, high above the
point maximum. ground, you need to take
the elevators at either end
Deathmatch and Team Deathmatch Levels

of the maze.
There are only two exits
from the maze, once you
fall or jump into it. The first
is to take one of two The upper catwalk has two
elevators on opposite sides Shock Rifles on it, one at
of the maze, right near the either end. It also has four
Flak Cannons. These Adrenaline capsules in the
elevators take you up to middle of the arena. You
the upper catwalk (see can use the circular hole in
"Upper Catwalk"). the middle of the catwalk
to snipe at enemies or fall
back down to the floor.
The second exit from the
maze is to run up one of
two ramps, also on Strategy
opposite sides of the
arena. They are directly
behind the Lightning Guns.
These ramps bring you
back to the ground floor of
the level.

Lower Catwalk
To reach the lower First of all, you're given two of just
catwalk, which runs along about every weapon in the game,
the perimeter of the arena, but it's important to know when
simply run up one of the and where to use them. Ironically,
two ramps leading up from the three weapons provided in the
the floor of the arena near maze (Flak Cannon, Lightning Gun,
the Miniguns. and Rocket Launcher) are not all that
useful in the maze. The Flak Cannon
has too much ricochet, the Rocket
Launcher does splash damage, and
the Lightning Gun is best used from a
distance, with the scope.

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Prima’s Official Strategy Guide

The Minigun and Link Gun


work best in the maze. The
Lightning Gun and Shock
Tokara Forest
Rifle are best used on one
of the catwalks. All other
weapons find their marks
best when used on the
floor of the arena.

Also, learn how to


negotiate the maze
quickly. Memorize
locations. When you reach
the line of Health Vials (the
only long straightaway in
the maze), you know
you're in the center.
Memorize how to reach
the ramps and the

Deathmatch and Team Deathmatch Levels


elevators, and you'll save yourself a lot of trouble.

While on the floor of the


arena, use your Flak
Cannon, Assault Rifle Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
grenades, and Rocket Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
Launcher to fire down at Gun, Shock Rifle
the poor suckers running Items Available: Adrenaline, Double Damage, Health Pack
around like rats in +25, Big Keg o' Health +100, Health Vial +5, Shield Pack +100
a…well, maze.
Tokara Forest, where the emerald blood of ancient trees
Stay out of the maze as flows as freely as the scarlet blood of young warriors.
much as possible. It's too
easy to get pinned down Level Overview
and too hard to see what's
going on around you. Make
good use of the sniper
hole in the upper catwalk,
as well as the alcoves on
either side of the
floor of the arena. Tokara Forest is one of the
largest arenas in UT2003,
and it is designed for mass
numbers of players. The
entire level has low
gravity, which means you
can jump to great heights
with ease and fall fantastic
distances without so much
as twisting an ankle.

primagames.com 61
The best weapons to use
in this level are the
Lightning Gun (because of
the countless sniping
opportunities) and the
Rocket Launcher. Thanks to
low gravity, you can fire
rockets at your opponents'
feet, launching them into
the air. As long as they're
airborne, they're out of control—and you can juggle them as
long as you want, if your aim is true.
Tokara Forest has two
main areas: the pathways
that wind between the
Movement
trees and the forest floor. You can't run blindly in
Large blue jump pads are Tokara Forest. It's so huge
scattered around the that you could run for
level; jumping or running minutes at a time without
onto one propels you high running into an enemy. It's
also so open that anyone
Deathmatch and Team Deathmatch Levels

into the air.


with a good camping
position and a Lightning
The forest floor holds the Gun can pick off distant
Bio-Rifle, two Flak enemies. Listen for gunfire,
Cannons, a Shock Rifle, and watch for shock and
several Adrenaline lightning beams, then chase down your opponents.
capsules, a couple of Get used to looking in all directions frequently, and move on
Health Packs +25, and enemies as soon as you see them.
many Health Vials +5. A
Shield Pack +100 sits in
the middle of the forest Be sure to vary your
floor. Get to the upper vertical position frequently
parts by running up the ramp of the pathway or using a as well. If you are at the
jump pad. top, drop off the walkway
Above the forest floor, at any point without fear
along the pathways and of damage. Land on one of
other structures that run the jump pads to soar into
between the trees, pick up the air.
a couple of Rocket
Launchers, a Shock Rifle, a
Big Keg o' Health +100,
Health Vials +5, and a
Double Damage modifier.

At the very top of the level


are the Link Gun, the
Lightning Gun, a Minigun,
another Shock Rifle, a
Health Pack +25, more
Health Vials +5, and
several Adrenaline
capsules.

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Prima’s Official Strategy Guide

The only drawback to low Training Day


gravity is that you have
little control over your
falls. An enemy, especially
one with the Lightning gun,
can lead you while aiming
and pick you off as you fall
or jump.

If you're lucky enough to see someone firing at you, be sure


to return the favor before they kill you. You might not be
able to take them out, but you can at least make it hot
enough for them that they won't want to stand still and
pick you off.
Avoid spending a lot of
time on the forest floor. It
is so vast and open that
you can be picked off from

Deathmatch and Team Deathmatch Levels


a great distance without
seeing who hit you. Make
good use of the jump pads
to leave the forest floor
after picking up weapons
and items and get back up
Weapons Available: Assault Rifle, Flak Cannon, Lighting
to the pathways, where you have much more control over
Gun, Minigun, Rocket Launcher, Shield Gun
your vertical position.
Items Available: Adrenaline, Health Pack +25

Simple, flat, and chock full of weapons and ammunition.


Perfect for your first humiliation in the
Tournament.

Level Overview

Training Day is a very simple level


designed as a quick and dirty
tutorial in the art of killing for
sport. It has a very basic figure-
eight design, with a wide hallway
connecting the two narrow loops
on either side of the arena.

primagames.com 63
The best weapons for this
close-quarters level are
the Flak Cannon and the
Minigun, both of which
require you to run out into
the open hallway between
the two loops. This area is
a huge hot spot, as it's the
only long straightaway in
the level.

The Lightning Gun is a


great weapon, but only if
you can "fire from the hip"
(not use the scope) with
great accuracy. You won't
have time to line up
headshots. Similarly, the
Rocket Launcher is as
devastating as ever, but its
Deathmatch and Team Deathmatch Levels

rate of fire is too slow


compared to the Minigun and Flak Cannon.

In one of the loops, you


Don't forget about the
can find the Lighting Gun.
often-overlooked Shield
In the other, the Rocket
Gun either. Build up a full
Launcher is available for
charge while hiding in one
pickup.
of the loops, and run
straight into an enemy
when they come to find
you to kill them instantly.

You can get the Minigun and Flak


The action is ridiculously
Cannon from the central hallway,
fast and furious in Training Day.
as well as a Health Pack +25 and
Stay out of the center of the
several Adrenaline capsules.
hallway, duck around corners
Watch out for the small gaps in
for cover, and don't stop
the floor near the loops; falling
shooting until the match
into one kills you instantly.
is over.

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Prima’s Official Strategy Guide

Capture the Flag Levels


Chrome Level Overview

The red and blue bases in


Chrome are identical, so
the following description

Capture the Flag Levels


works for either team's
headquarters. Each base
consists of a large hall, a
catwalk, and two side
hallways.

NOTE
Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield The red base has a warm, reddish color
Gun, Shock Rifle, Translocator
scheme, and has the team's logo posted near
Items Available: Flags (red and blue), Health Pack +25,
the doorways to the base. The blue base has a
Shield Pack +50
cooler, bluish color scheme with the blue
team's logo next to the doors to the base.
A recent addition to the Tournaments, this arena has yet to
be fouled by the rusted brown of dried blood or the carbon
black of scorch marks. Let us welcome you to be the first to Hall
christen it.
The main part of each
base is a giant hall with an
elevated catwalk in the
middle. Doorways at either
end of the hall, opposite
the flag, lead into the area
that separates the bases.

On the ground at the front


of the hall (the section
nearest the enemy base)
are the Lightning Gun and
the Bio-Rifle.

primagames.com 65
On the ground at the rear The most important item
of the hall, underneath the on the catwalk is the team
team flag, are several flag, at the rear. Doors on
Adrenaline capsules and a either side of the catwalk
Shield Pack +50. lead to second-floor
hallways.

Hallways

An elevator at the rear and


a jump pad in the center Enter the doors on either
take you up to the side of the catwalk to
catwalk. You can also reach two L-shaped
climb the catwalk ramps hallways. One contains a
at the front of the base. Minigun, the other has a
Link Gun.

Catwalk
Near the weapons in each
hallway, giant windows
look out over the hall. You
The middle of each base is can jump through the
dominated by an elevated windows to return quickly
Capture the Flag Levels

series of platforms and to the catwalk rather than


catwalks. A Health Pack run all the way around.
+25 is on the catwalk. These windows are also
excellent camping spots
for players on defense.

Between the Bases

The bases are separated


by small outer halls on
either side that lead into a
large, neutral room.

Outer Halls
On either side of the
front of each team's
base, a doorway leads to
a small outer hall with
two doorways. One
doorway leads to the
team base; the other
leads to the neutral area
between the bases.

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Prima’s Official Strategy Guide

Game Plan
Between the doors in each Offense
outer hall is a pillar of
energy, reflecting the color
of the team's base that it
is connected to.

Send at least two team members to capture


In one of the halls is a the enemy flag. The chances of one making it
Rocket Launcher; the other are better if they enter through different
contains a Flak Cannon. sides of the enemy base, but the chances of
both surviving are better if they come in

Capture the Flag Levels


through the same door. If you have the
manpower, send a third teammate in for the
flag. Two teammates can enter through one
door and the third through the other door.

Neutral Room Your team can reach the


enemy flag in three ways:
Run up onto the catwalk
and run the length of it until
The large rectangular room you grab the flag, run along
between the outer halls of the ground to the rear of
each team's base has four the catwalk and take the
corner doorways. Two lead elevator up to the flag, or
to the red base, and two to use your Translocator to get
the blue base. there instantly.
Once you have the flag,
quickly determine if more
enemies await on the
catwalk or on the ground,
On each side of the room
and choose the path of
is the logo of the team
least resistance. If you are
whose base lies beyond
running along the ground,
the neutral room. These
stay as close to the
help keep you from getting
catwalk as possible to
lost: If you want to head to
avoid getting shot from
the red base, run through
above, and beat feet back
a door near the red logo.
to your own flag to score the point.

Defense

In the middle of each end


of the room are a Shock Posting a defensive player
Rifle and a Health Pack on the inside of each
+25 on a small platform. doorway that leads into
The easiest way to get the your base is a good plan if
Health Pack is to double- you have two free players.
jump up to it.

primagames.com 67
Level Overview
One of the best defensive
positions is in the hallway
that branches off from the
catwalk and overlooks the
base. Camp up there with
a Lightning Gun trained on
your flag and pop any
enemy who tries to take it.

Make sure your defensive


players help themselves to
the Adrenaline and Shield
Pack at the rear of the
base. With superior
defense and surprise
attacks, you should be
able to hold your base
against all comers.

Citadel
Capture the Flag Levels

The bases in Citadel are


tall towers with three
entrances and four exits.
They are separated by a
vast crevasse spanned by
three bridges. The bases
are identical, so the
following description
applies to both.

Interior

Weapons Available: Assault Rifle, Bio-Rifle, Lightning Gun,


Minigun, Redeemer, Rocket Launcher, Shield Gun, Shock Rifle,
Translocator As you face the enemy
base from inside your
Items Available: Adrenaline, Flags (red and blue), Health
Pack +25, Health Vial +5, Shield Pack +100
own, your team flag is at
the rear of your base.

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Prima’s Official Strategy Guide

At the front of the base are


a Bio-Rifle and a teleport
chamber. To the right and Heading through the right
left, two doorways lead door on the ground floor
outside. The pathways of your base takes you
beyond the doorways take across the right bridge.
you to the left and right A Minigun is located in
bridges that cross the pit this area.
between the bases.

Behind the upper part of


Entering the teleport your base is a tunnel. You
chamber transports you can drop through it and
directly to the egg-shaped land almost directly on
teleport chamber on the your flag, but you suffer
roof of your base. slight damage from the
fall. This is an excellent
way to return the enemy

Capture the Flag Levels


flag to your base, but it's
also a defensive liability
because the enemy can do the same to you.

Your forward momentum


from teleporting causes
you to step down onto the
platform in front of the
Behind your base, four
chamber, which holds a
rows of three Adrenaline
Lightning Gun and a Shield
capsules are lined up
Pack +100.
along the spires that
project over empty space.

From here, the only place


to go is down. Turn around
and back off the platform,
moving forward as you fall
to slow your descent and
avoid taking damage. You
can also use your
Translocator to safely
transport to the ground,
but don't do it if you're
carrying a flag, because
flags don't translocate with you.

Exterior
At the front and top of your base
Exiting your base via the is the third and middle bridge
left door on the ground over the chasm. Either run across
floor takes you to a this bridge or drop carefully off
pathway leading to the left either side of the grassy plateau
bridge across the chasm to land near the right or left
that separates the bases. bridges.
Pick up two Health Packs
+25 and a Shock Rifle in
this area.

primagames.com 69
Dropping through the tunnel
above the enemy flag is the
quickest way to capture the
flag. However, a savvy
The middle bridge has 10 enemy with a Lightning Gun
Health Vials +5 and Rocket or Bio-Rifle who waits in
Launchers at either end. front of the flag for you to
try that will cut you to
pieces before you take two
steps with the flag.

Running into the enemy


On top of one of the large base via the side passages
spiked balls that float takes a little longer, but you
above the arena is a Big have the added advantage
Keg 'o Health +100. You of being able to lob a
need to use your grenade or rocket into the
Translocator to reach it, base in case there's
and you may need to hop anyone waiting for you.
from ball to ball with the
Translocator to get there.
Once you have the flag,
the quickest and safest
way to return it is to
teleport to the roof of the
enemy base, run across
the center bridge, and fall
On top of another ball is
into your own base
the Redeemer. You'll
Capture the Flag Levels

through the tunnel at the


definitely need to do some
rear. Dodge like crazy
fancy translocating to
while running across the
reach it.
bridge, or you'll hear the words "Head shot!" more often
than you'd like.

You can also run along the


Game Plan sides of the arena to
return the flag, but this
Offense takes longer and leaves
you more exposed. It's a
good backup plan if the
enemy has the center
bridge too well guarded.

Defense

First things first: If you


don't keep one defensive
There are two options for player on the roof of your
storming the enemy base: Run base with a Lightning Gun
across a side bridge into at the ready, you're insane.
the ground floor of the This is the perfect place
base, or take the elevated from which to pick off
center bridge and drop your foes.
down inside or outside the
enemy base.

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Prima’s Official Strategy Guide

Be careful about where


you stand, however: If a Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
player is waiting on the Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
receiving teleport platform Gun, Shock Rifle, Translocator
and another player goes Items Available: Adrenaline, Flags (red and blue), Health
through the teleporter, the Pack +25, Big Keg o' Health +100, Health Vial +5, Shield Pack
first player dies instantly. +50, Shield Pack +100
Stand on the platform with
the Lightning Gun and
Hidden away on the shores of a small South Pacific island,
Shield Pack, not on the
you will find the once great naval re-supply station code
teleporter.
named December.
Guard the tunnel at the
back of your base, too. It is Level Overview
the easiest way for an
enemy to enter your base
and steal your team's flag.
Hide in the tall grass just
beyond it, ready to shoot
and pursue your

Capture the Flag Levels


opponents if they try to
drop into your base.

If possible, keep a
defensive player inside
your base, standing in one
of the front corners and
facing toward the rear. This
teammate can cover the
flag, the tunnel, and both
doorways. The tricky bit is
watching all four at once.

December

The bases are identical,


consisting of a large room
with the team flag and a
labyrinth of small rooms
and hallways that lead to a
loading dock with a
decommissioned
battleship that sits
between the two bases.

primagames.com 71
Interior

Near the entrance to the


team base, a Shock Rifle
The flag area of each
hovers above a crate
base has the Link Gun
near a wall stencil that
and two Health Packs +25
reads "Dock."
on the ground.

In this room that glows


with the team color, head
Running up the ramps on under the ramp to pick up
either side of the flag area the Minigun. Near the
leads to a row of Minigun is an elevator
Adrenaline capsules and shaft that leads all the way
the team flag. down to the lower
entrance of the base.

Continue up the ramp to In a small room near the


reach a small room with a Shock Rifle is a Health
Lightning Gun, a Bio-Rifle,
Capture the Flag Levels

Pack +25. Going up the


and a Big Keg o' Health on small set of stairs in this
the ground. A Shield Pack room leads you to a Flak
+50 floats above a crate; Cannon.
use your Translocator to
reach it.

You can leave the room


either by running back into
the flag area or by translo-
cating up to a tunnel in the
wall near the Big Keg o'
Health. This tunnel takes
you into the labyrinth of
rooms and corridors
beyond the flag area.

A Rocket Launcher
sits in a small room
In this labyrinth (which you just beyond the right door from
can reach through either the flag area (as you face away from
of the steel doors at the the flag).
bottom of the flag area or
the tunnel near the Big
Keg o' Health) are most of
the weapons and items in
the game. Ammunition for
the various weapons is
scattered around the area.

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Prima’s Official Strategy Guide

You can also turn left and


Around the corner from run up the ramp that leads
the room with the large onto the battleship. If you
pumping pistons is a small fall into the dried-up area
room with a Link Gun, four between the battleship
Health Vials +5, and a and a base, translocate to
Health Pack +25. the base's landing, or
enter the base through the
lower entrance.

There is a Double Damage


modifier on top of the
Head past the Health battleship, as well as
Vials to reach two good another ramp on the
sniper posts. One opposite corner of the
overlooks the crate room ship that takes you to the
holding the Shock Rifle other base.
and Health Vials.

Capture the Flag Levels


If you run around under
the battleship, you can
find a Shield Pack +100
directly under the
battleship. It comes in
The other looks out over handy if you're making a
the battleship in the run for the enemy flag, as
center of the arena and you can expect heavy
contains a Lightning Gun resistance.
and two Health Packs +25.

Game Plan
Offense
Exit the base by following
the "Dock" stencils on the
wall (running around the
corner past the Shock Rifle
atop the crate). You emerge
on a landing. From here,
jump into the dried-up dock
between the two bases or
run (or translocate) onto the
battleship.
December is easier to
Battleship play on defense than on
offense. You must know
the floor plan of the
From the landing outside arena. The rooms and
the base, head straight to corridors between the
find a Health Pack +25 and battleship and the flag
a small diving hole that area of each base are
takes you directly into the confusing.
dried-up dock between
the bases.

primagames.com 73
TIP The second elevator you
encounter in the lower
entrance to the base takes
The most direct route to the enemy's flag, from you up to the area under
the entrance to the labyrinth of rooms and the ramp with the Minigun.
corridors, is to run straight in, turn left as the To reach the flag, run away
hallway turns, and go straight through the next from the ramp, up the
two doors. When you see the giant pistons, turn small set of stairs to the
left, and in through the
left and run up the stairs between the pistons,
steel door beyond them.
and then take a right and go through the
sliding steel doors that lead into the flag area.

Once you have the flag,


you can either backtrack
through the labyrinth and
leave through the upper
Expect to encounter entrance, or drop down
defensive opponents through one of the
hidden behind or atop elevator shafts and exit via
crates, lurking around blind the lower entrance.
corners, and inside
doorways.
Another great way to
enter the enemy base is to
translocate through the
sniper post that overlooks
the battleship. Don't try it
Capture the Flag Levels

You are most vulnerable if there's already someone


when crossing the in there with a Lightning
battleship, because there Gun, unless your health is
is a sniper post with a high and you think you can
Lightning Gun in each base take the sniper out.
that overlooks the ship.

Instead of running across


the ship, consider jumping
down under it and using
the lower passageway into
the enemy base.

From the sniper post, head straight


out, take a left, and run up the stairs
The first elevator you run between the pistons. Enter the sliding
into after entering through steel door to the flag area.
the lower passageway takes
you to the area with the
Link Gun. From here, make
two quick left turns, run up
the small set of stairs, and
enter the base through the
large steel door.

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Prima’s Official Strategy Guide

NOTE Other good defensive


spots are inside doorways
and around blind corners.
Remember that if you translocate while Put your defenders near
carrying the flag you will drop it. the entrances to the flag
area or near the entrances
to the base. These are the
two areas your opponents
Defense always have to pass
through.

The defense has a huge


advantage in December. Face3
The base has only three
possible entrances, and
one of them should be
covered by a defender at
all times anyway.

Capture the Flag Levels


The first (and often
overlooked) entrance is
through the sniper post
that overlooks the
battleship. You can jump in
or out of the window, but
it's easier to fire the
Translocator through it.

Camp a defender in this


sniper post with the
Lightning Gun and have Weapons Available: Assault Rifle, Flak Cannon, Lightning
them take care of any Gun, Link Gun, Minigun, Redeemer, Rocket Launcher, Shield
opponents who try to Gun, Shock Rifle, Translocator
enter. They can also get rid Items Available: Flags (Red and
of enemies who run across Blue), Health Pack +25, Big Keg o'
the battleship. Health +100, Health Vial +5, Shield
Pack +50, Shield Pack +100

The other entrance is the


main entrance, through
the labyrinth of rooms
and corridors. You should
have defenders on top of
and around the crates
near the entrance. All's
fair in love and war, so
don't hesitate to shoot
someone in the back.

primagames.com 75
One asteroid, two towers…ten thousand headshots.
The exits to the right and
Level Overview left of the flag take you
down hallways with
transport portals at the
end of them. These
transport towers take you
to the upper sniper post
near the top of the tower.

Face3 is an arena located


on an asteroid suspended The exits in front of the
in space. Falling off the flag also lead to hallways
asteroid means instant with transport portals in
death. On each side of the them. These portals lead to
asteroid is a team base; the lower sniper post in
the bases are identical to the middle of the tower.
each other, and the
description below suffices
for each. Between the
bases is a giant golden
pyramid and too much
open space.
The two exits in front of
the flag are linked with a
short hallway that contains
Capture the Flag Levels

two Health Packs +25 and


a large doorway to the
outdoor area between
the bases.

Bases
Lower Base
The two exits in front of
the flag are also joined to
the exits to the right and
left of the flag with
hallways. One of these
hallways contains a
Minigun. The other has a
Flak Cannon in it.

The flag is located on the ground


floor of the base, at the foot of a
giant statue of a dog-headed
deity. As you face towards the Near the front entrance of
enemy base, with your back to the base is an elevator
your flag, there are two exits to platform that leads up to a
the right and left and two more catwalk that runs above
ahead of you. Other than the flag the interior of the flag area.
and the exits from the room,
there is nothing else of interest.

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Prima’s Official Strategy Guide

Sniper Posts
At the top of this elevator
is a Super Shield Pack
+100. To the right and left The lower sniper post
of the elevator are (accessed via the teleport
doorways to the catwalk portals in the exits in front
above the flag area. of the flag) has a Lighting
Gun, a Shield Pack +50,
and two Health Packs +25.

On the other side of the


lower sniper post from the
teleport portal is a wide-
Along this catwalk are four
open view of the exterior
Health Packs +25, a Shock
of the level and the enemy
Rifle, a Rocket Launcher,
base. You can fall out of
and a Link Gun.
this large window and onto
the enormous statue

Capture the Flag Levels


below, but it's very easy to
suffer large amounts of fall
There are also two damage while doing so.
elevator shafts that drop
you down to the ground The upper sniper post
floor of the rear of the (accessed via the teleport
base. This is the only way portals at the end of the
to reach this area without hallways to the right and
leaving the base and left of the flag) has
running around behind it. A another Lightning Gun and
Big Keg o' Health +100 sits a wide-open view of the
between the elevators. rest of the arena.

From this post, you can


drop down to a ledge
below (though you will
suffer damage), and from
there, you can drop down
onto the ledge of the
lower sniper post (again
suffering damage). This is
one way to leave the
From the catwalk above sniper post, but it's much
the flag area, you can easier to just go back through the teleport portal.
translocate up to another
catwalk above it. Each side of Outside
this upper catwalk has a Health
Pack +25 and four Health Vials
+5. The catwalk runs along the
exterior of the base as well. In front of each base are
several Health Vials +5,
near the feet of the
enormous dog-headed
statue.

primagames.com 77
Game Plan
There are also four yellow
jump pads around the Offense
front of the base. Landing This level is constructed to
on any of these propels be a sniper's paradise, so
you towards the center of the key is to pick up all of
the arena (and makes you the Health and Shield
a harder target to hit). energy you can while
inside of your base, and
then use the jump pads
and your Translocator to
cross the empty space
between the bases quickly.
To the right and left and
behind the base are
respawning chambers. Remember that each base
Killed players randomly has a rear entrance/exit.
respawn in one of these. You encounter much less
resistance if you enter the
base via this entrance, and
you can pick up the Big Keg
o' Health +100 as you do.

On one side of the Defense


pyramid in the center of Obviously, you want to
the level is the Redeemer. post snipers along the top
This is an extremely handy of your base, since there
Capture the Flag Levels

weapon in this level, are two areas specifically


considering how far apart designed for it, complete
the bases are. with Lightning Guns. Use
the additional exterior
ledges as well, so that your
sniper placement doesn't
become predictable.

Make sure you have a


sniper on the catwalks
above your flag as well,
just in case anyone slips
by the boys outside.

On the other side of the


pyramid is a Super Shield Pack
Finally, remember that
+100. It's always a good thing
there are other weapons
to pick up before you storm
in this level besides the
the opposing base.
Lighting Gun. The Flak
Cannon and Rocket
Launcher are both great
defensive weapons for a
player waiting just inside
the front door.

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Geothermal

Geothermal is a small, fast


Capture the Flag arena.
Both bases are inside the
same huge structure.
Although there are twists
and turns, there are only
two ways to get from one

Capture the Flag Levels


base to the other: an
upper pathway and a
lower pathway.

Upper Pathway
Weapons Available: Assault Rifle, Flak Cannon, Lightning
Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun, Shock
Rifle, Translocator With your back to your
Items Available: Double Damage, Flags (red and blue), team's flag, only two paths
Health Pack +25, Big Keg o' Health +100, Shield Pack +50 are available: straight
ahead, which leads to the
lower pathway, and to the
Welcome to the Kretzig Geothermal Facility. We provide heat left, which takes you to
and water to nearly 20,000 prisoners housed in the nearby the upper pathway.
prison colony. Thanks to the Tournaments, we've been able
to add protein bales to our list of exports. Don't worry
though; it's no one you know.

Level Overview
Going left takes you to a
ramp leading up. On the
way, you can pick up two
Health Packs +25 and a
Link Gun.

The Shock Rifle and


Adrenaline are on the
ramp. At the top of the
ramp are two entrances to
a tunnel. It doesn't matter
which entrance; they
merge and come out at
the same point.

primagames.com 79
Follow the hallway as it
Inside of the tunnel is a turns left, and you enter
pick-up point with either the bottom floor of the no-
a Shield Pack +50, a Big man's land with the
Keg o' Health +100, catwalks above you. Along
Double Damage, or a the floor of this are a
Health Pack +25. After Minigun (at each end of
you pick it up, it respawns the area) and two Health
as a different item. Packs +25 at either end of
the room.

As mentioned above, both


entrances of the tunnel Four elevators take you to
from your flag area merge the catwalks above if the
into a single tunnel that action is too intense on
spits you out at your team's the ground. You can also
end of the no-man's land translocate up to the
separating the bases. A catwalks if you're not
series of catwalks connects carrying the opposing flag.
your base's tunnel to your
opponent's tunnel.

A Lightning Gun is near the


exit of each tunnel and a
Keep following the hallway
Super Shield Pack +100
as it curves to reach your
and Rocket Launcher are
opponents' flag. After you
in the center of the
Capture the Flag Levels

run the path a few times,


catwalks. The tunnel exits
you'll have no trouble
are color-coordinated to
remembering where to go.
the base they lead to, so
you can tell where you're
heading.

Game Plan
Offense
To reach your opponents'
flag from the upper
pathway, simply enter
their tunnel, exit through
either of its ends, and
head left.

Lower Pathway
This is a fast level, but there are
plenty of Health and Shield Packs
To reach your opponents' lying around, and the arena is so
base from your flag, head small that you shouldn't have
straight and up a small trouble acquiring an arsenal and
set of stairs to find a Flak keeping it fully loaded.
Cannon and a Health
Pack +25.

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Vary your path to and from A Message from Your Sponsor


the opponents' base. Start
on the ground path and Check out the monitor
translocate or take the near the Flak Cannons at
elevators to the catwalks, either side of the arena
or drop down from the for a special message
catwalks from on high. from the developers of
the game (this message
also appears on other
monitors in the game):

"There is no reality. There is only this. This time.


This place. This Contest.
The Shock Rifle and
Rocket Launcher work "Be the best. Unleash your power. Lead your
well in this level. You run team in a battle of the mind. Win the
directly into a number of Tournament. If you can't, step aside for
foes because you have so someone who will.
few options for running

Capture the Flag Levels


between the bases. "Keep your eyes on the prize and your finger on
the trigger."

Defense

Geothermal is a tough level


to defend because it's so Lost-Faith
open. Your opponents will
come from one of two
directions: the tunnels or
the doorway in front of
your flag.

To defend the doorway,


post a guard near the Flak
Cannon, and have him use
that weapon to blast
anyone who runs by
coveting your flag.

To defend the tunnels,


stand to the side of the
tunnels so you can see Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
both at once. Equip a high- Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield
powered weapon, keep Gun, Shock Rifle, Translocator
your finger on the trigger, Items Available: Flags (red and blue), Health Pack +5,
and blast anyone who Health Pack +25, Shield Pack +50, Shield Pack +100
steps through.

primagames.com 81
The caverns of Lost-Faith have been part of Gen Mo'kai
legend for millennia. The spirits of slain gods are said to lurk
in the shadows, using the bodies of the innocent as vessels On either side of the flag,
to transport themselves away from their ethereal prison. pathways lead beneath
They'll be waiting a long time. the flag level to a subter-
ranean area. In this area,
Level Overview you can pick up a Rocket
Launcher.

Three of the subterranean


area's six exits lead to the
waterfall between the
bases. Two others lead to
Lost-Faith is a large level,
the flag, and the last one
but its layout is relatively
doubles back on the area
straightforward. Essentially,
behind the flag.
it is two winding caverns
with circular pathways
separated by a waterfall
and a swift-running river.
Each team's base is
virtually indistinguishable To the left of the flag as
from the others', so the you face the enemy base,
following descriptions a pathway leads to a Link
work for either. Gun. The path splits: One
Capture the Flag Levels

branch heads toward the


waterfall; the other
doubles back behind the
flag area.

To the right of the flag as


Interior you face the enemy base,
a pathway takes you to a
Flak Cannon. Once again,
the path forks. One branch
The team flag is in the goes toward the waterfall,
center of the base, which and the other goes toward
is an enormous cavern cut the rear of the base.
out of the rock.

Either pathway takes you


to a ridge that looms over
the flag. Along this ridge
are two Health Packs +25,
the Bio-Rifle, the Minigun,
and a Shield Pack +50, as
well as several Health
Packs +5.

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Waterfall

Between the two bases is


a deceptively placid- A mammoth stone bridge
looking stretch of river spans the river and sports
between two waterfalls. a Health Pack +25 in the
The river starts beneath a center.
waterfall at one end of the
arena, and drops off the
arena in another waterfall.

A Shield Pack +100 sits on a


The river current is dangerously small rock on
extremely strong. If you the side of the bridge
fall in, it drags you towards nearest the waterfall of
the lower waterfall. If you doom. Jump carefully to get
go over, you die instantly. If this item, and keep your
you wind up in the river, Translocator handy in case
jump like mad to escape,

Capture the Flag Levels


you need to save yourself.
or fire your Translocator
quickly to get back up
onto dry land.
Game Plan
Offense
On offense, the name of
On the red team's side of the game is swarm. Send in
the upper waterfall is a as many teammates as you
Lightning Gun. On the blue can spare, and attack from
side is a Shock Rifle. You all sides simultaneously.
can run under the waterfall Every attempt you make
without falling in. for the flag should look like
the first 10 minutes of
Saving Private Ryan.

When someone gets the


flag, all other teammates
should surround that
player and escort their
teammate back to base as
quickly as possible, taking
out foes as they go.

Expect your opponents to


have defenders on the
ridge above the flag, and
lob a few rockets up there
as you enter to keep them
busy. Once you get the
flag, duck into one of the
subterranean passageways
to get out of the line of fire
from the ridge defenders.

primagames.com 83
Defense
Maul
Enemies come in for the
flag from all angles, so
position your defenders to
cover as much ground as
possible.

One or two should hang


around the Rocket
Launcher in the subter-
ranean area under the
flag. Their job is to take
out any foes that enter
through the underground
passages.

Weapons Available: Assault Rifle, Flak Cannon, Lightning


The ridge is an excellent Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun, Shock
spot for defense, but you Rifle, Translocator
Capture the Flag Levels

can get flanked if you're Items Available: Flags (red and blue), Health Pack +25
not careful. Don't be afraid
to crouch to make yourself As you walk among the shattered ruins of the old retaining
a smaller target. wall, the hip deep grass tugs at your clothes. The twisted
skeleton of an ancient tree towers above you, giving life to
the fragile beauty that has slowly reclaimed the abandoned
fueling station. There is still poison moving through the soil
beneath your feet, and still many battles to scar the land.

Level Overview

It's handy to have a floater at


the entrances to your base. When
a teammate gets the flag, a
floater can cover an ally once
the player is past the bridge. If
Maul is a small, fast, and
an enemy grabs your flag, the
deadly Capture the Flag arena
floater can pick off the foe
with open yet uneven
leaving your base.
terrain. The team bases are
at either end of the arena,
with a crumbling retaining
wall atop the hill that
separates them.

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Two large spherical fuel


tanks on either side of the
base can be used as cover
or as sniping outposts if
you translocate to the top.
A Health Pack +25 is on the
side of each tank near the
outside wall of the arena.

To the left of each base (as


you face the enemy base)
is a Minigun, halfway
between the base and the
fuel tank.

Capture the Flag Levels


Interior
Each team base is a cylin-
drical two-story tower
with entrances to the
ground floor on either
side. Inside the base is a To the right of each base
jump pad that takes you is a Link Gun, halfway
up to the second floor. between the base and the
other fuel tank.

The second floor contains


the Rocket Launcher and
the team flag. It also has a
360-degree sniper window
that you can use to cover
your team's half of the
arena or leap from for a A Flak Cannon sits in the
quick exit. You can also center of each side of
translocate through this the arena, in front of the
window to instantly reach base and between the
the second floor of a base. two fuel tanks.

Using your Translocator,


get to the roof of the base, Shock Rifles rest on either
where you find a Lightning side of the retaining wall.
Gun. You can translocate They're on the right side if
even farther up to the little you're facing the blue base
platform above the base. and on the left if you're
facing the red base.

primagames.com 85
Once you get past the
Game Plan retaining wall, it's all
Offense downhill—literally.
Continue to weave around
As with all CTF games, obstacles such as boulders
half the offensive and trees to keep your
strategy is reaching the opponents from securing a
enemy base without direct line of fire.
presenting yourself as a
sniper target. Fortunately,
the arena offers plenty of
natural obstacles to duck Defense
behind and weave
around. Translocate The high ground in Maul is
frequently to cover ground quickly and keep a sniper from the key to successful
getting a bead on you. defense. There is no better
position for a sniper than
the roof of the base. You
can pick up a Lightning
If you are skilled with the Gun there, and also get an
Translocator, the best unobstructed view of your
route to the enemy flag is entire half of the level.
to translocate through the
front window of the
second floor of their base. The tops of the fuel tanks
are also good sniper
positions, although they
tend to leave you a little
too exposed. There's not
Capture the Flag Levels

much room for dodging,


and they're not as high as
If you aren't crack with the the roof of the base.
Translocator yet, get that
way fast. Until then, you
have to use the base's The flag areas are also
side doors and jump pad good backup defensive
to reach the flag. positions, especially
because the Rocket
Launcher and its ammo
constantly respawn in
there. You can lock on and
lob rockets at enemies
coming over the hill. If they
get into the base, you can
also deal with them up
close and personal.

Finally, stationing a
defender behind the
retaining wall is a great
Once you have the flag, the best way nasty trick to play on an
out is to jump out of that front window opponent. Your opponents
and run as if your pants were on fire. have to come through one
The area directly in front of the base of the holes in the wall,
is the most open terrain in the level, unless they translocate
so head for the cover of the fuel over it. You're guaranteed
tanks as quickly as possible, and to surprise them if you're
dodge like crazy as you go. waiting for them when they run right past you.

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Orbital II

Capture the Flag Levels


Near Base
As with just about every
CTF level, the team bases
are virtually identical. If
Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon, you memorize one, you've
Lightning Gun, Link Gun, Minigun, Rocket Launcher, Shield got them both. The team
Gun, Shock Rifle, Translocator flag is at the very end, near
Items Available: Adrenaline, Double Damage, Flags (Red enormous windows that
and Blue), Health Pack +5, Health Pack +25, Shield Pack +50, look out over the starry
Shield Pack +100 void of space. Fortunately,
you cannot fall out of
these windows.
In the silence of space, the planets dance to a song far
beyond the comprehension of mortal beings. Aboard the
orbital station Alexandra, autonav systems attempt to echo
the graceful movement of the surrounding planetary bodies, Along the ground to the
as its living cargo dances to a different song altogether. left of the flag (as you face
the enemy base) is a Link
Level Overview Gun. Past the Link Gun, an
elevator takes you to the
Orbital II is another very
upper level of the arena.
large CTF level. When you
first enter, it's easy to feel
overwhelmed. Remember
two critical facts about the
arena: It has only two
levels, and each team's
half is identical to the
other and marked with
To the right of the flag is a
lights that correspond to
Minigun. Again, you can
the team color.
continue past the Minigun
to reach an elevator that
leads to the upper level.

primagames.com 87
On the upper level directly
in front of the flag is a After the Shock Rifle, the
Rocket Launcher. The arena widens. Two ramps
easiest way to reach it is take you to the upper
to take the elevators near level. If you want to
the Minigun or Link Gun. continue moving along the
lower area, run between
them and underneath the
catwalk that they lead to.

In front of the Rocket


Launcher is a narrow
balcony that you can Continue moving forward
reach only via the to another small elevator
Translocator or a very and two ramps that lead
carefully executed elevator up to an area in the center
jump. It holds some of the arena, between the
ammunition for the two team's sides.
Lightning Gun, Bio-Rifle,
Assault Rifle, and Flak
Cannon. More important,
it's a fantastic defensive location.

Along the ground in front The upper and lower paths


of the flag are two Health merge dead center in the
Capture the Flag Levels

Packs +25. Just past them arena, where you can pick
is a drop-off that begins up a Shield Pack +100.
the lower path to the
enemy base.

Lower Path To the right and left of


the Shield Pack, ramps
lead to the upper level of
the arena. To the front
and back of the Shield
Pack, paths lead to the
lower route between the
two bases.

Above the arena's center,


Continue past the two Health Packs +25
which you can reach only
in front of the flag to find a Shock Rifle and by translocating or by
plenty of ammo. Past the Shock Rifle is a making a precise leap from
small elevator that allows you to continue an elevator, is a platform
along the lower path. You can also run up with a Lightning Gun, a
the ramps on either side of the elevator. Rocket Launcher, and a
Double Damage modifier.

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Prima’s Official Strategy Guide

Upper Path
The upper path between If you choose not to
the team bases is more descend the elevator that
complex, but it also has takes you to the Shield
more goodies. From the Pack +50, you can head
team flag, the easiest way along a path that takes
to reach the upper level is you to a Flak Cannon, two
to run along the right or Health Packs +25, and a
left paths and take the Minigun.
elevators found there. You
can also reach the upper
level from the lower level with an elevator jump, or by
translocating up to it.

This pathway spits you out


From the Rocket Launcher on the left side of the
above the flag, the right upper pathway of the
and left upper pathways level's center.
merge into a single

Capture the Flag Levels


hallway with a row of five
Health Vials +5 that leads
directly to a Lightning Gun.

Take a right where the


The path splits at the main upper path splits at
Lightning Gun. Go left to the Lightning Gun to pick
reach an elevator leading up two Health Packs +25
down to a Shield Pack +50 and a Link Gun.
and a pathway that returns
you to the upper path
above the Shock Rifle.

This pathway continues into


the right side of the upper pathway
Two Health Packs +25 are along of the level's center.
this route. At the end are a Bio-
Rifle, three Adrenaline capsules,
and a Shield Pack +50.

primagames.com 89
The upper pathway at the Take advantage of the
center is a series of generous number of Shield
catwalks that encircle the and Health Packs. As you
room. The catwalks don't close in on the enemy
offer much aside from base, the arena narrows,
some ammunition for the offering fewer ways to
Link Gun and Shock Rifle. avoid enemy fire.

Attacking with a group of


teammates is good
strategy, but a Rocket
The catwalks span to the Launcher is near each
center of the arena, where team's flag (there's
they connect with the probably a defender near
lower pathway and hold the flag who's not afraid to
the aforementioned Shield use it). Getting your
Pack +100. offensive team killed in a
rocket attack isn't good for
your score—or for morale.

Game Plan
Take advantage of a
Offense Double Damage modifier at
the top-center of the level.
Entrenched defenders are
Capture the Flag Levels

Your Translocator is
hard to root out, so you'll
essential on most CTF
need every advantage.
levels, but spend most of
your time running through
Orbital II. Don't miss the
abundant pick-ups, and the
close quarters demand a
close-range weapon.

The Translocator is handy for


reaching the upper level when
you're on the lower level. Also, leap
off j elevators to hop up to the
upper pathways.

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Prima’s Official Strategy Guide

When you have the flag, The first prime campsite is


return to your base along the small balcony in front
one of the topside paths. of the catwalk with the
These pathways have Rocket Launcher. Camping
more Health Packs to up here with a Rocket
replenish health. They also Launcher or Lightning Gun
have more twists and allows you to fire down on
turns, keeping your foes most enemies that make it
from seeing you from a to your base. Even better,
distance. they won't be able to see
you up there until they've entered your field of fire, because
there's nothing behind you but a solid wall.
Use all elevator jumping
opportunities along the Another good campsite is
return trip. When you make the catwalk with the
it back to the center, run Rocket Launcher. You can
along the ground and set up a nice defensive
elevator jump whenever crossfire by putting one
possible. It's harder for your defender on that catwalk
enemies to track you when facing the enemy base and

Capture the Flag Levels


you're bouncing around. another on the balcony in
front of the catwalk facing
your flag.
Defense
With both of these areas
covered, you have the
majority of your turf
Concentrate your defense
guarded. The only other
around your base, which
locations that need to be
has several excellent
watched are the sides,
camping spots.
because your defenders
can't watch the center and
the sides at the same time.

If you jump off the small elevators to the


right and left of your flag, you'll reach
shadowy corners that make excellent
hidden campsites. From these, watch
the entire length of the catwalk with
the Rocket Launcher. No enemy will
penetrate too far into your base
without your knowledge.

primagames.com 91
Bombing Run Levels
Anubis

Each team base is in a


large room at one end of
the arena. The goal stands
vertically in the recessed
area at one end of the
room, and it floats atop a
pit lined with laser wire.
Falling into this pit means
instant death. Along the
sides of the recessed area
facing the opposing base
are Health Vials +5.

Weapons Available: Assault Rifle, Ball Launcher, Bio-Rifle, There is only one doorway
Flak Cannon, Lightning Gun, Link Gun, Minigun, Redeemer, in the goal room, and it
Rocket Launcher, Shield Gun, Shock Rifle, Translocator leads out into a huge open
Bombing Run Levels

Items Available: Adrenaline, Ball, Health Pack +25, Health area with six obelisks in
Vial +5, Shield Pack +50, Shield Pack +100 the center of it. In the
middle of the obelisks is a
Shield Pack +50.
The infidels seek to defile your ancestors. Send them to
meet theirs.
On the ledge that runs
around the entire room, you
Level Overview can pick up (clockwise from
The Anubis Bombing Run the door to the goal): a
arena is a wide-open level, Lightning Gun, a Link Gun, a
with interior and exterior Shock Rifle, a Bio-Rifle, and a
areas. Many of the interior Minigun. There is also
areas have open ceilings, ammunition for the various
making the arena's two Ion weapons, as well as several
Painters very useful Health Packs +25, scattered
indeed. It's easy to get lost between them on the ledge.
in this arena, since not
only are the two teams' The doors to the right and
sides of the level nearly left (as you stand with
identical, the other two your back to your goal)
sides are as well. Expect lead into small, empty side
plenty of direct combat, rooms. There is only one
since there isn't much to other doorway in each,
hide behind and there and both doors lead into
aren't that many different nearly identical sandy
ways to get from one outdoor areas.
place to the next.

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Prima’s Official Strategy Guide

Game Plan
The outdoor area to the
left (as you face the blue Offense
base; right as you face the Anubis seems like more of
red) has a Redeemer a Team Deathmatch level
behind a large obelisk. The than a Bombing Run level.
other one has a Super Its wide open areas lend
Shield Pack +100 behind themselves to down and
an obelisk. dirty frag-fests, so don't
come to the party empty-
handed. Other than the
The door directly across
Flak Cannon, all of the
from the goal room in the
other weapons (as well as
large, open room leads to
most of the ammunition) in the level are found in the huge
a tiny circular room with a
rooms with the six obelisks on either side of the arena.
giant pillar in the middle of
Stock up in here before going after the ball. You don't have
it. The pillar is surrounded
to worry about your opponents getting by you as you equip
by Adrenaline capsules,
yourself, since they have to come through that room on their
and there is a doorway
way to your goal.
into the center room of

Bombing Run Levels


the arena.
Pay attention to the
banners and logos on the
walls to prevent yourself
from getting lost. Most
team-based game maps
In the middle of the center are identical at either
room is the ball. Doors to team's end, but the left
the right and the left (as and right sides of Anubis
you face towards or away (as you face a goal) are
from the round rooms) identical as well. If you
lead to identical rooms. keep one eye on the team colors displayed above the
doorways, you'll always know the goal that the doorway
leads to.
Each of these rooms has a
large ramp in the center
with twelve Health Vials +5
TIP
on either side of it. The
ramp leads to a ledge with When you reach the six-obelisk room near your
a Health Pack +25 and opponent's goal, head through the door with
either a Rocket Launcher or the team banners on either side of it to reach
a Flak Cannon. There are
the goal.
also two passageways from
this ledge that lead to each
team's six-obelisk room.
The Redeemer is best used
by a point man running
ahead of the ball carrier.
The best place to launch it
At the opposite end of the is in the opponent's six-
room is a doorway leading obelisk room. The
to one of the two outdoor Redeemer will take out all
areas with the obelisks. defenders, giving the ball
carrier a free run in. Be
sure that the ball carrier
doesn't get caught in the blast; the point man has the option
of sacrificing himself for the team.

primagames.com 93
Defense Level Overview
It's hard to come up with a Disclosure is the smallest
coherent defense in a level and fastest Bombing Run
as crazy as Anubis. The best map in UT2003, and it has
place to position a defender one of the easiest layouts
is in the small round room to memorize. The arena is
with the giant pillar. Hide split into a large upper
around the side of the pillar, part (where you find most
and you can squeeze off at of the weapons and items)
least one point-blank shot and a smaller lower part
at an unwitting enemy as (where the goals are
they run by. located). Between the two
teams' sides is a large
Defenders should generally
open area with the ball.
float around the six-obelisk
area and the goal. They
should continually be
loading up on weapons,
ammo, Health, and Shields;
there is a Shield Pack +50
in the center of the room
and six Health Vials +5
near the goal, all of which
should be used to your defenders' best advantage. Not only
do you want healthy defenders, you don't want a near-dead
opponent to make it near your goal and then pick up a
Shield Pack that you left lying there for them.

Disclosure
Bombing Run Levels

NOTE

Each half of the level is a mirror image of the


other half. This description of the goals and
surrounding areas is written from the
perspective of a red team player facing the
blue goal. If you are playing for the blue team
and facing the red goal, reverse all "right" and
"left" directions.

Goals
Weapons Available: Assault Rifle, Ball Launcher, Bio-Rifle,
Flak Cannon, Lightning Gun, Link Gun, Minigun, Rocket
Each team's goal is on the
Launcher, Shield Gun, Shock Rifle, Translocator
lower level at the farthest
Items Available: Adrenaline, ball, Double Damage, Health end of their side of the
Pack +25, Shield Pack +50 map. The goal is the
rotating fan at the end of
This enclosed Bombing Run arena has a reputation for fast- the goal room.
paced matches with close combat. Be careful—the open
center area is a perfect location for snipers to show their skill.

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Running through the goal


means seven points for Taking the left hallway from
your team and instant the goal area takes you to
death for you. What, you an area with five Health
thought those blades were Vials +5 and a Link Gun.
just for show?

In the area around each Run down the hallway as it


goal are Flak shells and slopes downward to reach
two Health Packs +25. the middle of the level.
You'll find the ball on the
upper part of this level.

Bombing Run Levels


Lower Level Upper Level

Only one lower-level exit On the upper level, at the


leads from the goal area. end of each team's half of
The hallway splits outside the map, is a spawning
the goal area. As you exit chamber, where all team
the goal area and face the members respawn after
opposing goal, head to the scoring a goal.
right or to the left.

Running into this chamber


after respawning takes
Following the hallway to you to the lower level of
the left leads you to the the same team's area,
Minigun. A jump pad in this near the Minigun. This is a
area takes you to the one-way teleport. You
upper level. cannot teleport to the
spawning chamber from
the Minigun area.

You can also continue


along the hallway as it
turns toward the enemy
base to find two Health
Packs +25 and another Directly in front of the
jump pad that propels you spawning chamber is a
to the upper level. Avoid Bio-Rifle. At this point, the
the jump pad and keep passage splits to the right
running down this hallway and left.
to reach the opposing
team's territory.

primagames.com 95
Following the right path
all the way to the end Head down this hallway to a
brings you past several Rocket Launcher and to the
Adrenaline capsules and a middle of the level, where
Link Gun to a Lightning you find a Shield Pack +50.
Gun and a Health Pack +25 This is the mid-arena side
on a ledge above the opposite the ball.
center of the area.

Middle of Arena
A side path branches
off to the left along the
path that leads from the The ball is on a catwalk at
Bio-Rifle to the Lightning the right of the level (as
Gun. This takes you across you face the blue base).
a catwalk that crosses On either side of the ball,
over the team's goal. The two catwalk ramps lead to
Flak Cannon sits in the the center of the arena.
center of this catwalk,
above the goal.

Now, if you take a left from


the Bio-Rifle after On the lower level, below
respawning, you head the ball, is a Shield Pack
down a hallway with +50. There are two jump
several Health Vials +5 and pads near the Shield Pack
that propel you to the
Bombing Run Levels

a Shock Rifle. At the end of


the hallway is a drop-off center of the arena.
down to the Minigun area.

Before you reach the area


above the Minigun, a path In the wide-open center of
to the right leads to the the arena are a Shock Rifle
catwalk above the goal and two Health Packs +25.
with the Flak Cannon.

High above the Shock


Rifle, on a platform
reachable with a
To the left of the drop-off Translocator, is a Double
to the Minigun is another Damage modifier. When
hallway with four lobbing the Translocator
Adrenaline capsules. beacon up to the platform,
stand under the platform
near the Shock Rifle.

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It's better to send one or


two of your offensive
players or floaters along
Jump pads on each team's this route and have them
side of this center area take up positions along the
send you up to the plateaus Lightning Gun plateau and
with the Lightning Guns. near the ball catwalk. They
can cover the ball area,
shooting any opponents
who show up.

To the left of the center of Send the bulk of your


the arena (as you face the offense onto the catwalk
blue base) are jump pads above your goal and have
that send you up to a them pick up the Flak
Shield Pack +50 and the Cannon. Drop down to the
hallways to each team's floor near the goal and
Rocket Launcher. head down the hall that

Bombing Run Levels


takes you to the Link Gun.

Past the Shield Pack, drop


to the lower level and pick
up the Health Pack +25.
This takes you to the
There are two jump pads
ground floor beneath the
down there that will send
ball, which has a Shield
you back up. Hallways on
Pack +50. Take the jump
either side of the Health
pads or translocate up to
Pack take you to each
the catwalk and pick up
team's Minigun.
the ball.

Game Plan
Offense
Once you have the ball, hit
as many of the jump pads
as possible in the center
area. The fast vertical boost
you get from them makes
it tough for an opponent to
aim at you. The varying
levels of the center of the
arena also keep enemies
from aiming well.
The quickest and easiest way to
reach the ball from your team's
spawning chamber is to head
along the path that takes you to Once you have the ball,
the Lightning Gun. Take this don't get lost! On the
path to the Bio-Rifle and ground are several arrows
Lightning Gun, but that in the opposing team's
doesn't leave you in good color that guide you
shape for the down-and-dirty straight to the goal.
frag-fest you face when you'll
get to the ball.

primagames.com 97
Defense Without the pocket of warm air venting from your thermal
unit, your life expectancy is less than two minutes. Throw in
If the other team gets the
a few hardened killers and some firepower and you can cut
ball, pursue the carrier
that number in half.
with most of your
teammates but have one Remember, think warm thoughts.
or two pull back to defend
the goal. Ideally, one Level Overview
defender hides around the
Your Translocator will get a
corner of the ground-floor
workout on Frostbite. This
doorway into the goal
huge arena consists of two
room while two others
small team bases at either
guard the upper doorways on the catwalk. Equip your
end of a vast snowy field.
defenders with Flak Cannons, Rocket Launchers, or any
Use the Translocator to
other weapon capable of killing the ball carrier with one
cross the snowfield quickly
well-placed shot.
and to reach the arena's
best weapons and items,
The player carrying the including the Super Shield
ball constantly regen- Pack +100 and the Ion
erates. Don't let that Painter.
player survive long enough
Each team's base is
to score on you. When the
identical to the other's,
ball carrier enters the
with minor cosmetic
room, concentrate fire on
differences, so this
that enemy to the
description will suffice
exclusion of all others.
for both.

Frostbite
Bombing Run Levels

Bases

Weapons Available: Assault Rifle, Ball Launcher, Bio-Rifle,


Flak Cannon, Ion Painter, Lightning Gun, Link Gun, Minigun,
Rocket Launcher, Shield Gun, Shock Rifle, Translocator The team goal is positioned
vertically at the end of a long
Items Available: Adrenaline, Ball, Health Pack +25, Health hallway conveniently marked
Vial +5, Shield Pack +50, Super Shield Pack +100
with large flashing arrows.

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At the end of the hallway,


as you face away from the
goal, is a large circular Along this ledge are a
area with a platform in the Health Pack +25, a Link
middle. The platform has Gun, and a Shield Pack +50.
nothing of interest, but you
can pick up a Flak Cannon
on the side of the room
opposite the goal.

At the end of the ledge


near the base entrance is
a teleporter that takes you
Past the Flak Cannon is a to a small sniper outpost
short hallway that leads to above the entrance to the
the end of the large, base. The outpost holds
curved corridor. From the Rocket Launcher and
here, it's a very short overlooks half of the
snowfield—an excellent

Bombing Run Levels


distance to the outside
area of the arena. camping spot for a
defensive player. Translocate out the window to reach the
outdoor area of the arena.

Aside from that hallway, Note the tiny platform


there is only one other above the elevator that
way to enter or leave the takes you up to the ledge
room, which is a hallway with the Link Gun. When a [08-047.tif]
that leads down to the point is scored, you
large curving corridor respawn here.

Outside
Around the perimeter of
the base are another Link
At the end of this curving Gun and ammo. Run past it
corridor is the base's sole to find a ramp that leads to
entrance. A Shock Rifle sits the roof of the base; here,
in the middle of the floor you can pick up a Shield
of this corridor. Pack +100 and…another
Link Gun?! There must
have been a sale on them.

There is a narrow ledge on You can also run toward


the outside curve of the the back of the base
corridor. Reach it via an along the roof to find a
elevator at the end of the Bio-Rifle and a straight
hall near the goal, or drop down into the goal
translocate up to it. area of the base.

primagames.com 99
In contrast to most levels,
the team bases are not
Game Plan
across from each other. Offense
They are at opposite ends
of the C-shaped snowfield. Travel in a pack! That's the
Along the shortest route rule of thumb for most
between the two bases team games in large
are two Health Packs +25 arenas, but it's especially
and a Lightning Gun. true for Frostbite. The
outdoor area is so vast and
open that you'll fight
pitched battles to get the
ball, never mind getting
inside the opposing base.
The ball is on a plateau on
the outside of the Translocate frequently to
snowfield's curve. Get to it cover ground quickly and
by running around the avoid presenting yourself
back of the ledge, but it's as a target for snipers.
quicker and easier to Don't get too far ahead of
translocate to it. the rest of your offensive
squad. You'll get the ball
only to lose possession
when you get slammed by
multiple opponents.

Occupy the opposing team's


sniper post in their base.
From this post, opposing
A Minigun is on the ground defenders can pick off your
at the ball's ledge. team members before they
Bombing Run Levels

get near the base. Occupy


that sniper post and train a
Flak Cannon on the
teleporter to clear a path for
your ball carrier.

Pass the ball. This works


well outside. If you can
lure two or three
On the ground behind the opponents to one side of
ledge are two rows of the area and lob a long
Adrenaline capsules and pass to a teammate, that
Health Vials +5. teammate has a better
shot at getting inside of
the base. If you're good,
have a third teammate
take out those enemies with the Ion Painter.

Better yet, if you've


While standing on the occupied the sniper post
ledge near the ball, fire a in the enemy base, pass
Translocator beacon to the the ball up to your
small ledge on the outer teammate in the sniper
wall of the arena. post; he can teleport into
Translocate to get the Ion the base and run the ball
Painter and an unobstructed in for a goal.
view of both bases.

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Prima’s Official Strategy Guide

Defense
Ice Fields
Frostbite has several good
sniper spots. The first is
the sniper post with the
teleporter because the
Lightning Gun and ammo
are there.

Another good spot is the


roof of the base, where
Lightning Gun and Rocket
Launcher ammo respawns
frequently, as does a
Shield Pack +100. And
don't forget that a crafty

Bombing Run Levels


enemy may try to drop
down into your goal area
from here, another good
reason to secure it.

Weapons Available: Assault Rifle, Ball Launcher, Lightning


Inside the base, the Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun, Shock
Rifle, Ion Painter, Translocator
platform in the center of
the round room near your Items Available: Adrenaline, ball, Health Pack +25, Health
goal is a good spot to Vial +5, Shield Pack +50, Shield Pack +100
leave a defender. That
player can cover the hall
leading from the entrance What was once an endless field of obsidian left behind by
and the goal. the volcanic activity of a young planet has become a cold
and desolate wasteland of permafrost and broken stone.

Level Overview
If you're a crack shot with
the Translocator, camp a
defender along the narrow
ridges that run around the
upper part of the walls in
the round room.

Don't forget about the Ion


Painter. It's a great last-ditch
defensive tool that can take
out several enemies at
once, even if you have to
sacrifice yourself to do it. It
only works outside, on
terrain that has an
unobstructed view of the
satellite overhead.

primagames.com 101
Ice Fields is a huge outdoor
M-shaped level with steep
cliff walls that keep the
action in the narrow snow- Past the Shock Rifle and
filled valleys below. tunnel shortcut on either
Although you can move team's side of the arena is
along the plateaus that line a Rocket Launcher.
the valley walls, most of the
action takes place on the
valley floor.

Bases
Past the Rocket Launcher
The team goals stand and away from the middle
vertically on top of raised of the arena is a small
platforms at opposite ends alcove with four
of the M-shaped level. An Adrenaline capsules, two
elevator on the valley floor Health Packs +25, and a
near each goal takes you Shield Pack +50. This
directly up to the goal. You alcove appears on each
can put the ball through team's side of the arena.
the goal from either side.

Between each team's


alcove with the Shield
Underneath each goal Pack +50 is a single alcove
platform are a Lightning in the center of the arena
Gun, a Link Gun, and a that contains two Health
Health Pack +25. Packs +25 and a Shield
Pack +100. Enter this
Bombing Run Levels

alcove through one of two


narrow pathways—one on
each team's side—along
the valley floor.
Heading away from either
team goal toward the
center of the arena takes
you to a small platform Moving toward the arena's
with a Shock Rifle on the center, you'll pass by a row
valley floor. of Health Vials +5. The
other side of the shortcut
tunnel through the cliff is
just overhead.
On the opposite side of
the valley from the Shock
Rifle is a short tunnel cut
through the cliff wall that
takes you to the center of This pathway takes you
the level. It's a handy into the center of the
shortcut, but you need to arena. At the end of this
use your Translocator to wide-open area nearest
reach it. If your aim is true, the Health Vials +5 is the
fire your Translocator so Minigun. Translocate on
that the beacon flies through the tunnel and lands on the top of the platform above
other side of the cliff, making it easier to instantly appear on the Minigun to get the Ion
that side of the arena. Painter, a powerful weapon
in an open arena.

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In Ice Fields, a good


passing game can spell the
Head away from the difference between victory
Minigun toward the other and defeat. Don't hesitate
end of the center of the to lob the ball if the
arena to pick up a Link defense is too tough. One
Gun, two Health Packs of the best tricks in the
+25, and the ball. game is to pass the ball up
to a waiting receiver near
your opponents' shortcut
tunnel. Try to lob it all the way through the tunnel. Then,
Game Plan while some of your offensive teammates hold off the
defense, someone on your team runs for the goal.
Offense
Ice Fields has a lot of Don't forget about the
ground to cover and three alcoves with Shield
many valuable weapons Packs near the middle of
and items. Use your the level. Although you
Translocator to cover regenerate health (up to
ground quickly, and know 100 points) when carrying

Bombing Run Levels


where the weapons and the ball, it never hurts to
items are so you can have some shields.
teleport to them on your
way to the ball. Defense
The offense has to come
straight down the long
It's a long trip from goal valley to your goal. Because
to goal. Travel in a pack you have a Lightning Gun
on offense to improve right underneath your goal,
your chances of getting camp at least one defender
the ball to the enemy's on the goal platform or
goal without getting other elevated surface to
blasted to atoms. pick off opponents from a
distance.
Several plateaus on your
team's side of the arena
are of great strategic
importance. Experiment
with translocating up to
these plateaus and racking
up head shots. Any plateau
with a clear view of any
area with strategic
importance (such as a goal,
the shortcut tunnel, or the
Take advantage of the arena's ball) is a good spot to occupy.
vertical levels. If one or two of Your opponents have two
your offensive players ways to reach your goal
translocate along the narrow from the ball's starting
plateaus jutting out from the location: They can pass it
arena walls, they can clear a through the shortcut tunnel
path for your ball carrier by or they can run it along the
picking off distant enemies valley floor. You can't see a
with the Lightning Gun or team's goal until you've
Rocket Launcher. reached the Shock Rifle
near it, so focus your
defense between the goal
and the shortcut tunnel near the Shock Rifle.

primagames.com 103
Skyline
The team bases are
identical, so the following
description applies to both.

Falling off any skyscraper


means death after about
five seconds of free fall,
but a skilled Translocator
user can keep teleporting
up to reach safety.

Bases

The goal is inside the base,


Weapons Available: Assault Rifle, Ball Launcher, Bio-Rifle,
Flak Cannon, Lightning Gun, Link Gun, Minigun, Rocket
in the middle of the lowest
Launcher, Shield Gun, Shock Rifle, Translocator level of the base. A Flak
Cannon sits in front of it.
Items Available: Adrenaline, Ball, Double Damage, Health Falling into the goal kills
Pack +25, Big Keg o' Health +100, Shield Pack +50
you instantly, but you
Bombing Run Levels

score seven points if you


Far above the teeming metropolis, sounds of battle break have the ball and fall into
the cold silence of the desolate urban canopy. Feel the your opponents' goal.
adrenaline rush through your body as your ruthless enemies,
and gravity, seek your downfall.

Level Overview On either side of the base


are ramps leading to the
main floor of the base. Two
rows of three Adrenaline
Skyline is an intimidating, capsules in the center lead
potentially frustrating to a jump pad that shoots
Bombing Run level, recom- you to the main floor of
mended for experienced the middle skyscraper.
players. Each team's base
is atop a narrow
skyscraper that extends
high in the sky. A third
skyscraper stands
between the bases. Low
gravity allows players to
use the jump pads On either side of the jump
scattered around the pad are a Shock Rifle and
arena to leap from one a Link Gun.
skyscraper to the next.

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The other two jump pads


are set into the ledge near
Flak Cannons and can be
Behind the jump pad, as used to reach the other
you face the enemy base, skyscrapers. When you
is a Bio-Rifle hidden behind leap from one, steer
the central support pillar at toward the horseshoe-
the rear. shaped landing pads on
the upper level of the base
you're leaping toward. If
you try to land anywhere else, you will probably miss the
base skyscraper altogether and plummet to your death.

Double-jump or your A ramp on each side of the


translocate to the upper main floor of the middle
level of the base, where skyscraper faces a base. A
you can get a Minigun. well-timed double-jump off
Health Packs +25 are on the very end of one of
either side of the Minigun. these ramps gets you to

Bombing Run Levels


the base skyscraper.

Translocate to the tower at


the very top of the base to On the platform above the
pick up two cases of center of the middle
Minigun bullets. At the skyscraper, you can find
tower's highest point, a two Lighting Guns, four
tunnel leads directly down Adrenaline capsules, four
to the team goal. Falling Health Vials +5, and a
down this tunnel is fatal, random item, which is
but you can fire the ball respawns as a Health Pack
down it to score three +25, a Big Keg o' Health
points for your team. +100, a Double Damage, or
a Shield Pack +50.
Middle Skyscraper
Translocating to the narrow
platforms above this level
gets some Lightning Gun
The ball, flanked by Rocket ammo, but these platforms
Launchers, is in a recessed are excellent sniper
area dead center of the positions. Lob a Translocator
middle skyscraper—the beacon into either base
center of the level. from them.

Game Plan
A ledge with six jump pads Offense
runs around the recessed
area. Four jump pads are Whether you're on offense
raised; jumping on these or defense, the key to
takes you to the higher mastering Skyline is
levels of the middle of the precise control over your
skyscraper. These jump movements and your
pads cannot be used to weapons. It takes a while
leap from the middle to get used to the low
skyscraper to either of the gravity of the level, and
other skyscrapers. Skyline is unforgiving of mistimed jumps.

primagames.com 105
From your spawn point, Seize the upper platform
head to the middle of the middle skyscraper
skyscraper via the jump and pick off airborne
pad in your base. You land enemies with the Lightning
near the Flak Cannon—an Gun. If possible, move
excellent weapon to use higher to the narrow
right off the bat because platforms above. The
everyone is headed for the platforms offer a better
recessed open area in the vantage point and
center of the middle respawn ammo.
skyscraper.
The top of your own base
is a useful sniping point
because your opponents
Let your opponents get the have to leap to your base
ball first. Flak them to once they have the ball.
death and grab it for Atop your base, cover both
yourself. If you grab the entrances to the goal area.
ball first, they'll do the The bases have no
same to you. Lightning Gun ammo, so
load up before you take up
this position.

It helps to have a teammate


waiting on the main level of
Slaughterhouse
the opposing base. Pass the
ball to that ally. As you leap
from skyscraper to
skyscraper, you hang in the
air a long time—an easy
mark for a sniper.
Bombing Run Levels

This level has an


abundance of Adrenaline
lying around for reason:
Using the Speed
Adrenaline Combo for
agility, you can jump high
enough to leap from
skyscraper to skyscraper
while the combo is in
effect. You thus avoid
high-traffic areas, such as
the flight paths from the jump pads, while running the ball.

Defense
The goals of each base are Weapons Available:Assault Rifle, Bio-Rifle, Flak Cannon,
too hard to defend specif- Link Gun, Minigun, Rocket Launcher, Shield Gun, Shock Rifle,
ically. With two entrances Translocator
and limited maneuvering Items Available:Adrenaline, Health Pack +25, Health Vial +5,
room, an opponent will Shield Pack +50, Super Shield Pack +100
probably be able to score
if they get inside, even if
they just fire the ball at
Even commercial companies can get in on the
the goal.
action…for a fee.

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Prima’s Official Strategy Guide

Level Overview
Underneath your team
flag is an alcove with four
Health Vials +5, five
Adrenaline capsules, and
a Bio-Rifle.

Vegetarians beware: This is


not the arena for you. The
meat processing plant
known as Slaughterhouse
comes straight out of the There are two exits from
fever dreams of Upton the room with the flag. To
Sinclair, with bits and the right (as you face
pieces of unidentifiable away from the enemy
flesh sticking to every wall base) is a doorway to a
in the arena. It's not for long hallway with a Health
the squeamish. Of course, Pack +50 in it.

Bombing Run Levels


UT2003 is all about
reducing your opponents
to hamburger, so maybe
Slaughterhouse is one of
the most appropriate
levels in the game after all.

At the end of this hallway


is a steel door that leads
into a giant meat locker.
More on this in a second.

Bases
Apart from some minor
cosmetic differences, both
bases are identical to each
other, so this description If you go through the door
works for either one. The straight ahead (as you face
bases are at either end of away from the enemy
the vast processing plant, base) from the flag room,
and you'll have your work you enter a long hallway
cut out for you getting with a catwalk above it.
from one to the other.
Slaughterhouse is huge and confusing, so get the level
layout down as quickly as possible. Your Translocator comes
in very handy in this level.

NOTE On the floor of this hallway


is a Minigun. At the end of
Usually, each base is color-coded to represent the catwalk is a Rocket
the team that occupies it. However, there's an Launcher. The other door
awful lot of blood in Slaughterhouse, so don't in this hallway leads into a
get confused and think you're in the red base circular room.
when you're actually in the blue one.

primagames.com 107
At the end of the meat
locker is a door that leads
into a small room with two
The circular room has a doors on the opposite
Health Pack +25 in the side; the left one has a
center of it and another Link Gun in it. Head
door that leads into through them, and then
another long hallway. through the doorway
following, to enter the
stockyard that separates
the two bases (see Stockyard).

Now for a quick


backtrack: From the door
at the end of the long
This hallway has a Flak hallway with the Flak
Cannon in it. There are Cannon and Link Gun, you
also four Health Vials +5 reach the killing floor for
and a Link Gun on the your team's area. Follow
catwalk that runs above it. the room as it makes a
90-degree turn, and you'll
find six Health Vials +5
and another steel door that leads into the area just before
the stockyard.
At the end of the hallway
In this area is a large
are two doors, one to the
tunnel that leads into the
left and one straight ahead
stockyard. Next to that are
(as you face toward the
a Health Pack +50 and a
enemy base). The one
small catwalk with some
straight ahead leads to a
Lightning Gun ammo on it.
long, narrow killing floor,
On the other side of the
Bombing Run Levels

which we'll come back to.


tunnel is a catwalk with a
The one to the left leads
Flak Cannon, some
into the large meat locker
Adrenaline capsules, and a
mentioned above.
Health Pack +25.

Ill-boards
In the end of the meat
locker nearer to your base
is a Shock Rifle.

Above either team's base is a giant billboard,


If you translocate up to the advertising some sort of canned meat product.
racks from which the slabs It's "55 percent ground beef, 45 percent our little
of meat are suspended, secret." Judging by the sort of activities that
you can pick up four take place in Slaughterhouse other than the
Adrenaline capsules. You butchering of cattle, it's not hard to guess
can translocate even higher what—or who—the other 45 percent of the
to reach a small alcove in meat comes from.
the ceiling with a Super
Shield Pack +100 in it.

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Stockyard Don't forget that there are


Health Vials and Adrenaline
The stockyard is a small
underneath the flag. Make
area that separates the
sure your defenders load
two bases. There are two
up on both, since a
entrances to the team
defender with 199 Health
base on either end of it.
is more than a match for
The square door leads
any wounded attacker.
into the team's meat
There is also a Shield Pack
locker. The round tunnel
+50 in the hall right
leads into the team's
outside of the flag room. Don't leave the flag undefended to
killing floor hall. The only
get it, but do pop out to pick it up after repelling a wave of
thing worth mentioning about the stockyard is that the ball
attackers.
is in the center of it. Other than that, and the fact that it has
two entrances to each base, it is unremarkable.

Game Plan Twin Tombs


Offense
As is the case with all large

Bombing Run Levels


BR arenas, your offensive
squad should travel in a
pack, since it takes a while
to get to the enemy base,
and you can expect to
encounter increasingly
heavy resistance the further you go.
The best weapons for this
arena are the powerful
short-range weapons, such
as the Minigun and Flak
Cannon. There are so
many twists and turns and
narrow corridors in this
level that you'll need the
ability to kill enemies in
close quarters.

Finally, memorize the


layout of the level. It's full
of so many twists and Weapons Available: Assault Rifle, Ball Launcher, Bio-Rifle,
turns that you can find Flak Cannon, Lightning Gun, Link Gun, Minigun, Rocket
yourself miles away from Launcher, Shield Gun, Shock Rifle, Translocator
the action if you're not Items Available: Adrenaline, ball, Double Damage, Health Pack
paying attention. +25, Health Vial +5, Super Shield Pack +50, Shield Pack +100

Defense
The dead tell no tales, so we've come to rely on live video
feeds to keep us on top of the latest matches. This elegant
In the flag room, take recreation of the twin tombs of brothers Ramses III and
advantage of the corners Rudamon has a reputation for speed, brutality, and
of the room for their treachery, just like the pharaoh interred within.
defensive potential. Train
your weapon on the
doorways, and wait for
someone to come through.

primagames.com 109
The goal room has three
Level Overview doorways. Two are
opposite the goal, one on
the upper level of the
room and one on the
lower. The third is in the
far right corner of the
Twin Tombs is a fast room as you stand with
Bombing Run arena with your back to the goal. Two
multiple corridors and Health Packs +25 rest on
small, enclosed rooms in small ledges in the middle of the room.
each team base. The open
area between the bases
gets hairy at times.
Much of the level
consists of the two tombs The doorway in the far
that serve as team bases, right corner leads to an
but there are several ways outside ledge with a
to get to any location. The Double Damage modifier.
player who knows them all
is the player who will lead a
team to victory.
The team bases are
identical, so this description
works for either.
The upper doorway
opposite the goal takes you
to a short corridor with
Adrenaline capsules
leading to a doorway at left
Bombing Run Levels

and Health Vials +5 leading


to a doorway at right.

Bases

The goal is at the end of


the arena farthest from
the opposing goal. A deep Heading past the
pit runs through the center Adrenaline capsules to the
of the goal room; instant left takes you to a large
death awaits anyone who outdoor ledge with a
falls into it. Rocket Launcher.

To the right of the goal as Heading past the Health


you face your opponents' Vials to the right takes you
base is a Shock Rifle. To along an L-shaped corridor
the left of the goal is a with a Bio-Rifle. Past the
Lightning Gun. Bio-Rifle to the left is a
doorway that leads out
onto the same upper
outdoor ledge with the
Rocket Launcher.

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Opposite the doorway to


the Rocket Launcher ledge In the corner of the
is a doorway to the main outdoor area near the
ledge of the base that runs Rocket Launcher is a Flak
around the perimeter. This Cannon. A Link Gun
ledge contains several appears on a small ledge
Adrenaline capsules, and near the Flak Cannon. The
you pass a Minigun on the ball is in the center of this
way to it. outdoor area.

Game Plan
Offense
Stairs to the ground level The most valuable
of the arena center are at strategy your offense can
either end of the ledge. have is a comprehensive
You can leap from several knowledge of the arena.
points to the center of the Most weapons are above
arena below. the level of the goal; many

Bombing Run Levels


of the minor power-ups
like Adrenaline and Health
Vials are below the level
of the goal.
On either side of this Pick up powerful weapons
doorway near a Minigun, quickly. A huge chaotic
two jump pads propel you mess awaits you in the
to an upper ledge that middle of the level. Pick up
runs around the base the Rocket Launcher from
perimeter, offering a the upper ledge on the
Rocket Launcher and a front of your base. Drop to
Lightning Gun, as well the ground and scoop up
as two Health Packs +25. the Flak Cannon, another
excellent area-effect
weapon that performs well
in mass combat.
In the goal room, the lower
doorway opposite the goal Once you get the ball, you
takes you down an L- can enter the enemy base
shaped hallway with a row in several ways. Go straight
of Adrenaline. The corridor in through the front door,
ends in a "T". The pathway passing two Health Packs
to the right takes you to a +25 and four Health Vials +5
Shield Pack +50, two before arriving at the upper
Health Packs +25, and the door opposite the goal in
main entrance to the base. the opponents' goal room.

If the resistance gets too


heavy, take a left at the
Minigun and use the jump
The corridor to the left has pads to reach the upper
a line of Health Vials +5 level of the base. This puts
along an L-shaped hallway some distance between
that leads outside to the you and your enemies,
middle of the arena. allowing you to regenerate
health while your
teammates whittle down
the opposition.

primagames.com 111
From the center of the The goal room boasts two
level, enter the base excellent defensive
through the cobblestone weapons: the Lightning
pathway that leads to a Gun and the Shock Rifle.
side door. This route takes Both are slow to fire, but
you past four Health Vials extremely powerful. If you
+5 and near a Shield Pack stand in the corner where
+50 before you reach the the Lightning Gun appears,
lower door of the goal you can cover all three
room opposite the goal. entrances. A head shot or
Use the ledge that runs a Shock Combo will ruin any ball carrier's day.
around the base perimeter
to shake your foes. The Don't focus all your
ledge narrows drastically defensive attention on the
at the rear of the base; goal room. If you stop a
you might entice some ball carrier in the goal
careless foes to run right room, that player probably
off of it. If they launch won't be alone, and you
rockets at you, the force still have to move the ball
of the explosions will out of your base. If you
knock you off the ledge. pick up the ball in the goal
room, fire it into the pit so
You can combine methods it respawns in the middle of the level—a good move if half
to create elaborate of the opposing team is in your goal room.
schemes for penetrating
Positioning snipers on the
enemy defenses, but they
outside ledges of your
all revolve around
base is an excellent way to
knowledge of the bases. If
cover the middle. A
you don't have the layout
Lightning Gun is available
in your head, you might not
on the upper ledge, and
Bombing Run Levels

have that head for long.


the ledge gives you a nice
Defense view of the center and
most of the doorways in
Defense in Twin Tombs is your opponents' base.
tough: The goal room has Drop down to pick up a
three entrances and your Shield Pack +100 if your health gets low, then to the lower
opponents have many ledge with all its health and Adrenaline pick-ups.
ways to reach any of
them. But, the goal is
naturally defensible. The
key is knowing what
defensive advantages the
goal room has, then
making the opposition
work to overcome them.
First, there's that enormous
pit in the center of the
room, which certainly
doesn't favor players in a The action in the middle is hectic.
hurry. Explosive weapons, From the sides, you'll have a good
such as rockets or view of the field of battle and the
grenades, can knock a ball time to line up a shot.
carrier into the pit. That not
only kills the player, it
respawns the ball in the
center of the level, so you
don't have to run it all the way back out of your own base.

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Prima’s Official Strategy Guide

Double Domination Levels


The arena is a maze of
Core narrow corridors, catwalks,
and elevator platforms.
Like any large arena, it can
be confusing at first, but
once you realize that the
bases, A and B, are
identical and that you can
only head toward one or
the other, you won’t have
much trouble.
The trick to moving
around Core efficiently
is to move smoothly
between different
heights along a variety

Double Domination Levels


of paths. The ground
floor is the easiest to
learn, so start there and
work your way up.

Ground Floor
The two bases are at either
end of a horseshoe-shaped
pathway that runs along
Weapons Available: Assault Rifle, Flak Cannon, Lightning
Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun,
the ground floor. Around
Shock Rifle each base are the Link Gun
and ammo, Lightning Gun,
Items Available: Adrenaline, Health Pack +25, Shield Pack Flak Cannon, and Shock
+50, Shield Pack +100
Rifle. An elevator in the far
corner of each base leads
"There's not all that much difference between splitting an to an overhead catwalk.
atom and splitting open a man's skull. All you need is the Heading away from a base
right tool for the job and a little finesse. But leave the atom takes you down a corridor
smashing to the professionals and focus your efforts on with white track lighting.
crushing your opponents instead. You can pick up the
And try not to blow us all off the face of the planet." Minigun, two Health Packs
+25, and the Shock Rifle
—Overseer Thale
along this corridor. On the
elevated side of the
Level Overview corridor, which you can
reach by double-jumping,
is ammunition for the
The Core arena is set deep Rocket Launcher.
in the bowels of a nuclear The Shock Rifles at the ends
power plant. Fortunately, of the corridors mark the
pains have been taken to beginning of the middle of
ensure that a stray rocket the arena. After being killed,
doesn't cause a players respawn in small
meltdown…hopefully. hallways overhead, and
each team's respawning
point is supplied with two
Rocket Launchers.

primagames.com 113
Upper Catwalk
Dead center of the level is There are two ways to
a small elevator that takes reach the upper catwalk.
you to an area below the The first is to take the
ground floor. You can also elevators that lead from
reach this area by falling the lower catwalk to the
off the grated metal large green pipes. Jump up
hallway in front of the the pipes until you reach
elevator. the upper catwalk. You can
also take the elevator in
This underground area the center of the level that
contains the only Flak runs from the corridor beneath the ground floor all the way
Cannon of the level, as well to the upper level. The first way is more difficult, but the
as a Shield Pack +100 and second way is easier for your opponents to anticipate.
four Adrenaline capsules. High above each base at
At the end of the under- the end of the upper
ground hallway is a long catwalk are Shield Packs
elevator ride to the top of +50 and Lightning Gun and
the middle of the level. Rocket Launcher ammo.
You can drop safely to each
base by landing on the large
Lower Catwalk green pipes below you, or
In the far corner of each you can dive straight down
base, an elevator takes you and suffer some damage.
up to the overhead
catwalk. On the catwalk
Double Domination Levels

near this elevator is In the middle of the upper


another elevator that leads catwalk, near the elevator
to large green pipes over from the ground floor, are
the catwalk. Jumping up the only Lightning Gun of
these pipes takes you to the level and two Health
an upper catwalk. Packs +25.

As you run toward the


center of the arena, this
Game Plan
catwalk merges with the Offense
elevated wall of the
illuminated pathway, First, grab one of the
where you can pick up Rocket Launchers at either
Rocket packs. Continuing side of your team's
to follow it takes you to an spawning point. It is
elevator that connects the impossible to reach this
catwalk to the lower level. area again without getting
killed, and these are the
only Rocket Launchers in
the arena.
The middle of the level is
past the elevator. Pick up Make good use of the
two Health Packs +25 arena's levels. The quickest
here, and continue to and easiest way to reach
follow the catwalk onto the bases is to run along
the upper catwalk of the the ground floor, but don't
other base. put all your eggs in one
basket. Send teammates
along the lower and upper
catwalks, too.

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Prima’s Official Strategy Guide

A prime camping spot for


The lower catwalk offers a anyone with a Rocket
better view of the tight Launcher is the elevated
corridors, so you can wall in each corridor
anticipate problems. Once where the two Rocket
you reach the base and packs are located. You can
seize it, the upper stand on these packs,
corridors make good equip the Rocket
defensive points. Launcher, and fire rockets
down the hallway toward
the center of the level. You can see around not one but two
The route to the upper corners, effectively sealing off this corridor along the ground
catwalk from the middle of floor and lower catwalk routes.
the arena has two of the
best items in the game— The upper catwalk has the
the Lightning Gun and the usual advantages of high
Shield Pack +100. Running ground: You're hard to hit,
along the catwalk to a and you have an open view
base also puts you near for sniping, except for the
another Shield Pack +50. pipes that run between the

Double Domination Levels


By the time you reach the upper and lower catwalks.
base, you have the distinct advantage of full shields. You can even drop onto
the pipes and camp there.
The only enemies to worry
about are those who take the elevator in the middle of the
You can also drop onto the level to the upper catwalk. If you position yourself properly,
base from above. If the you should be able to watch for them as well.
action is as intense as it
generally is around the
bases, you can take your Outrigger
opponents by surprise.

Defense
Each of the arena's three
levels has strategic
points for defending
bases that you have
seized. Surprise
opponents as they run in
to retake the base by
waiting in a corner on the
ground floor near the
base. If you grabbed the
Flak Cannon or Minigun, you can make short work of
anyone who comes down the hallway.
Another good spot for a
defender is the lower
catwalk near the base. You Weapons Available: Assault Rifle, Flak Cannon, Lightning
get a better view of the Gun, Link Gun, Minigun, Rocket Launcher, Shield Gun,
action and have the luxury Shock Rifle
of dropping to ground level
Items Available: Adrenaline, Health Pack +25, Health Vial
if you need to. It's also
+5, Shield Pack +100
easier to reach the base
from the lower catwalk, in
case the enemy gets
through your defenses and The Tournaments demand power. Precious gases refined on
you need to retake it. this platform are a mere facade; the processing of your soul
will be the mainstay here.

primagames.com 115
Level Overview
Near the Shield Pack are
two jump pads with four
arrows. These send you to
the floor directly above
you through narrow holes
Outrigger floats in the in the ceiling.
depths of space near a
giant swirling cloud of
space dust. You won't get
much chance to enjoy the
TIP
view; it’s one of the fastest
Double Domination maps When using a jump pad, don't try to control
in UT2003. your descent. The pads land you in a specific
In Outrigger, you use place. If you move while you're in the air, you
jump pads scattered might miss your landing spot.
throughout the arena to
jump from one level to the
next. It bears repeating:
Your most valuable skill is Two paths lead from each
a comprehensive side of the level into the
knowledge of your center. Both are ramps
surroundings and the that slope downward. The
ability to get efficiently right one has a Link Gun;
from one area to the next. the left one has several
Double Domination Levels

Health Vials +5 and a


Minigun.

On either side of the center


of the level are jump pads.
The left one, with three
arrows, shoots you up to a
NOTE bridge with Adrenaline and
a Link Gun. Drop off either
Each jump pad has arrows floating above it. side of the bridge to land
The number of arrows tells you how high it on the platform with the
Flak Cannon.
sends you (the more arrows, the higher the
jump). The arrows' color tells you who occupies
the base nearest the jump pad. If you're
playing offense for the blue team, hit jump
pads with red arrows on them. Those pads
take you closer to the base that the red team
has occupied.

Each base's side is


identical to the other
base's side. You start at The right jump pad bounces you
the bottom of the level and to the level with the Shock Rifles.
respawn here when you You also find teleporters that take
die. Beneath each base is a you to the top of the arena.
Shield Pack +100.

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Prima’s Official Strategy Guide

In the level directly above The center of the level


ground floor, which you above the bases has a
access using the jump Health Pack +25 in the
pads near the Shield middle. This is the same
Packs, you can pick up a area you can reach by
Link Gun, two Health using the left jump pad in
Packs +25, and several the middle of the ground
Adrenaline capsules on floor, which puts you on the
either side of the arena. bridge with the Link Gun,
Two jump pads on either from which you then fall off
side of the arena boost you directly to the base above to get the Flak Cannon.
your head.
As you can tell, Outrigger
is a convoluted, confusing
arena. Learn the map
The center has Adrenaline vertically as well as
capsules, Shock Rifles, and horizontally. The map isn't
Health Vials +5. This is the as long as it is deep, so
same area that you can you can always get as high
reach by using the right as possible and drop to
jump pad in the center of the areas you need to

Double Domination Levels


the ground floor. reach…if you don't mind
taking some fall damage.

Two teleporters in the Game Plan


center of this floor take
you directly to the top of Offense
the arena. The top of the At the start, load up on
arena is a narrow ledge all the goodies provided
with a Lightning Gun on on the ground floor,
either side. Take a long fall including the Rocket
off the ledge, or use the Launcher, Health Vials,
teleporters to return to a Minigun, and especially
lower level. the Shield Pack +100.

You can reach the bases From there, you have


by falling from a higher several options. One is to
level or by using the jump use the jump pads near
pads at either end of the the Shield Pack to reach
second-lowest level. The the level directly beneath,
area around each base has and from there use the
two jump pads that send nearby jump pads to leap
you to the level directly up to the base.
above you.
You can also go to the
paired jump pads on either
side of the ground floor's
Directly above each base is center. The left one gets
a level with broad you to the Rocket
platforms at either end, Launcher. Then you can
each connected by arched drop to the floor below to
bridges to the center of the get the Health Pack +25,
level. Five Health Vials +5 and run toward either base,
and a Flak Cannon are on grab a Flak Cannon and
each of these platforms. drop on them from above.

primagames.com 117
Another option is to use Put someone on the upper
the right jump pad on the level above the base to
ground floor to get the pick off enemies trying to
Shock Rifle, and then run run in from that direction.
toward one of the bases to This is a particularly
reach the floor beneath. Or advantageous spot,
you can use the nearby because this defender can
teleporters to go all the also fire down at enemies
way to the top of the level, on the base level.
grab the Lightning Gun,
and make a reckless leap for the base. It won't do your Finally, station someone on
health any favors, but you'll get there in a hurry, and you'll the base level, but not too
probably surprise any enemies nearby. close to the base itself.
That's too open and
Make good use of your
vulnerable a position. Keep
ability to hit the bases
your defender moving
from multiple angles. You
around the edges of the
can also pick off defenders
base platform, ready to act
from a distance by using
as the last line of defense.
the Lightning Gun on top
of the level, clearing a path
for your own assault force.
Variety is not only the Scorched Earth
spice of life, it's the bane
of death—take full advantage of this map's openness to shut
down your opponents.
Double Domination Levels

Defense
Outrigger is tough to
defend, considering how
many ways there are to
get to the bases. Your
enemies will try to swarm
you, so do your best to
predict their moves.

At the start, they may


come from anywhere. If
you have both bases
occupied and you've just
killed several of your
opponents, they probably
will try to retake the base
by using the jump pads
below it on either side. It's
Weapons Available: Assault Rifle, Flak Cannon, Link Gun,
the quickest route to the
Rocket Launcher, Shield Gun, Shock Rifle
base from the respawn point. If the clock is ticking, they
won't screw around with fancy maneuvers. Items Available: Adrenaline, Health Pack +25, Shield Pack +50

Cover the jump pads below


the base by positioning a The stench of brimstone fills the air, as sulphurous clouds
defender against a wall to move overhead and menacing lava bubbles below. The
keep an eye on both jump thick layer of rust on the remaining structures provides
pads and both holes in the dubious protection for the metal ravaged by the many
floor through which corrosive agents that poison the atmosphere. The
attackers leap up from the environment is as lethal as the competition, making for
ground floor. one unforgiving battleground.

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Level Overview
Scorched Earth is small,
Four doorways lead into
fast, and vicious. It is
the base. Two are on the
among the most intense
sides of the base's front,
Double Domination arenas.
and two are on the sides
Holding both bases for 10
of its rear.
seconds is especially
challenging, because
there's almost nowhere on
the map where you're
more than 10 seconds
away from a base. The
limited selection of Entering the base from the
weapons reflects the front entrances takes you
arena's emphasis on down a hallway. The goal
down-and-dirty fighting— point is on a raised platform
none of that fancy-pants toward the rear. Elevators
camping stuff here. on either side take you up
The arena is set above a to the goal point.

Double Domination Levels


lake of molten lava. Falling
or getting blasted off the
arena means instant death.
At either end are identical
bases. A central structure
separates the two sides of
Entering the base from the
the playing field.
rear takes you directly to
Players respawn in the goal point.
towers on top of the center
structure. Upon respawning,
you can either enter the
teleporter in the tower to
appear inside the center structure, or you can drop onto the
roof of the structure from short, narrow walkways that extend
Center Structure
from the tower.

Bases The center structure has a


In front of each base is Link Gun, a Shock Rifle,
ammo for the Shock Rifle, and ammunition for both
Link Gun, and Assault Rifle. weapons. An elevator in
A ledge on the front of the center takes you to
each base holds two the roof.
Adrenaline capsules and a
Shield Pack +50. You can
reach this ledge only by
double-jumping twice from On the roof are the Flak
the roof of the center Cannon, Rocket Launcher,
structure, or by dodging and jumping up it from either side. and ammo for each, as
well as two Health Packs
+25. You can double-jump
Around each side of each twice off the roof toward
base is a Health Pack +25. either of the bases to
Behind each base are reach the ledge above the
Adrenaline capsules and front of the base, but it's a
ammo for the Rocket tricky maneuver. Practice it
Launcher and Flak Cannon. a couple of times.

primagames.com 119
Game Plan Make good use of your
Offense Adrenaline Combos,
especially Booster, while
No matter how good your
you're on defense. It's easy
strategy, combat in
to get pinned down in
Scorched Earth is the very
there by waves of
definition of chaos. The
attackers, each of which
map is so small, with so
depletes your health.
few places to go, that you
can expect to run into
enemies frequently.
Sepukku Gorge
After respawning, drop
onto the roof of the center
structure and grab the Flak
Cannon and Rocket
Launcher. In close-quarters
fighting, these are
invaluable weapons.

If a base is not occupied, it


doesn't matter from which
direction you enter. If it is
occupied, enter it from the
Double Domination Levels

rear. Entering from the


front forces you to run
down a narrow hallway
and get onto an elevator
before reaching the goal
point. That leaves you
open to too much enemy fire—especially if the base
Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,
defender is on the goal point platform, firing a Rocket
Ion Painter, Lightning Gun, Link Gun, Minigun, Rocket
Launcher down at you.
Launcher, Shield Gun, Shock Rifle
Defense Items Available: Adrenaline, Health Pack +25, Health Vial
+5, Super Shield Pack +50, Shield Pack +100
Base defenders should
remain within the base.
It's the easiest way to Ah, nature. The earthy browns and lush greens of the jungle.
cover both entrances and The quiet hum of animal and insect life going about its
the goal point. If you stand business. The piercing battlecry of a geneboosted harpy
to the side of the goal bounding across the forest floor in her power armor. It's
point, you can cover the times like this that I miss the city.
front entrance and the
rear entrance while
protecting yourself against enemy fire.
Level Overview
Like the ancient game of
Go, Sepukku Gorge is
deceptively simple to learn
Keep defenders in front but requires great effort to
of the base because master. Teams respawn in
attackers must come one of two hidden valleys
around the front whether at the same end of the
they're headed for the level. In each valley is a
front or rear entrances. blue teleport pad that
instantly transports

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Prima’s Official Strategy Guide

whoever steps on it to a
point near Base B. Red and
blue characters both You can avoid these
teleport to the same place, weapons and instead head
making telefragging your straight up the hill outside
opponents at the the spawning chamber to
beginning of the match reach a shortcut that takes
easy and fun. you directly into the area
around base A.
Pathways from both
spawning points lead into
a large clearing in the
jungle with Base A. This At the end of this path are
clearing is separated from a Lighting Gun and a
Base B by two narrow teleport pad that
land bridges that span the transports you directly to a
gorge for which the arena high hill overlooking Base
is named. Unlike most A. This is a great sniper
team game arenas, post, which is probably
Sepukku Gorge is not why you were offered the
bilaterally symmetrical; Lighting Gun near the

Double Domination Levels


that is, the map is not divided into two halves with the teleporter. Be warned that
exact same layout. there is an identical path and teleporter leading up from the
opponents' spawning point, so telefragging is a possibility.
Spawning Chambers
Base A
Inside each team's
spawning chamber is a Between the goal point of
Flak Cannon and a Rocket base A and the spawning
Launcher. A single doorway chambers, you can pick up
in each spawning chamber three Health Vials +5 on
opens onto a pathway each team's pathway from
leading toward base A. their start point.

The blue teleport pads in


each spawning chamber
transport players to the The goal point floats above
exact same point near a small platform on the
Base B. This is a one-way forest floor in the center of
teleport. If a player the area. You can jump
remains in the teleport onto this platform from
destination point as any direction.
another player teleports,
the first player is instantly
telefragged.
In front of the goal point,
between the goal point
and the land bridges, are
two Health Packs +25 and
a Shield Pack +100 in the
center of the area. A Link
Pick up a Shock Rifle as the Gun is on the side near the
pathway curves toward the red team's spawning
center of base A. chamber, and a Bio-Rifle is
on the side near the blue
team's start point.

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The open space in this
Two narrow land bridges arena suggests weapons
span the gorge that runs with range—the Shock
between bases A and B. Rifle, Lightning Gun, and
On each bridge is a row of Rocket Launcher. This level
four Adrenaline capsules. is tremendous for
Falling off either bridge improving your targeting
means instant death. skills. Players who can pick
off foes at great distances
have a powerful advantage.
Base B
The main strategy for this
Base B is much smaller level is to capture a base
than base A. The goal and dig in. The strategy
point floats above a favors the defender, but a
horseshoe-shaped skilled offensive tactician
platform in the center. who knows how to make
Around the goal point are good use of natural cover
many Health Vials +5, (such as trees and
various types of boulders) should do well.
ammunition, a Link Gun,
two Health Packs +25, a Defense
Shield Pack +50, and a Minigun.
We repeat: Send the
majority of your forces to
There is a large blue pad in base B at the start of the
front of Base B, but though game, seize the base, and
it looks like a teleport pad, take up defensive positions.
Double Domination Levels

it is actually a jump pad. The area around base B is


Leap on it for a boost up to not laden with weapons,
the steep hill overlooking but it has plenty of health
the land bridge, and you'll and ammunition to resupply
find the Ion Painter. your defenders.

Your opponents can only


enter the Base B area
Steep walls on all sides of through the paths leading
the area prevent players from the two land bridges
from entering except and through the teleporter,
through the pathways so positioning a defender or
extending from the land two near the pathways and
bridges or via the teleport leaving another defender to
pads near the teams' sweep for teleporting
spawning points. opponents is a good way to
secure the base. Use the nearby trees and rocks for cover, and
stay out of the line of sight of enemies on the bridge.
Game Plan Position a sniper with a
Lightning Gun at the rear
Offense of the area, where they
Your first order of business can cover both entrances.
should be to take Base B, Lightning Gun ammo
respawns around the
even at the expense of
nearby Health Pack +50,
ignoring Base A. It is
so you can replenish your
easier to reach, via the shields and ammunition
teleporter, and an easily. Floaters can pick off
entrenched enemy is very enemies with Rocket
difficult to root out of the Launchers from the end of the land bridges near base B. Fire
area (see Defense, below). at the ground in front of them to send them flying off the
land bridges to their deaths.

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Base A is harder to defend


than base B, but not
Level Overview
impossible. Respawned
enemies appear only from
one side of the area,
because that's where their
respawning chamber is
Sun Temple is a huge,
located. Station one
round level with bases
defender behind the giant
opposite each other. Each
boulder that separates the
quadrant of the arena, be
goal point from the land bridges to keep an eye on the
it base to base or side to
enemy's side.
side, is identical to its
Plenty of small hills, trees, opposite, making for a
and boulders around the potentially confusing level.
base make perfect It's easy to get anywhere,
camping spots for however, so the game
defenders. Use them to moves at a brisk pace.
your advantage. If you can Note that there are very
hold areas and keep killing few items to pick up—only

Double Domination Levels


enemies so you know one Shield Pack +100 and
where they'll be coming one Big Keg o' Health
from when they respawn, +100. This makes for a
the momentum of the battle will swing quickly in your favor. cutthroat match that must
be played with precision—
you can't heal your
wounds unless you build
Sun Temple up enough Adrenaline to
perform the Regeneration
Adrenaline Combo.

Lower Level
The lower level has all the
indoor areas, including
both bases, which are
opposite each other at the
far sides of the arena. Each
base area is identical to
the other, and the right
and left sides of the map,
as seen facing a base, are
identical to each other.

Weapons Available: Assault Rifle, Bio-Rifle, Flak Cannon,


Ion Painter, Lightning Gun, Link Gun, Minigun, Rocket
Launcher, Shield Gun, Shock Cannon
To the right and left of
Items Available: Big Keg o' Health +100, Shield Pack +100 each goal point, ramps
lead up to the roof. On the
roof near base A is a Super
Beneath the watchful eye of Ra, a thousand warriors have Shield Pack +100, and on
shed their blood on the stone and soil of the majestic Sun the roof near base B is a
Temple. Take part in a celebration of the strength and skill of Big Keg o' Health +100.
those who have come before you.

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Both doorways have
Two ramps lead down from ramps on the outside
each goal point; between curve of the level that lead
them is a Minigun. The up to a narrow catwalk
ramps turn into a pathway above the center of the
that leads toward the arena. Find a Link Gun and
center of the level. a Rocket Launcher on this
catwalk.

On either side of these


ramps and pathways, stairs
lead down to recessed After entering the
areas. There's nothing of doorways with the Shock
interest in them. You can Rifle and Flak Cannon, turn
drop into them through toward the center of the
small alcoves in the main arena to go to the center
pathway, however, which is of the level. A T.A.G. Rifle
a handy way to avoid sits dead center.
heavy enemy fire on the
way to a base.

The pathway opens into a The very center of the


courtyard with golden lines arena is a jump pad. Step
Double Domination Levels

on the stone floor. If you onto it, and you can jump
ever get confused as to directly up to the roof of
how to reach a goal point, the level (see Upper
head through the doorway Level, below).
that the golden lines point
toward.

Running directly through


the doorway with the
If you head directly toward Shock Rifle takes you to
the center of the arena, an area with a sand floor.
you come to a small raised Run straight ahead to
platform with a Lightning reach the entrance to the
Gun on top. other base.

Upper Level
The upper level of Sun
Temple is a vast roof that
stretches over most of the
Head through the doorway arena. At either end are
to the right as you face the structures with obelisks in
center to get a Shock Rifle. the center. On either side
Head through the left of the obelisks, ramps lead
doorway to get a Flak down to a base. In front of
Cannon. each obelisk is a Big Keg o'
Health +100 or a Shield
Pack +100.

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Prima’s Official Strategy Guide

When invading an
occupied base, use
corners and outcroppings
Run along the ledges at to your advantage. A
the outside of the arena headlong rush for the goal
near the obelisks to find a point gets your head
Link Gun and a Shock Rifle blown by defenders. Take
on each. the main pathway, drop off
to the side, and peek
around the alcoves, taking
pot shots at defenders while other teammates do the same.
Give them more targets to shoot at than they have
defenders, and you should be able to take the bases with
From these ledges, follow minimal losses.
the ramps leading down to
the center of the level to The roof is a valuable area.
pick up a Bio-Rifle and a It has the Shield and
Flak Cannon on either side Health Packs +100 and
of the arena. some potent weapons.
Plus, you have the option

Double Domination Levels


of dropping to the ground
at any point, suffering only
a small amount of fall
damage.
In the dead center of the
level is a hole in the roof
that leads down to the Ion Defense
Painter. You can leap down
through the hole, but you The best way to defend a
may hit the jump pad and base is to hang out near a
bounce right back up. goal point, but those
platforms are exposed, so
keep moving. Rocket
Game Plan Launchers and Shock
Rifles are invaluable for
Offense goal point defenders.
There are two ways into
each base: the ramps A second strategic point of
leading down from the interest is the entrance to
roof of the arena or the the base from the roof. You
long pathways leading can see and shoot at any
from the center of the enemy from the roof, and
courtyards on the ground you can collect Shield and
floor. The pathways have Health Packs +100 as they
the advantage of being respawn. If a weapon
more direct, but the roof appears on the roof and
ramps are safer. you run low on ammo for
it, throw your weapon and pick up a fresh one.
Weapons accurate at long
ranges are best for this Don't overlook the ground-
level, because of its many floor platforms with the
open areas and long Lightning Guns. Facing the
pathways. Shock Rifles entrance to the base while
are abundant for a crouched behind the short
reason; make sure you wall, pop up to shoot
have one. Rocket enemies as they try to
Launchers and Lightning enter the base. Be careful:
Guns are also handy. It's easy to get ambushed
in this area.

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