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Weapons/Armor/Items Guide by BrakZero

Version: 2.00 | Updated: 01/03/02

Unreal Tournament (PC)
Weapons/Armor/Items Guide
By BrakZero
Version 2.00

:: Revisions ::

v2.00 - Completely re-made the entire guide, making it more in-depth and
changing the entire look of it. Also added codes that are related to weapons.

v1.00 - First version

== Table of Contents ==
 = Weapons
  - Impact Hammer
  - Chainsaw
  - Enforcer
  - BioRifle
  - Shock Rifle
  - Pulse Gun
  - Ripper
  - Minigun
  - Flak Cannon
  - Rocket Launcher
  - Sniper Rifle
  - Redeemer
 = Armor
  - Thigh Pads
  - Body Armor
  - Shield Belt
 = Items
  - Translocator
  - Health Vial
  - Health Pack
  - Keg O' Health
  - Damage Amplifier
  - Invisibility
  - AntiGrav Boots
  - Scuba Gear
 = Weapon Related Codes
 = Contact/Legal

<< Weapons >>

Note: Some information on weapons can be viewed in the instruction booklet or
when clicking Stats, then "Weapons".

Some notes on auto-switch -
 If you are holding a weapon and pick up a more powerful one, you should
automatically arm yourself with the stronger weapon upon picking it up. You can
toggle this option by going to Stats -> Weapons and unchecking the "Auto-Switch
Weapons" box. Or, you can switch the order of power. The default order is as

Rocket Launcher
Flak Cannon
Sniper Rifle
Pulse Gun
Shock Rifle
GES BioRifle
Double Enforcers
Impact Hammer

So, for example, if you have a Ripper on hand and you pick up a Minigun, the
Minigun will automatically replace the Ripper.

If you want to change this order, you can do so by simply clicking on the
weapon and holding your mouse button down, then dragging it anywhere on the
list that you would like.


Impact Hammer

Classification - Melee Piston
Primary Fire   - Hold down to charge it up, then touch an opponent to
                 kill them instantly.
Secondary Fire - Weaker and more rapid shots. If your timing it good,
                 it may be able to deflect shots from projectile

Ammo - None

Techniques/Combos - If you face directly towards the ground and let go
                    while you jump, you will be able to jump very high.

Comments -
 The Impact Hammer is rather difficult to work with. It makes a very loud sound
when charged up, drowning out any shouts that may help locate people. Also,
unless your opponent is very unskilled or stupid, it will be rather rather to
them them directly. I recommend that you switch on the Chainsaw Melee mutator
to use the Chainsaw instead of the Impact Hammer.


Classification - Melee Blade
Primary Fire   - Hold down to start it up, then ram it into opponents
                 to inflict lots of damage.
Secondary Fire - Swipe the Chainsaw back and forth once instantly
                 cutting off the head of anyone that you touch.

Ammo - None

Techniques/Combos - None

Comments -
 Though better than the Impact Hammer, the Chainsaw is still a
less-than-stellar weapon. Luckily, if you manage to get close to your enemy,
you'll surely cause big damage to them. Also, you let everyone know where you
are with its very loud sound that echoes throughout the whole arena. =T


Classification - Light Pistol
Primary Fire   - Accurate normal bullet shot
Secondary Fire - Hold the gun sideways to shoot twice as fast, but your
                 accuracy is greatly decreased

Ammo                    - Standard bullets
Starting Amount of Ammo - 30
Amount Found in Pack    - 50

Techniques/Combos - You may pick up a second Enforcer dropped from a
                    dead foe and use two at once.

Comments -
 Your starting gun. The Enforcer is not a very good gun, but it still has its
uses. You can inflict twice as much damage by firing twice as fast with the
secondary fire, but because of its bad accuracy, its only a useful thing to do
if you're very close to your opponent. In any case, it's best to switch to
another gun when you get the chance.

GES BioRifle

Classification - Toxic Rifle
Primary Fire   - Fires clumps of Tarydium waste that stick to any
Secondary Fire - Hold down to make a much larger clump of the same
                 material, which will split into several smaller clumps

Ammo                    - Tarydium BioSludge
Starting Amount of Ammo - 25
Amount Found in Pack    - 25

Techniques/Combos - Use the sticking abilities to your advantage. For
                    instance, if you're running away from someone, try
                    running backwards and facing them while comvering
                    their path with the sludge.

Comments -
 Not a bad weapon, really. I found that the best way to fight with it is to
just fire it off anywhere around your enemy, and they'll eventually hit it and
take damage. If used correctly, it can be quite deadly.

ASMD Shock Rifle

Classification - Energy Rifle
Primary Fire   - A quick laser beam is shot
Secondary Fire - A small ball of plasma is shot. Moves much slowly, but
                 has more power than the beam.

Ammo                    - Shock Core
Starting Amount of Ammo - 20
Amount Found in Pack    - 10

Techniques/Combos - You can use an excellent combo with this gun by
                    firing the slow plasma ball and immediately firing
                    the beam before the plasma ball hits anything. If
                    you successfully shoot the plasma ball with the
                    beam, it will cause a much larger explosion.

Comments -
 A nice little rifle if used skillfully. These seem to always be put amongst
more powerful weapons, so they're usually not used very often, but it can still
help a lot if it's your only gun in your inventory.

Enhanced Shock Rifle

 - The Enhanced Shock Rifle is a different version of the normal ASMD Shock
Rifle, only available in InstaGib matches. These look almost exactly the same
(just some color differences), but the enhanced ones can only shoot the beam
and not the plasma ball. Also, your amount is unlimited, because there's no
ammo to pick up, nor is there any other weapons in an InstaGib match. This
enhanced rifle instantly blows a hit foe to bits, making it an 'auto-death'

Pulse Gun

Classification - Plasma Rifle
Primary Fire   - Green fast-moving balls of plasma are fired at a rapid
Secondary Fire - Hold down to use a green bolt of lightning.

Ammo                    - Pulse Cells
Starting Amount of Ammo - 60
Amount Found in Pack    - 25

Techniques/Combos - None

Comments -
 A very nice gun here. The secondary fire is quite a nice weapon if your
accuracy is good, and if it isn't, the primary fire can do plenty of damage.
These also appear in almost every level, so you shouldn't have much of a
problem finding one.


Classification - Ballistic Blade Launcher
Primary Fire   - Sharp titanium disks are launched that bounce off of
                 any surface.
Secondary Fire - The same type of disks are launched, but these explode
                 upon impact rather than bounce.

Ammo                    - Razor Blades
Starting Amount of Ammo - 15
Amount Found in Pack    - 25

Techniques/Combos - Hit an opponent in the neck with a normal blade for
                    an instant head shot kill.

Comments -
 An extremely useful weapon, the Ripper allows you to make around-the-corner
kills and make explosions at the same time. It's often quite helpful if you
fire the disks everywhere aimlessly if you're outgunned, since they like to
bounce back and hit their target, occasionally even nailing them in the head.
:) The downside here is that sometimes the blade bounce off the wall only to
come back and hit you instead.


Classification - Gatling Gun
Primary Fire   - Accurate bullets are fired at a rather quick rate.
Secondary Fire - Not-so-accurate bullets are fired twice as fast.

Ammo                    - Standard bullets
Starting Amount of Ammo - About 70 (I believe it varies)
Amount Found in Pack    - 50

Techniques/Combos - Use the rapid fire when up close.

Comments -
 If you're good at aiming, this gun is fantastic. Just keep spraying your
bullets forward to down your foe in seconds. If you like up close and personal
fights, the alternative fire can kill twice as fast. Of course, if your aiming
sucks, this gun is pretty worthless.

Flak Cannon

Classification - Heavy Shrapnel
Primary Fire   - Scraps of white-hot metal is sprayed
Secondary Fire - Throw a shrapnel grenade forward

Ammo                    - Flak Shells
Starting Amount of Ammo - 10
Amount Found in Pack    - 10

Techniques/Combos - None

Comments -
 By far the best close-range weapon in the game, the Flak Cannon can easily rip
apart an opponent in a shot or two with its metal chunks. A grenade also does
huge damage, always pulverizing an opponent if they get hit. Only problem here
is that because several chunks are sprayed (shotgun style), this is rather
useless for long-range combat unless you get a good grenade shot in.

Rocket Launcher

Classification - Heavy Ballistic
Primary Fire   - Heavy and rather slowmoving rockets are fired forward.
Secondary Fire - An unpropelled rocket grenade is lobbed which explodes
                 shortly after thrown.

Ammo                    - Rockets
Starting Amount of Ammo - 6
Amount Found in Pack    - 12

Techniques/Combos - If you hold down the button for either of the
                    fires, you can load up to six rockets. So, if you
                    hold down the primary fire button, you can load 6
                    rockets and fire them all at once or you can throw
                    6 rockets at once with the secondary fire.

                    Another useful thing to do is to hold your
                    crosshair over an opponent for a while, and it will
                    change into a red circular crosshair, meaning that
                    it is locked on. When locked on, the next rocket
                    fired will home in on the target.

Comments -
 One of the most powerful weapons in the game. The rockets are extremely
deadly, and easily blow a target to chunks when hit. The bad part is that
you'll probably kill yourself if your enemy is too close, and you'll need good
aim. Luckily, that homing device is thrown in to make it simpler, and combined
it makes the Rocket Launcher into one nasty litt... err, BIG weapon.

Sniper Rifle

Classification - Long Range Ballistic
Primary Fire   - Fires an accurate high-powered bullet.
Secondary Fire - Hold to zoom in up to 8x normal vision for perfect
                 accuracy even when far away.

Ammo                    - High-powered bullets
Starting Amount of Ammo - 8
Amount Found in Pack    - 10

Techniques/Combos - A rather obvious thing to do here is to zoom in on
                    your target if you're far away. Hit a foe in the
                    skull to instantly kill them.

Comments -
 An extremely useful weapon. Once again, aim is the only real concern here, but
the fact still remains that it's deadly. Hit the opponent in the head to kill
them instantly (very useful), or just hit them anywhere else twice to fall
them. Great stuff.


Classification - Thermonuclear Device
Primary Fire   - Fire a very large and slow moving nuclear missile that
                 explodes upon impact, vaporizing anything within its
                 huge blast radius.
Secondary Fire - Fire the same missile, but take control of it and fly
                 it anywhere you wish from the view of the front of the
                 rocket. Click the fire button while flying it to
                 automatically make it explode. If the missile is shot
                 while being flown, it will explode harmlessly and it
                 will be wasted.

Ammo                    - Nuclear Missile
Starting Amount of Ammo - 1
Amount Found in Pack    - N/A

Techniques/Combos - None

Comments -
 By far the most powerful device in the game, the Redeemer can pulverize
anything close to it, no matter how well protected they are. It does have a few
downsides, though. For instance, you'll surely kill yourself unless you stay
quite far away, and it can only be shot once. Not to mention that it's not
exactly a commonly found weapon. If you can pick up a Redeemer, make sure to
use it wisely.

<< Armor >>

*Things to know - You can view your armor points at the top-right portion of
the Heads-Up Display. (HUD) The human model is shown here. If the human model
is outlined in yellow, it means that a shield belt is being worn. If the chest
portion is filled in red, the body armor is equipped. If the upper leg portion
is filled in red, the Thigh Pads are being worn. As the armor wears down, the
red filled space becomes dimmer and more transparent until it is eventually
gone and the armor is worn out.

Nearby this human figure are numbers. The numbers on the top represent armor
points. This number can go up to 150. Keep track of this.

Thigh Pads

Armor Points: 50

The Thigh Pads are equipped on your legs and provide fifty armor points. Since
Thigh Pads are the least useful of the three armor accessories, they are always
found out in the open and are easy to reach. If you can get some Body Armor
when wearing the Thigh Pads, you can combine their armor points to make your
total rise up to 150.

Body Armor

Armor Points: 100

Body Armor is a green vest worn that protects you with 100 points. Like the
Thigh Pads, the Body Armor is usually not very hard to find or reach, so it's a
nice thing to grab during a match. If you wear Thigh Pads with your Body Armor,
you can combine the armor point totals to recieve a total of 150 armor points
and protection over almost your entire body.

Shield Belt

Armor Points: 150

A very handy accessory, the Shield Belt covers you in a slick coating that
provides an excellent 150 armor points across your entire body. Since it is
quite a valuable item, it is almost always placed in a hidden, hard to reach,
or hazardous area. Knowing the locations of Shield Belts is valuable knowledge,
so try to grab one whenever possible for some helpful protection.

<< Items >>


The Translocator is a very interesting little item that functions both as a
transportation device and a weapon if used skillfully.

Classification - Personal Teleportation Device
Primary Fire   - Launch the destination module.
Secondary Fire - After launching the destination module, the secondary
                 fire button teleports the user instantly to the place
                 where the module was thrown.

Based on this, you will probably notice that this is a simple way of moving
around and reaching previously inaccesable areas. However, it can be used as a
weapon. It's tough to do, but if you manage to throw your module very close to
a foe and teleport there, you can instantly kill your opponent with a
'TeleFrag'. Due to the fact that you must be so close, it's not a very easy
thing to do, but it may work sometimes if all else fails.

If you ever see a destination module on the ground, you should shoot it. If a
player tries to teleport to a corrupted module, they will automatically kill
themselves. Granted, most players aren't stupid enough to leave their modules
sitting there (or even use the Translocator for that matter), but hey. :)

Also, if you try to teleport while holding an enemy flag in Capture the Flag
games, you will drop the flag in the area that you teleported from.

Health Vial

Amount of Health Points Given - 5 (up to 199 maximum health)

Health Vials are small health boosters that boost your health up by a measly 5
points. However, the reason that they become useful at times is because they
can surpass the limit of 100 health points, and can go all the way up to 199.
They're ALWAYS found in clusters, so if you happen to spot some, they're
usually worth getting.

Health Pack

Amount of Health Points Given - 20 (up to 100 maximum health)

The basic health unit, restoring 20 points of your health, but only allowing
your total health to reach 100. These are always found scattered throughout a
level in easy to reach spots, sometimes in couples, and can save your sorry
arse often.

Keg O' Health

Amount of Health Points Given - 100 (up to 199 maximum health)

The big Keg O' Health is the best health item in existence in Unreal
Tournament, replenishing a whopping 100 health points and also surpassing the
100 point maximum. These are rarely found, and when they are, they are ALMOST
always put in a dangerous area, so use caution when reaching out for one.
Unless of course you find one that is easy tor each. (i.e. Peak Monostary

Damage Amplifier

Effect - User's weapon glows a shimmering purple for 30 seconds and
         during that time recieves a massive power-up.

The Damage Amplifier is a extremely useful item that can be found in various
levels. With it, you can pulverize virtually anything as a result of the
enormous power-up. Grab one and knock down a few rocket launcher wielding foes
with your enforcer. Unfortunately, because it only lasts for 30 seconds, you'll
need to use it wisely. Try to hold off on taking it if there are no enemies
nearby, and instead wait for some to come closer then take it and start
wrecking. You'll be surprised at its power.


Effect - User is almost completely invisible for a while.

Quite a nifty item, the Invisibility is often found behind secret doors
cleverly blending in with the surrounding wall that can be opened when shot by
any weapon. During your invisible time, you can easily sneak up behind enemies
and wreck them, for they'll hardly notice you until you get really up close and
they look hard (unless you're dealing with computerized opponents, who spot you
if you get anywhere close).

AntiGrav Boots

Effect - User can jump extraordinarilly high three times.

A common item scattered around a majority of the levels. AntiGrav Boots often
do more harm than good, though. True, they can allow you to reach previously
inaccesible areas that hold powerful weapons and power-ups, but often screw the
hell out of you if you just want to jump normally. Your control over your
character is also quite limited while in the air, and it can become
ridiculously frustrating at times. So if you come across any AntiGrav Boots,
take a moment to think about if you really need them or not - and if you don't,
don't take them.

Scuba Gear

Effect - Allows user to breath underwater.

I'll be perfectly honest with you - I've never found this item anywhere. This
means (in case you're rather slow) that it's quite a rare find. I didn't even
know it existed until I saw it in the instructional booklet. I'm guessing this
may be useful at times, but I really wouldn't imagine that someone would stay
underwater long enough to lose breath and health, let alone die (as it does
take quite a while for your health to begin draining).

<< Weapon Related Codes >>

First of all, you must press the tilde (~) on your keyboard to open up the
system console/log.

I've heard that you must use a code to activate all other codes, but I was
always able to use all the codes without doing this. Nevertheless, I'll include
it just in case:

Type 'iamtheone' into the console/log.

Okay, now you can proceed to the other ones. These are the known codes that are
related to weapons. Just type the given code into the system console/log and a
message should follow it if a valid code is entered.

All weapons              - 'loaded'
999 ammo for ALL weapons - 'allammo'

Yup, that's all. There are other codes relating to different matters, check out
the rest of GameFAQs if you want them.

<< Contact/Legal >>

This document is copyright (C) 2001 by Alex "BrakZero" Biedacha. Using it to
make a profit, altering it in any way without permission of the author, et
cetera is ILLEGAL. Just do yourself a favor - don't steal it.


Contact e-mail: BrakZero717@aol.com

First and foremost - DO NOT SEND ME AN INSTANT MESSAGE. People somehow get the
idea that it's better to IM me on my AOL screen name. It's extremely annoying,
so please, send me an e-mail.

Second, if you're going to ask a question, make sure it's not found in the FAQ.
If you ask a question that can be answered by reading this, don't expect for a
reply - it'll be ignored.

Third, don't waste your time trying to flame and insult me. All you do is make
yourself look like a moron (and if you do, chances are that you ARE a moron).
Of course, I always welcome suggestions and criticism, I'm just asking you not
to send an e-mail that does nothing but flame me.

                 Copyright (C) 2001 by Alex Biedacha

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