hide results

    FAQ/Walkthrough by Orgulo

    Version: 1.9 | Updated: 05/02/17 | Search Guide | Bookmark Guide

                       [ UNREAL TOURNAMENT GUIDE / WALKTHROUGH ]
    Guide author: Orgulo
    Guide version: 1.9
    Game version: Patch 436
    System: PC
    1.3 CONTACT ME
    2.1 MENUS
    	2.2.1 MOVEMENT
    	2.2.2 COMBAT
    2.3 ITEMS
    	2.3.1 HEALTH / ARMOUR
    	2.3.2 POWERUPS
    2.4 WEAPONS
    	2.4.1 IMPACT HAMMER
    	2.4.2 ENFORCER
    	2.4.3 GES BIO RIFLE
    	2.4.5 PULSE RIFLE
    	2.4.6 RIPPER
    	2.4.7 MINIGUN
    	2.4.8 FLAK CANNON
    	2.4.10 SNIPER RIFLE
    	2.4.11 REDEEMER
    	2.4.12 TRANSLOCATOR
    	2.4.13 AMMO
    2.5 BOTS
    	2.5.1 FRIENDLY BOTS
    	2.5.2 ENEMY BOTS
    	2.7.1 DOORS
    	2.7.2 LIFTS
    	2.7.3 SLOPES
    	2.7.4 WATER
    	2.7.5 HAZARDS
    	2.7.6 TRAPS
    	2.7.7 TURRETS
    	2.7.8 TELEPORTERS
    	2.7.9 JUMP PADS
    	2.7.10 OBLIVION
    	2.7.11 LOW GRAVITY
    	2.7.12 BUGS
    	2.8.1 BEFORE / AFTER GAME
    	2.8.2 DURING GAME
      3. ADVANCED
    3.1 USER.INI
    	4.1.1 OBLIVION
    	4.1.2 STALWART
    	4.1.3 FRACTAL
    	4.1.4 TURBINE
    	4.1.5 CODEX
    	4.1.6 PRESSURE
    	4.1.7 GRINDER
    	4.1.8 GALLEON
    	4.1.9 TEMPEST
    	4.1.10 BARRICADE
    	4.1.11 LIANDRI
    	4.1.12 CONVEYOR
    	4.1.13 PEAK
    	4.2.1 CONDEMNED
    	4.2.2 GHARDHEN
    	4.2.3 CRYPTIC
    	4.2.4 CINDER
    	4.2.5 GEARBOLT
    	4.2.6 LEADWORKS
    	4.2.7 OLDEN
    	4.2.8 SESMAR
    	4.2.9 METALDREAM
    	4.3.1 NIVEN
    	4.3.2 FACING WORLDS
    	4.3.3 ETERNAL CAVE
    	4.3.4 CORET
    	4.3.5 THE GAUNTLET
    	4.3.6 DREARY
    	4.3.7 LAST COMMAND
    	4.3.8 THE LAVA GIANT
    4.4 ASSAULT
    	4.4.1 FRIGATE
    	4.4.2 HIGH SPEED
    	4.4.3 ROOK
    	4.4.4 MAZON
    	4.4.5 OCEAN FLOOR
    	4.4.6 OVERLORD
    	4.5.1 PHOBOS
    	4.5.2 MORPHEUS
    	4.5.3 ZETO
    	4.5.4 HYPERBLAST
                                   | 1. INTRODUCTION |
                                    1.1 INTRODUCTION
    Hello and welcome to my guide for Unreal Tournament. I'm an ex-Assault player 
    who competed for years in league and tournament matches, when not lurking 
    around public and training servers. I'm not a great UT player but I do have 
    plenty of experience (particularly in Assault) and I wanted to create a guide 
    to share what I have learned with other people.
    This guide begins by going into detail about the various powerups and weapons 
    available in the game, plus as many other gameplay features as I could think 
    of; it next covers ways on how to customise UT to suit your own preferences 
    and style; and finally it breaks down every map in the single-player 
    tournament ladder, offering gameplay tips and advice on each. The guide is 
    mostly aimed at those players who enjoy working their way through the single-
    player mode, but there is also plenty of information in here which may be 
    useful even to online veterans.
    At any rate, whether or not you learn anything from this guide, I at least 
    hope you enjoy reading it.
                                1.2 USING THIS GUIDE
    Please view this guide in a text viewer / editor with a set fixed-width
    font. Use the Find command (CTRL + F) with the numbered contents menu at the 
    start of the guide, in order to quickly jump to the section you want.
    I have put the main walkthrough section of the guide towards the end, after
    all the other game information.
    I've had to use some abbreviations and acronyms when writing this guide:
    AS = Assault
    CP = Control Point
    CTF = Capture The Flag
    DM = Death Match
    DOM = Domination
    FC = Flag Carrier
    FPS = First Person Shooter
    HJ = Hammer-Jump
    LMS = Last Man Standing
    NZ = Neutral Zone
    OBJ = Objective
    R/L = Rocket-Launcher
    T/L = Translocator
    UT = Unreal Tournament
                                     1.3 CONTACT ME                                 
    As the game is now quite old, and since I now consider this guide complete, I 
    have no intention of updating it in the future and will therefore no longer 
    respond to feedback.
                                  | 2. GAME FEATURES |
                                      2.1 MENUS
    Before you begin playing you'll want to customise your UT installation. Press
    Esc from the UT logo or intro movie to get to the game desktop.
    UT has a lot of menus and submenus, but most are self-explanatory. Here are
    some of the ones you might want to take notice of.
    Options > Preferences > Game
    These options have a big effect on your game, and I'd recommend the following
    Weapon Hand - Center
    This has a (small) effect on your aim and a greater effect on ripper-shots.
    Most right-handed players will prefer right hand to begin with, but centred is 
    more balanced and is the choice of most online players. You can also hide your 
    weapon altogether, which is the same as centre-handed.
    See section 3.1.2 for a bind which will enable you to change your weapon-
    handedness during games.
    Gore Level - Ultra-Low
    You might think gore is fun, but it isn't when it causes you to suicide.
    Splashing lumps of gore can often get in your way while you are firing - no
    fun if you manage to kill yourself with rockets or shock-balls just because
    someone's ear was bouncing in front of you when you fired. Better to turn it 
    View Bob - 0%
    For optimal results push the slider all the way to the left so that your view 
    does not bob up and down while you move. This will greatly improve your aim 
    while moving.
    Game Speed - 100%
    This is the default - slower is too slow and faster is too fast.
    Dodging - On
    This must be enabled to allow you to dodge, an essential part of the game in 
    combat and for general mobility. Dodging also affects your ability to be 
    hammer-launched. Make sure it is enabled.
    Weapon Flash - Off
    If this is on your weapons will flash when they fire, especially the minigun.
    This can get very annoying and can distract you and obscure your view. Even
    when switched off, the minigun is still a little flash-heavy.
    Options > Preferences > Input
    Auto Slope - Off
    If this is enabled, your view will automatically adjust itself so that your
    aim is always parallel to the surface you're standing on. You don't want your 
    aim to ever move unless it's you that's moving it, so turn this off.
    Mouse Smoothing - Off
    This seems to introduce a barely perceptible inertia effect to any mouse 
    movement, so that your aim will not stop immediately as you release the mouse. 
    Anything which interferes with precise aiming is bad, so disable it.
    Mouse Sensitivity
    This is up to you, and will depend on your own skill levels and weapon 
    choices, etc. My setting is 3.70: experiment with this value for yourself 
    until you find one which suits you.
    See section 3.1.2 for a bind which enables you to switch between two different 
    user-defined mouse speeds.
    Invert Mouse - Off
    This is the default setting, which will scroll your view upwards when you move
    your mouse forwards, and downwards when you move it backwards. The On setting
    is the inverse of this.
    Instant Rocket Fire - Off
    When this is enabled you won't be able to fire grouped rockets. Your
    rocket-launcher will only ever fire one rocket or one grenade at a time.
    Turning this off will let you choose whether you want one or many when you
    fire - since leaving this switch off gives you both options, go with that.
    Options > Preferences > Controls
    This is where you set up your key binds. Fill in all the important ones, of
    course, but I'd also recommend assigning a key to the console at the bottom of
    the list. Pick one you will remember but are unlikely to hit by accident. I 
    also suggest you choose a best weapon key (some people choose the middle mouse 
    Options > Preferences > HUD
    This is another area you will want to customise to suit yourself, but your
    crosshair might be particularly important. Many of the better online players
    favour the small dot; I prefer a small red cross. Apparently, the smaller your
    reticle is, the better your aim will get with practise, but try to choose a 
    colour in high contrast to the game environments so the reticle stands out 
    Options > Weapons
    This list lets you tell the game which weapons you prefer above others. This
    has a bearing on two things.
    One is the auto-switch weapons feature, which I suggest you disable. When
    enabled, it will refer to your weapons list every time you pick up a weapon
    you don't have on you, and if the new weapon is higher on the list than the
    weapon you are using, the game will swap automatically to the higher one. You
    will quickly find that you don't always want this to happen, especially if you
    pick up a weapon by accident - this can happen when you kill an enemy at point 
    blank range and their weapon pops out and lands in your arms.
    The other thing is the best weapon key, which you should have assigned.
    Whenever you press the best weapon key, this list will come into effect. See
    section 2.4.11 for a reason not to put the redeemer at the top of this list.
    Try putting weapons which can cause you to accidentally damage yourself nearer
    the bottom of this list.
    See section 3.1.2 for a bind which will let you toggle between certain
                                2.2 MOVEMENT AND COMBAT
     2.2.1 MOVEMENT
    In UT staying alive is nearly always more immediately important than killing 
    off an opponent. Believe it or not, it's better to be running around with 10 
    health points and a full complement of weapons and ammo than it is to be one 
    point down, running around with 100 health points, carrying only a pistol and 
    a hammer, removed from the action because you respawned at a spawn-point. So 
    what if you're low on health? That's what health is for - keeping you alive. 
    So go and find some more when you get a second. Unless you're the last man who 
    can possibly take down that enemy flag carrier, or you're one point away from 
    winning a frantic 1v1 DM round, concentrate on preserving your own life first.
    The golden rule of UT combat is: keep moving. Both human opponents and bots
    will have a much more difficult time hitting you if you keep moving around.
    OK, the high-level computer bots know your movements even as you make them,
    and will compensate their trajectory of fire on higher difficulty levels. But
    this is infinitely better than standing still and shooting wildly. No-one
    could expect a new player to become a flitting, ethereal shadow of the night
    after only a couple of rounds, but at least start as you mean to go on, and
    get moving.
    I strongly, strongly recommend practising your dodging (make sure you've
    enabled it), especially if you're playing online games. Every decent UT player
    dodges almost automatically, as a part of both their A to B movement and their
    combat tactics. The worst thing you can do is stand still, and the second
    worst thing you can do is just run in straight lines. When you're not running 
    you should be dodging, and when you're not dodging or running you should be 
    jumping. Unless you're crouching, another useful component of combat.
    If you watch online players move around, you'll notice they spend a lot of
    time doing forward flips. This is a forward-dodge, and it is the best way to
    move forwards, both for speed and for avoiding fire. When you want to forward-
    dodge while running forwards, release your forward key at the exact same time 
    as you press your left or right key. Straight afterwards, while your strafe 
    sideways key is held down, double-tap the forward key and hold it down on the 
    second tap so that you keep moving forwards, at which point you can let go of 
    your strafe key. Practise repeating this pattern over and over until forward-
    dodging comes easily to you. 
    When shooting at an enemy over a distance, crouching as you fire can be
    useful, especially if you're sitting on the edge of a cliff or a ledge. The
    crouch means you can't accidentally fall off the edge, and you can't be
    headshotted while crouching either. You also present a smaller target for your
    enemy's return fire. Unfortunately, on higher difficulty levels the bots
    actually find it EASIER to hit you when you crouch.
    You are faster than the computer bots when moving, as they run from A to B in
    straight lines, whereas you can dodge everywhere. You can also use the
    features and terrain of each map to your advantage: jumping high off moving
    lifts, dodging along sloped surfaces, hammer-jumping over hazards, using 
    jumpboots to reach previously inaccessible places, etc.
    The thing that puts most new players off excessive movement is, of course,
    that it's much harder to hit a moving target if you are also moving around
    yourself. This makes it doubly difficult to score a kill, or even a hit,
    because you're having to compensate for both their movements and yours. This
    brings me onto to the second part of this section.
     2.2.2 COMBAT
    Unless you enjoy running through practise session maps on your own (which
    might actually come in useful when trying to learn the layout of a new map in
    peace), this game is based almost entirely around combat. At some point you
    are going to have to learn how to aim and shoot some or all of UT's 
    substantial array of weapons, while also learning how to avoid return fire 
    from those same weapons. I've given the weapons their own big section in this 
    As I mentioned, it's more difficult to hit a moving target than a motionless
    one. Unfortunately, you will hardly ever come up against an opponent when both
    you and he / she / it is standing still and just shooting. Even snipers facing
    off against each other across long distances will be crawling from side to
    side, trying to pre-empt each other's movements.
    When it comes to hitting your opponents and avoiding their return fire, you
    should know that there are two types of weapon, which splits combat up into
    two areas.
    Instant-hit Weapons Combat
    This type of combat is easier if you're the aggressor, but harder if you're on
    the defensive. You cannot dodge instant-hit fire: your opponent either hits
    you or misses, dependent on their aim alone. Instant-hit combat relies on
    being able to hit an opponent where he is at that moment, which means that,
    the better your reflexes are as an aggressor, the greater the likelihood is of
    a hit.
    The best way to teach yourself this is learning how to snipe. The rifle is the
    quickest regular instant-hit weapon for taking down enemies, which means that
    the results are easier to see for yourself - whether you're hitting or
    missing. It's also very easy (especially against computer bots) to predict the
    enemy's line of movement and just place your crosshairs over a point which you
    know they'll be moving through. This way you don't even have to move your
    crosshairs, never mind your body.
    One good map for new players learning how to snipe is CTF-Face. Sitting on top 
    of your base's roof and sniping endlessly at the respawning enemies will 
    provide very good practise, especially since your opponents will hardly ever 
    shoot back. Plus you have plenty of armour, health and ammo nearby.
    Once you get confident enough to start moving around while you fire, try a few
    rounds of instagib (enable the instagib mutator in the list before you start a
    practise session). This quickly teaches you all about your level of accuracy
    and whether or not it's improving, while also teaching you how to be quick on
    your feet and to use the cover of the map to avoid return fire.
    The minigun and secondary pulse beam are sort of halfway between the two
    types of combat in UT. To be effective with these weapons you have to have
    elements of both combat types in your repertory: hitting the enemy where he
    is currently, and also knowing where the enemy is going to be a second later 
    so you can hit him there, too.
    The pulse beam is the easier to counteract - it has a maximum range, so just
    back away and you can avoid it completely. The minigun is far more difficult,
    especially since you can't see its shots in order to evade them. This works
    both ways, however - you can only tell whether you're hitting your opponent if
    your crosshairs are currently bang on target. And, since your target is
    probably moving around a lot, it's a work in progress to take him down. Don't 
    be amazed if it takes you a long time to learn the minigun.
    Delayed-hit Weapons Combat
    This group of weapons is much bigger, and involves visible projectiles moving 
    at various speeds (slower than instant, anyway). Though they're harder to get 
    good at, they're also easier to avoid when one is being shot at you. If you're 
    firing at someone from medium range, and that person is moving across your 
    view at a steady pace, you are obviously not going to shoot your projectile at 
    the point at which they start. Because by the time your shot reaches that spot 
    they will be somewhere else. You have to predict where your opponent will be 
    so that your projectile meets them there. So, this takes into account your 
    current position, their speed of movement, the speed of the projectile you're 
    about to shoot at them, and then other things like angles and elevation. The 
    basic rule here is: shoot at where the enemy is going to be. Having said all 
    that, this is the weakest form of offense in the game, other than melee, and 
    is only ever really effective when spamming a specific place or in aiming to 
    do splash damage rather than hitting the enemy directly.
    Splash damage is a side-effect of some of the weapons' fire: slime, secondary 
    ripper, flak, rockets / grenades. These do not have to score a direct hit on 
    an opponent for you to harm him (or kill him altogether), the shots just have 
    to impact on a surface near enough to him for the splash radius to have an 
    effect. Splash damage seems to be there in order to help players do damage 
    when using delayed-hit weapons - the more splash damage a weapon does, the 
    less accurate your shots have to be. Splash damage is the basis for spam - 
    firing blindly and repeatedly at a point your opponents must pass through, but 
    the most effective way to damage your opponents with splash damage projectiles 
    like rockets and secondary ripper blades is to fire around their feet and let 
    the splash damage do its work - actually trying to hit an enemy's body with 
    such projectiles is almost always a waste of time (and ammo).
    To train in how to hit a target while moving, first go for immobile targets.
    Load a practise session with no bots, pick a particular piece of the map (a
    lamp post or a section of wall, whatever) and run, dodge and jump around in
    front of it while you fire various weapons at it. Get used to your own mouse
    speed and keeping your crosshairs fixed on the one spot while you jink around
    and jump up and down.
    And finally, the best way to practise hitting moving targets is to face off
    against bots. You'll learn about their movement speed and behaviour, which
    will make it more and more easy to calculate trajectories, etc. And you'll
    learn about keeping yourself moving, specifically to avoid their return fire.
    Keep practising all these things, and make sure your mouse speed is set up
    perfectly for your own playing style and speed.
                                        2.3 ITEMS
    These are bonuses scattered around the maps, which can help you against
    enemies or objectives. Some increase your armour or health; some boost your
    weapons or movement capabilities; some do other things.
    All of these pickups respawn at different rates, though the more powerful an 
    item is, the less frequently it will reappear. They will all be lost if and 
    when the player dies or disconnects from the server. If you are playing online 
    and you are about to disconnect during a round, you might first try throwing 
    any armour or shield-belts you are wearing on the ground, so that your team-
    mates can pick them up and make use of them.
    Vials, health packs and kegs all stack with each other, up to 199 health
    points. Armour and pads stack with each other, but not with themselves - each
    will reset its own effect to the default value. For instance, if you pick up a
    set of armour for 100 armour points, then lose 25 armour points, then pick up
    a second set of armour, your armour will reset to 100, not go up to 175.
    Note that weapons and powerups make sounds when picked up, potentially giving 
    away your position to any opponent close enough to hear. Keep this in mind 
    when trying to sneak through the enemy flag base or towards a valuable Assault 
     2.3.1 HEALTH / ARMOUR
    Health Pack
    The basic powerup is the health pack, which is a square, white box with a blue
    cross on the top. Each health pack will boost your health by 20 points, up to
    a threshold of 100. If your health is at or above 100 points health packs will
    have no effect and cannot be picked up.
    Respawn rate: 0:18
    Health Vial
    Health vials boost your health by a mere five points, though they can take
    your health all the way up to 199 if you collect enough of them. Try to pick 
    up any nearby health packs before vials so that the vials can take your health 
    past the 100 limit.
    Respawn rate: 0:27
    Keg O' Health
    This is a huge, white and blue box which will add 100 points to your health,
    up to a limit of 199.
    Respawn rate: 1:40
    Thigh Pads
    These give you an armour value of 50.
    Respawn rate: 0:27
    Body Armour
    This gives you an armour value of 100. Wearing thigh pads and armour together
    will give you a combined value of 150 maximum.
    The higher your armour value from pads and / or armour, the fewer health 
    points you will lose when sustaining injuries, so a high armour value is very 
    helpful, while a low value is almost worthless.
    Respawn rate: 0:27
    This is a shining, circular belt which will give you a (false) armour value of 
    Unlike body armour or pads, the belt does not act in conjunction with your
    health points, which makes its effect more like having 150 extra health points
    than armour points. Until your belt is completely destroyed, your health will
    not be reduced by taking damage. The belt confuses the effects of thigh pads
    and armour - picking up either pads or armour while you are wearing a fully 
    powered belt gives you no armour bonuses, although you may still throw armour 
    you are carrying so that your team-mates can have it. By all means pick up the 
    belt as soon as you can, but just know that any pads or armour you are wearing 
    will be rendered useless.
    Do not feign death while wearing a shield-belt.
    Respawn rate: 0:54
     2.3.2 POWERUPS
    This is a rare but powerful item in the shape of the UT logo. It glows a
    metallic golden colour. Your shots will deal heavy damage to your enemies for
    as long as you carry it. Be careful not to harm yourself when carrying the
    UDamage: hammer-jumps are a very bad idea, and it's important to avoid splash
    damage from your own weapons.
    Some weapons benefit more from a UDamage boost than others - there is little 
    point using bio, sniper, rockets or redeemer with UDamage, since these weapons 
    can kill very quickly and easily anyway. The other weapons fare much better, 
    notably the shock rifle which basically becomes an instagib rifle, and the 
    pulse rifle's secondary fire.
    Try to avoid any enemies who are carrying the UDamage - their presence will be 
    telegraphed by a purple glow and their shots will make a distinctive noise.
    The UDamage is another item which makes feigning death a poor tactical choice.
    Duration: 0:27
    Respawn rate: 1:49
    This is even rarer than the UDamage. It doesn't make anyone totally invisible, 
    as they can still be spotted by a vague glitter as they move. It does last 
    longer than the UDamage, however.
    As far as I know, the Invisibility changes the accuracy rating of each of your
    computer-controlled bot opponents, causing them to have more difficulty in 
    hitting you. This effect is pretty slight, however, and the best reason for 
    taking the Invisibility in a single-player game is really to keep opposing 
    bots from getting to it first.
    When playing against human opponents online there are other considerations to 
    be aware of when using the Invisibility. You are more visible when you move 
    because of the glittering effect, but if you stay still and crouch your 
    opponents will have a tougher time spotting you. Certain weapons will also 
    give away your position much more readily - rockets, pulse rifle, and so on - 
    since they have a very obvious point of origin. The sniper rifle and enforcer 
    are far less obvious, being instant-hit weapons; and by hugging a nearby wall 
    you can even hide the shell casings popping out each time you fire. The impact 
    hammer is an amusing choice while wearing Invisibility - watch your enemies 
    begin firing frantically at walls while they try to pin down the source of the 
    approaching noise.
    The shield-belt's sheen will be disguised by the Invisibility, but the glow of 
    the UDamage won't, so try to avoid carrying both at once.
    The easiest way to take down an invisible opponent is to rely on splash damage 
    weapons, particularly the rocket-launcher. Its lock-on feature still works and 
    multiple exploding rockets do enough damage not to require any accuracy. 
    Alternatively, just wait for the invisibility to wear off.
    Duration: 0:46
    Respawn rate: 1:49
    These boots will allow you to perform three very high jumps. You can do even 
    greater jumps by using your hammer-jump bind off a floor or wall while you 
    have the boots, although this is only true of grounded hammer-jumps to get you 
    airborne - hammer-jumping off a wall while airborne and wearing boots will see 
    no benefit from the boots. 
    Jumping / hammer-jumping off upward-moving lifts will also take you much 
    higher. It's also possible to rocket-launch yourself while wearing boots - 
    jump off the ground just before you release two rockets at the floor, though 
    make sure you are wearing plenty of armour.
    Boots do not stack with each other - each new pair resets your boot-jump limit 
    to three.
    If you have boots on while you are moving through the air, your air control
    will be greatly enhanced; this is very useful when falling, but can be more of 
    a problem if you are wearing boots while being launched, since the air control 
    effect boots provide can actually kick in too early when travelling 
    vertically, preventing you from reaching places you might otherwise have 
    reached. It is almost always best to get rid of any boots you are wearing 
    before taking a launch from a team-mate. Boots also increase your maximum 
    dodge distance slightly, and enable you to have greater control over changing 
    the direction of your dodge while you are off the ground.
    Boots also allow you to avoid taking damage when landing after a great fall - 
    with shorter falls you will take no damage and with longer you will only take 
    very little.
    Boots also disguise the normal footstep sounds, allowing you to sneak around 
    far more easily - very useful in Assault or CTF. Boots plus Invisibility is a 
    stealthy player's dream, but unfortunately they are hardly ever found together 
    in Assault maps.
    Speaking of Assault, some maps might present objectives which can be bypassed 
    by using jump-boots. For example, you can hammer-boot-jump over the 'Attackers 
    are on the Roof!' message in AS-HiSpeed to prevent human defenders from being 
    aware of your presence - it also helps if you disable the turret first by 
    shooting at it (computer bot opponents are not fooled by either trick).
    If you are fast enough you can also use boots to get you out of otherwise 
    inescapable danger. AS-HiSpeed provides another good example: if you are 
    knocked onto the tracks while wearing boots you can quickly jump back onto the 
    train before taking any damage.
    Boots have no effect on your movement while underwater.
    By assigning a walk key you can still retain the ability to jump normally even 
    while wearing jump-boots - just hold the walk key down while jumping. Your 
    boot-jumps will not be reduced by one when doing this.
    Respawn rate: 0:27
    SCUBA Gear
    This will enable you to breathe underwater for far longer. It will eventually 
    run out, at which point you will hear yourself gulp and the underwater counter 
    will begin its 18 second countdown. If you surface while not wearing SCUBA 
    gear you will take a loud breath, an audible giveaway to your opponents - the 
    SCUBA gear will prevent this from happening.
    SCUBA Gear will remain on your body for its duration or until you die, whether
    you are underwater or not.
    Duration: 1:48
    Respawn rate: 0:18
                                      2.4 WEAPONS
    The easiest way to learn how to use each of UT's twelve default weapons before
    you try the single-player ladder or an online game is to start a practise DM
    session vs. three or four bots. Pick a map with all available weapons, a
    mixture of open spaces and enclosed tunnels, as well as some z-axis angles
    (Deck16 is perfect for all of the above). Use godmode if you like, set weapons
    to stay and set the frag limit to 100 or thereabouts. This will give you
    plenty of opportunity to learn how each weapon works; what their strengths and
    weaknesses are; their range; their damage; their ammo capacities; as well as
    which ones you like and which you don't like.
    You can never have too many weapons, and your opponents can never have too
    few. Take every weapon you see, whether you need it or not, and steal every
    ammo pack (unless playing a team game). This is doubly important in online DM 
    matches where weapons are set to respawn.
    You don't have to be good at every weapon to be good at UT, though it can only
    help. Everyone has a favourite weapon and their reasons for choosing it. Most
    of the weapons have characteristics which make them the best in certain 
    situations, so it's a good idea to familiarise yourself with all of them, 
    whether you like them or not.
    Most online players, especially DMers, like to have a bind for each of their
    weapons, so they can switch instantly to whichever one they want.
    A very useful trick when playing CTF or AS, games where tactical suicides are 
    an important part of the strategy, is to double your ammo for a currently held 
    weapon without actually picking up any ammo packs. For example, spawn at the 
    beginning of an AS map and pick up the nearest weapon (e.g. a rocket-
    launcher). Swap to that weapon so you are using it, then hit your suicide key 
    to kill yourself and drop the weapon you just picked up (which still contains 
    its default ammo count). Respawn nearby and collect a new rocket-launcher, 
    then also grab the one you just dropped - you should now have twice as much 
    ammunition. This can be done repeatedly up to the maximum ammo capacity of the 
    given weapon, although it can only be done with one particular weapon (since 
    you only drop the 'in use' weapon when you suicide). This tactic is a great 
    way for defenders to keep stocked up on ammo while staying around one 
    particular spot, and is most effective when spawning at a fixed spawnpoint 
    positioned very close to a weapon cache.
    All weapons have respawn rates of 0:27, except the redeemer, which has a
    respawn rate of 1:48.
     2.4.1 IMPACT HAMMER
    This is a powerful melee weapon with multiple uses. Its main firing mode
    causes the hammer to charge while you hold down the primary fire button. When
    your charged hammer touches an opponent it will release, causing massive
    damage. Release the hammer while you are touching the floor or a wall and you
    will take heavy damage (although there are some surfaces which will cause your 
    charged hammer to automatically release when they make contact, but which will 
    not result in damage being inflicted - these tend to be static meshes like 
    trees or certain AS objectives).
    To make most effective use of the hammer as a weapon you will have to rush 
    your opponent down before they can kill you off or escape. Forward dodging is 
    generally the best way to do this - impact hammer kills are almost guaranteed 
    against unarmoured opponents if you manage to touch them while dodging. 
    Sometimes your opponent may also be trying to hammer kill you back, which 
    means you have to hit his body while avoiding his hammer. Either get behind 
    him or side-dodge past him while hitting him with the hammer to stand the best 
    chance of winning these duels. When defending yourself against a hammer 
    aggressor it is best to simply crouch and keep your hammer pointed at him 
    wherever he moves - he will find it nearly impossible to hit you without 
    taking damage in return.
    Countering the impact hammer
    This is simple - just stay outside of melee range of your opponent. Stay 
    mobile (don't crouch or crawl), using side and back dodges to keep away. If 
    your opponent is trying to pen you into a corner where they can kill you, 
    remember you always have your own impact hammer which you can use to fend them 
    off if your ammo is low or your aim weak.
    The primary fire can also be used to perform very high jumps, called
    hammer-jumps, which can be done by aiming your charged hammer at the floor and 
    then releasing it as you press your jump button. Hammer-jumps also work off 
    walls and lifts, and if you have boots when you perform your floor / wall jump
    you can get very interesting results. Try hammer-jumping up a wall then
    tapping your hammer-jump bind off the wall a second time at the top of the
    jump - you can often reach places using this method which just one hammer-jump
    wouldn't allow you to reach.
    The angle at which you are facing will change the direction and trajectory of
    your hammer-jumps. Releasing your hammer-jump when you are looking straight
    down at the floor will cause you to jump directly upwards, whereas facing the
    floor at an angle will give you more distance but less height, etc. This is
    also true of ripper-jumps. Hammer-jumping off walls might seem pointless, but 
    in fact it can be very useful in certain situations, where you want horizontal 
    distance with as little extra height as possible. For example, hammer-jumping 
    off one of the slime tank walls in AS-HiSpeed while wearing boots can let you 
    reach the roof of the next car without sending you too high up in the air and 
    getting dragged back by the map's pull effect. Experiment with hammer-jumps 
    off walls when you want to cover distance or traverse low obstacles without 
    going high into the air.
    Each hammer-jump will cost you 54 health points, regardless of how long you
    charge your hammer for, or what angle you release it at, which means with no
    armour and 100 health you can only do one hammer-jump and still be alive
    afterwards. Increase your health and / or armour values to do more than one.
    Hammer-jumps are often quite effective for covering distance when performed 
    just after dodging along or up a low slope - the slope can slide you along and 
    enhance your dodge, and then an additional hammer-jump will benefit from the 
    The secondary firing mode of the hammer is less useful, but will still come in
    handy at certain times. It's possible to deflect incoming projectiles by
    facing them and alt-firing your hammer just before they hit you. The missile
    will change its trajectory slightly and go past you on either side. This works
    on any visible projectile - slime, redeemer missiles, rockets, etc. It won't
    work on pistol, minigun or sniper shots.
    The alt-fire can also be used to slightly boost a normal or hammer-jump - face 
    the ground and jump straight upwards against a wall, then alt-fire your hammer
    against the wall about halfway up the jump. This can be used to, for example,
    jump over the foxholes in AS-Overlord instead of having to run up the approach
    ramp - the lower the pitch angle of the alt-fire, the greater the boost to 
    The hammer makes a distinctive noise while being charged and when being 
    released, meaning that it is difficult or impossible to sneak up on opponents 
    while it is charged. However, the sound a hammer-jump makes is the same as the 
    sound made when the hammer is simply released (ie. just tap the primary fire). 
    This allows you to fake out opponents within hearing distance, leading them to 
    think you just hammer-jumped when in fact you didn't. They might hear the 
    hammer release and rush to plug a gap somewhere else, clearing the way for you 
    and your team-mates. This comes in handy in certain online Assault maps.
    See section 3.1.2 for a hammer-jump bind.
    The most interesting feature of the impact hammer was never meant to be a
    feature - Epic called it a bug and removed it in UT2003 and UT2004. It's
    called hammer-launching, and it can be used to propel a team-mate great
    distances across a map. This is a huge part of online AS and teams base entire
    map strategies around it. If you don't play UT online then you might as well
    skip this section.
    To perform a hammer-launch, aim your hammer at where you want your team-mate
    to fly to and click alt-fire just once (hold the button down while the
    hammer clicks). Once you have set your aim in this way, release the alt-fire
    button and press and hold primary-fire at the same time. Your hammer should
    now be charging, and a team-mate can then walk, jump or dodge into it to be 
    launched to where you want them to go. The longer you leave your hammer 
    charging, the higher or farther your team-mate can go (there is an upward 
    limit on this of a few seconds). There is a myth among online players which 
    says that the alt-fire must be clicked more than once for the launch to 
    succeed, or that the number of alt-fires has an effect on distance - this is 
    not the case, a single alt-fire will suffice, as long as the primary fire is 
    pressed and charged immediately afterwards. The aim of the alt-fire does 
    almost completely determine the direction of the successful launch, however.
    A player can even move into more than one hammer to be launched even greater 
    distances - these are called double or triple hammer-launches. The player's 
    team-mates must arrange themselves in such a way that the launchee will hit 
    both or all three hammers just after leaving the ground. Hammer-launches 
    behave differently depending on whether the launchee jumps, dodges or just 
    walks into the loaded hammer(s) - jumps are generally used for height, dodges 
    (particularly side-dodges) go for distance, and walking is only ever 
    Hammer-launches are unfortunately not much use in the single-player game, as
    bots can't be instructed to jump or dodge into your hammer; but occasionally 
    you get lucky and a team-mate will hit your loaded hammer, sending him soaring 
    through the air.
    Since the hammer obviously has multiple applications you can increase its 
    efficiency by performing one action to cover three different contingencies. 
    Before using the hammer for anything, try setting a hammer-launch with a 
    single alt-fire (preferably in a useful direction for an AS team-mate), then 
    charging the launch by pressing and holding your hammer-jump bind. Now that 
    your hammer is charging you can use it to hammer-launch, hammer-jump or attack 
    an enemy, depending on the situation.
     2.4.2 ENFORCER
    This is your default weapon, which you will be given when you respawn. On some 
    online servers you may find that if you pick up another one which an enemy or 
    team-mate has dropped then you can carry and fire two pistols at once, one in 
    each hand. If you prefer just using one (which is half as fast but far more 
    accurate) just throw the pistol and pick it up again - you should now only be 
    showing as holding one (it should remember your handedness preference).
    The gangster-ish alt-fire of the pistol is pretty useless - just stick with 
    The pistol is best used like a weaker sniper rifle. Its primary fire is
    accurate enough, though it only does 25 damage to unarmoured enemies. It's
    less effective if you just hold down the fire button and hope that some of
    your rounds hit your opponent - try not to treat it like a minigun, as its
    rate of fire just isn't fast enough for this. Go for single shots based on
    accuracy. The enforcer is rumoured to be capable of headshots but I have not 
    been able to confirm this.
    Countering the enforcer
    Move quickly and unpredictably and your opponent should struggle greatly to 
    hit you, what with the mediocre firing rate and less-than-pinpoint accuracy of 
    the enforcer. Your own choice of gun should usually outrange and out-damage 
    your opponent's pistol, meaning they should die before you do.
     2.4.3 GES BIO RIFLE
    This is actually one of the most destructive weapons you can have. No matter
    how well-armoured an opponent is, he will not survive a full load of
    secondary-fire slime in the face. The secondary fire is by far the more 
    effective of the two modes as an offensive weapon, while the primary fire is 
    more of a battlefield tool.
    To fill the goop gun with slime, hold down the secondary-fire button until the
    gun stops charging. When you release the button the slime will fly out in one
    big ball, which will burst into smaller segments upon impacting on a (non-
    static mesh) obstacle. This spray will act like a temporary minefield for both 
    you and your opponents. If a full load of slime hits an enemy, he will die 
    without question.
    Although the primary fire is virtually useless against moving opponents, it 
    can be used to coat an area with mini-mines. Pay attention to how you are 
    laying down green minefields in tight corridors - laying cross-wise lines is 
    not very effective, since opponents can just jump or dodge over them to pass 
    unscathed. Try length-wise lines, zigzags or circles to make things much more 
    difficult for them.
    The bio rifle is uniquely suited to spamming water surfaces since the small 
    balls of slime float - paint the water entrances in AS-Oceanfloor with slime 
    and your attacking opponents might find some difficulty in getting through 
    The bio rifle can also be used to (temporarily) lock doors, such as the set of 
    double doors which the attackers in AS-Rook must pass in order to exit their 
    spawn-rooms. Defenders can stand outside and shoot primary bio at the door 
    seam to keep it closed for much longer, while also dealing splash damage to 
    attackers on the other side trying to push their way through.
    The bio rifle is the only chargeable weapon in the game whose charge can be 
    held while feigning death. Begin charging the gun, then feign death and hold 
    the charge - you can then pop up and release the full load of slime to catch 
    an enemy by surprise.
    The goop gun is just as lethal to you as it is to anyone else, so use it with
    care and never release a full load of secondary slime at point blank range.
    Countering the bio rifle
    As its range is poor and its firing rate slow, its primary projectiles are 
    very easy to see and their trajectories easy to plot. Your opponent will 
    either be trying to shoot all around you in a circle to coat the floor, or 
    ahead of you to cause you to run into the mines. Keep jumping to minimise the 
    risk of splash damage or moving into one of the blobs, and try to move outside 
    the max range of the projectiles. Remember you can deflect the blobs with the 
    alt-fire of the impact hammer, although this is tricky to pull off. 
    You can also cause the blobs to explode by shooting at them - worthwhile if 
    they are in a mess on the ground. If your opponent is using them to spam a 
    passageway you need to pass through, this tactic is often best if you cannot 
    attack the enemy directly.
    Since the slime does stationary splash damage, you can use it to launch 
    yourself to a medium height; though you will take damage, so it's best to have 
    lots of health or armour when you do it.
    Using CTF-LavaGiant as an example: try shooting two columns of primary-fire
    slime over the lower half of one of the sloped pillars around the outer walls
    of either flag base. Jump at the top of the bunch of slime just before it all
    explodes, and the simultaneous burst should propel you up and over the wall.
    This might come in handy for getting into your own base quick while carrying
    the flag, though probably not as handy as a simple hammer-jump.
    This is one of the most popular UT weapons, and if you take the time to learn 
    it then the payoffs can be huge, especially online. It's perfect for mid- and 
    long-range combat, and it has three modes of fire instead of the usual two.
    The primary mode fires an instant blue beam which causes damage to an enemy,
    as well as knocking him backwards a few steps. It requires a high level of
    accuracy but - unlike the sniper rifle - it has unlimited range, and it can be
    used to knock enemies off edges or into hazards.
    The secondary fire produces a slow moving, blue ball which will burst on
    impact, causing damage to any enemies it hits. It also knocks enemies off
    their feet. Your shock-balls can be shot out of the air by your enemies, and
    you can do the same to theirs.
    But it's the shock-combo feature which really makes this weapon special and
    unlike any FPS weapon which ever came before it, as far as I can remember.
    Fire a shock-ball using secondary fire, then shoot the ball with the primary
    beam. This causes an extremely damaging explosion of blue, which can wipe out
    multiple enemies caught in the blast. Shock-combos can also be used to launch
    team-mates like a weaker rocket-launcher. You cannot damage yourself with your 
    own shock-combo (eg. by running or falling into it) but if an opponent shoots 
    your shock-ball while you are still close enough to it, you will take damage 
    and probably die.
    You can likewise cause shock-combos by shooting out the shock balls of your 
    opponents, though you have to be accurate enough to hit the very nucleus of 
    the moving ball. The balls don't need to be shot with shock beams alone - try 
    using the sniper rifle or minigun.
    Countering the shock rifle
    This is not easy, as the shock is such a powerful and versatile weapon. 
    Against an opponent spamming shock balls it is best to counterattack with your 
    own primary shock, potentially blowing up his shock ball as he releases it, 
    killing him with the explosion. If your opponent is efficient at hitting 
    moving shock-combos you will either want to get very far away or very close 
    in, since combos have a minimum range which begins somewhere a few feet away 
    from the person performing them. Versus primary shock, don't move in 
    predictable lines and try not to jump - both of these options allow your 
    opponent to more easily plot your movements and punish you.
     2.4.5 PULSE RIFLE
    This is a typical utility FPS weapon - it's basically a crapper, slower
    minigun. Remember the green weapon from Doom, the one just behind the BFG,
    with the slow, green plasma rounds? This is that.
    The primary fire churns out green blotches over a distance, but they're easily
    dodgeable and are really only useful to chase down an opponent retreating 
    along a narrow tunnel or for attacking stationary targets, such as AS 
    objectives. At all other times, if you are using the pulse rifle you should be 
    using its secondary firing mode, which produces a constant beam of green 
    plasma which cuts through enemies, causing damage for as long as it's in 
    contact with them. The beam has a limited range, which means to avoid it you 
    just have to move backwards and away. At least the pulse beam is very much 
    more visible and well-defined than the minigun. It inflicts much greater 
    damage if you imagine it as a saw blade which you have to saw back and forth 
    into the body of your enemy; whereas standing still and aiming the beam at an 
    unmoving opponent will do less damage in the same amount of time - keep moving 
    when you're using the pulse beam.
    In spite of its obvious drawbacks, the pulse rifle is probably the best
    weapon in the game for combat within its secondary beam radius. It's accurate,
    can't cause you splash damage, is very ammo efficient, and becomes an almost
    instant-death weapon when you're holding a UDamage. Don't overlook it in the
    small, tight maps and areas.
    Countering the pulse rifle
    Its primary fire is fairly easy to avoid and you won't often see it anyway. 
    The secondary fire is the problem, but only if you are within range to be hit 
    by it. If you are within this range, try staying still while returning fire - 
    this is to eliminate the sawing effect, which should reduce the DPS values 
    quite significantly, allowing you to live longer.
     2.4.6 RIPPER
    This is the requisite gimmick weapon - there's at least one in every FPS game.
    Frankly, it's not that much use in combat - there are better weapons for
    almost every eventuality.
    The primary blades will ricochet off surfaces until they are ruined or until
    they hit another player. You can score headshots with the blades, but they're
    too slow-moving to be used accurately over distances. They provide a useful
    barrier at bottlenecks if you keep bouncing them off opposing walls, but the 
    ammo goes fast and the blades do no splash damage - there are better spam 
    weapons. The blades are also prone to bouncing back into your face 
    unpredictably and causing you considerable facial damage.
    The secondary fire is like a weaker rocket, with all the same characteristics,
    except it's faster, yet can't home in. It can be fired at the feet of an enemy 
    to do splash damage (the main reason to use it if you absolutely must) or 
    bounce him into a hazard, or at the feet of a team-mate to propel him 
    forwards. Again, though, the damage is low, and even a direct hit plus the 
    splash damage is still poor at killing enemies or attacking AS objectives.
    Countering the ripper
    Its random ricochets make it hard to plan for, but an always reliable response 
    is to crouch to avoid an unlucky decapitation. If your opponent is firing 
    directly at you, rather than trying to tag you with a ricochet, crawl around 
    in circles while you return fire - this will give you a low profile against 
    both direct hits and bounces. Remember that the ripper is at its most 
    effective (at least directly) when the user is on the same level as their 
    target, so if you are under fire from ripper blades get off your opponent's 
    level and onto higher or lower ground to minimise risk.
    One thing the ripper can do that other weapons can't is perform ripper-shots,
    which are sometimes very useful in AS maps. The idea is to sit in a certain
    spot and fire primary blades at such a place which will allow them to bounce a
    few times and eventually hit a destructible objective. This means that you
    don't have to get near the objective to take it out - you just have to know a
    safe place to sit with your ripper. Ripper-shots often have to be accurate
    right down to pixel level, but they're very satisfying when they work and when
    they win your team an objective or a map. The accuracy and success of ripper-
    shots are also influenced by which hand you're holding your weapon in - some 
    work only with centre-hand, while others work only with right-hand, etc.
    The only maps in the single-player ladder where ripper-shots can be achieved
    are AS-Frigate, AS-Rook, AS-Mazon and AS-OceanFloor - experiment to find your 
    own shots.
    See section 3.1.2 for a freeze mouse bind (for accurate ripper-shots).
     2.4.7 MINIGUN
    Another basic weapon, inspired by the chaingun everyone loved so much from
    Doom. The primary mode is more accurate, but the secondary mode is faster and
    is the mode you should stick with unless you're firing over a very long 
    One method of minigunning is to hold down the secondary fire and try to draw
    circles around your target as he moves. It is a very hard weapon to master, 
    but you will know when you've made it because the results can be spectacular - 
    the minigun is seriously powerful if you can only harness its potential.
    Being shot with a minigun makes it impossible to dodge or jump - this is
    called 'lockdown'. This is also true of the secondary beam of the pulse gun.
    Miniguns use the same ammo as enforcers, although each weapon has its own ammo 
    pack design.
    Countering the minigun
    Unless you can run away or quickly kill your antagonist, the only other advice 
    I have is to try to counteract the minigunner's tendencies by simply crouching 
    and staying still. It might take them a second or two to realise that they 
    should stop drawing circles around you because you're no longer moving, which 
    could buy you time to take them down.
     2.4.8 FLAK CANNON
    This is the one that UT newbies flock to until they learn the other weapons.
    Its primary spread is large enough not to require great accuracy, and it does
    severe damage to anything in its path, at or near point blank range anyway. 
    Primary shots can also be bounced off nearby walls so you can shoot around 
    corners, although the flak fragments lose a lot of their damage potential this 
    way. There is no better weapon in the game to be holding while running down a 
    tight corridor with the possibility of enemies appearing suddenly in front of 
    you - in certain DM maps the flak cannon dominates.
    The secondary flak-balls are extremely destructive and they fire in a fast 
    enough arc to work pretty well at short to medium distances - flak-balls can 
    actually reach quite far ahead of you if you angle your shot correctly. Both 
    modes produce some splash damage which may end up injuring you if you're too 
    Try looking for the smiling faces on the flak-balls just before they smack you
    in the head.
    It's possible to launch team-mates a short distance or height by firing flak
    balls at their feet, though this is generally not very useful.
    The flak-ball is great for destroying AS objectives, as a projectile capable 
    of doing massive damage to very small areas.
    Since the flak-ball does splash damage and knockback, it can be used like an 
    alt-hammer-jump or ripper-jump, but the damage you take is too great to 
    justify the height or distance it achieves.
    Countering the flak cannon
    Within its zone of effectiveness the flak cannon is trouble - your opponent 
    just needs one or two lucky hits to kill you. Unpredictable movement is 
    everything until you can either escape or remove your opponent. You ideally 
    want to move outside flak ball range to force the enemy to go to primary fire, 
    which is much easier to sidestep and which is far less damaging at this range. 
    Do not move into zones which can be filled with flak flechettes or flak-balls, 
    causing splash damage - stay out in the open and away from walls. Jumping a 
    lot will discourage your opponent from going with flak-balls, since those are 
    most reliable when impacting on the ground around your feet.
    This one is popular for its versatility, despite its slow moving projectiles.
    It can fire rockets singly or in  groups, depending on how long you hold down 
    the primary-fire button. The launcher will automatically release its payload 
    when six rockets have been loaded (although fewer can be released as 
    required), so don't be facing a wall or the floor when they go off. Six 
    rockets can kill anyone, no matter how well-armoured.
    The primary fire also has a homing missile mode - hold your crosshairs on an
    enemy for a couple of seconds and a target reticle will appear, letting you 
    know that your rockets will lock on. Fire some rockets at the enemy and watch 
    them follow him until he gets under cover or until they hit him. Enemy bots do 
    not have to wait for their launchers to lock on at higher difficulty levels. 
    If a rocket is homing in on you it can be made to lose its lock if you can get 
    around it at a tight enough angle - its turning circle is not small enough to 
    keep up with your movements, so move towards it and then sideways just before 
    it hits. If you are shooting rockets at a submerged opponent (whether or not 
    you are also underwater), try waiting for the lock, as your target has no way 
    to dodge the homing missile, other than deflecting it with an alt-hammer. 
    Rockets can only lock onto opponents - other targets, such as AS objectives or 
    turrets, cannot be locked onto.
    You can alternate between spread fire and cluster fire with primary rockets.
    Load multiple rockets into the launcher and hold down the secondary button as
    they are released - this will produce a tightly-packed cluster of missiles. 
    Note that a cluster of rockets can be used as homing missiles. Leaving the 
    secondary button untouched will result in the rockets flying in a spread (this 
    mode has no homing capability).
    The secondary mode throws up to six grenades, which will bounce along the
    floor or off walls until they explode - again, don't get too close. Grenades
    are a fantastic way to cover your own back, such as in CTF-Dreary where you
    can be running homewards with the enemy flag while bouncing grenades off every
    facing wall, so that they will bounce back behind you and hit the chasers.
    Grenades can also be bounced around corners or through holes to hit campers or
    AS objectives.
    The most effective way to kill with the rocket-launcher is simply to fire 
    pairs of rockets at the feet of your enemies - this will take down any 
    unaroured opponent and requires very little skill at aiming.
    Countering the rocket-launcher
    Rockets fired around your feet are most likely the problem, since all other 
    rocket-launcher projectiles are easy enough to deal with. As with flak-balls, 
    jumping and staying off the ground as much as possible is important, and if 
    you can close the distance to your opponent and get in his face you will 
    discourage him from using the rocket-launcher at all, since at close range he 
    is as vulnerable to its splash damage as you are. This is your best bet 
    against an enemy loading up spreads of two or three rockets. Also, keep in 
    mind that your opponent can't use this tactic if you are on higher ground, so 
    try to get there if possible.
    Along with the impact-hammer, the rocket-launcher is one of the two main
    launching weapons in UT. Rocket-launches can send players soaring far across
    great distances in certain maps, which comes in very useful in Assault.
    Rocket-launches are pretty useless in DM and DOM, and are actually illegal in 
    CTF leagues; but they're very much legal in Assault and, as with hammer-
    launches, clans build tactics around them in many of the league maps.
    Rocket-launches can be performed in different ways, but the premise involves
    firing multiple rockets at the feet or body of a team-mate so that the
    explosion propels them in a certain direction. Rockets can be fired at a 
    teammate's feet in spread formation; or the launcher can crouch directly 
    behind the player and fire grouped rockets into their legs / feet / buttocks /
    whatever. Each aim and stance and distance leads to different results, and a
    few pixels can make a big difference to whether a launch succeeds or fails.
    A combination of a launcher with an accurate aim and a launchee with smart air
    control can lead to disastrous results for an opposing AS team, and 
    'launcher' - both with hammers and rockets - is actually a specific team role
    for some clan players. I was a launcher and I spent hours and hours with some
    of my clan-mates in otherwise empty servers, practising precise aims for
    rockets and hammers; where to stand, where to look, where to set up the 
    launch, what powerups the launchee should be wearing, etc. This might sound 
    excessive, but good launches can - and do - literally win certain maps in 
    seconds. The placement of rocket-launchers in AS maps helps dictate the 
    availability of rocket-launches - before the attackers can rocket-launch they 
    first have to reach the weapon and then get it to the launch site. For this 
    reason intelligent AS defenders will (or should) avoid using rocket-launchers 
    anywhere near known launch sites in case they die and drop the all-important 
    weapon for their opponents to use.
    Unfortunately, and again like hammer-launches, rocket-launches are far less
    useful in single-player matches. You can occasionally succeed in rocket-
    launching an AS or CTF bot team-mate in a certain direction over a certain 
    distance, but these opportunities are rare. Try a quick and optimistic rocket-
    launch if all else fails, but sometimes UT's path-nodes don't really work well 
    with launches. For example: successfully rocket-launch a team-mate from the 
    front of the castle up on to the roof in AS-Mazon, and the bot will just run 
    all round the upper floor of the castle interior and drop back down onto the 
    bridge at the front door.
     2.4.10 SNIPER RIFLE
    The most powerful and overpowered weapon in the game, which is why everyone 
    loves it.
    The primary mode is easy - just point the crosshairs exactly where you want
    them and the rifle will release an instant-hit bullet when you fire.
    The secondary mode allows you to zoom in through a scope, so that you can hit
    far off enemies with ease. Release the button when you have your desired
    magnification. Pressing the secondary button again will remove the scope view.
    I'd strongly recommend practising using the rifle without the scope in every
    game type. Believe it or not, it's often easier to hit a moving target without
    the scope than with it, especially if you're also moving while you shoot.
    Obviously the scope is useful and sometimes necessary, but the accuracy of the
    primary mode is phenomenal and no other weapon is better for instantly taking
    out any enemy from any distance with just one shot.
    Another note about the scope: it might be helpful to employ a bind which 
    adjusts your mouse sensitivity downwards while in scope mode, since the 
    increase in magnification has the effect of 'speeding up' your mouse 
    movements. Use your sensitivity reduction bind each time you zoom in, for 
    greater control and accuracy through the scope, then disable it once more when 
    you zoom out or switch weapons. See section 3.1.2 for a freeze mouse bind.
    Try to aim for the heads of your enemies when you're shooting at them; and 
    never hold the fire button down - only fire when your crosshair is over your 
    target. Headshots can kill even armoured foes with one shot, whereas body 
    shots require more than one hit on enemies with full health.
    Countering the sniper rifle
    Crouch and crawl as much as possible while moving - staying still will get you 
    shot but standing will get your head shot off, so don't give your opponent 
    opportunities. Stay in cover or else your death is only a matter of time.
     2.4.11 REDEEMER
    This is the enormous nuke gun which you can find hidden in some levels, though
    it never turns up in AS maps. Firing its secondary mode will let you look
    through the camera on the end of the missile, and guide it through corridors
    and hallways until you decide where you want it to land. Just smash it into a
    wall and watch for the kill messages. The primary mode just fires the missile
    in a straight line until it impacts.
    The primary missile flies a bit faster than the secondary, guided missile -
    you can test this if you ever get two redeemer rounds (max) at once.
    Firing a redeemer does leave your body standing still and vulnerable to
    The redeemer will kill you just as easily as it will your opponents, though it 
    won't harm your team-mates (it will knock them sideways, however, or even 
    launch them). To avoid damaging yourself you either have to be outside the 
    blast radius when it explodes, or protected by something which comes between 
    you and the centre of the explosion: even a lamp-post will do.
    I recommend NOT putting the redeemer at the top of your best weapons list, 
    just in case you press your 'best weapon' key and fire off the redeemer before 
    you realise you didn't bring out the rocket-launcher you were expecting to 
    see, all because you forgot you picked up the redeemer.
    The redeemer is placed in between the rocket-launcher and the sniper rifle
    when using the next weapon key to cycle your weapons.
    Try secondary-firing your redeemer while you are using behindview.
    If you guide the redeemer missile into the back of one of your team-mates you
    can launch them some distance, though the direction and height will be
    unpredictable. This might be useful for attacking a base in a CTF map such as 
    CTF-LavaGiant, though probably not.
    Redeemer missiles (friendly or otherwise) can be shot in mid-flight to make 
    them explode harmlessly. You can also self-destruct (not detonate) your own 
    secondary missiles by hitting the primary fire while they're still in the air. 
    Team-swapping or suiciding will also cause your redeemer missile to fizzle out 
    mid-flight, as will simply getting killed.
    The computer bots will never use the redeemer's guided missile - they will
    always fire the primary.
    Countering the redeemer
    The best solution is to shoot the slow moving missile before it can impact, 
    but if this is not possible just make sure you get behind some form of cover - 
    anything will do so long as it protects you from the centre of the blast.
     2.4.12 TRANSLOCATOR
    On the one hand, the translocator isn't really a weapon: on the other hand, it
    is capable of instantly killing any enemy, no matter how heavily-armoured
    he is. Rounding down, this technically makes it as destructive as a redeemer 
    missile, or a full load of slime, or six rockets.
    The T/L's primary use is as a means of travel. Aim your crosshairs at where
    you want the T/L to go, then primary fire the module in an arc. Once it's in
    place you can alt-fire to reappear at its landing spot. Clicking primary fire
    again will simply recall the module. A dropped module will disappear if the
    player who dropped it dies. Bear in mind that the direction you're facing in
    won't change when you activate your module - the direction you throw the
    module has no effect on this, which can be disorienting.
    The offensive capabilities of your T/L are invoked by firing the module into
    an enemy's face or body, then alt-firing as it impacts. You will get a message
    telling you you have telefragged your opponent. You can also telefrag people
    by laying your module down on the floor like a landmine, then alt-firing when
    you see an enemy walk over it; though this method is far more difficult and
    almost never works online, since - with a few exceptions - UT players aren't
    total idiots.
    You can disable the translocators of enemies which you see lying on the ground
    - shoot at them until the light on the top goes out. When your enemy tries to
    activate his disabled T/L he will die instead. T/L's can also be disabled by
    shooting them into oblivion or into hazards such as lava.
    The T/L as a weapon is especially useful in DOM - some players use nothing
    else for both movement and combat.
    I don't know if this is a bug or a feature, but a T/L module can prevent a
    lift from falling. Send a lift up and then dump your T/L underneath it. It
    should come down, hit the module and then rise again, and it won't stop until
    your T/L is removed.
    Be aware that activating a translocator does nothing to avoid fall damage: if 
    you are falling from a height great enough to cause damage when you land, 
    activating the T/L will just make you reappear and then get hurt. Also, you 
    cannot reset potential fall damage by continuously throwing and activating a 
    T/L in mid-air - it still stacks.
    Countering the translocator
    If your opponent is coming at you with an offensive T/L keep in mind they will 
    not harm you at all unless they score a hit, at which point you are dead. If 
    you can avoid getting hit you are in no danger, so keep moving and finish them 
    off with a gun before they can tag you.
    The translocator can be launched by dropping the module then shooting at its
    centre with certain weapons. T/L-launches come in very useful in big, open
    maps such as CTF-Face or CTF-LavaGiant, when you just don't have time to run
    or dodge all the way across.
    Some weapons can launch the T/L a decent distance, though barely farther than
    a simple throw: primary shock-beam; secondary ripper shot; clustered group of
    Others can launch the module over a huge distance: landing a redeemer missile
    just behind the module will launch it very far; as will dumping a full load of
    secondary slime onto it, though the slime has to be pretty accurate to hit the
    module properly. You could also try dropping a full load of slime into a small
    area, then dropping your T/L module into the middle of it - sometimes you can
    get very interesting results when the slime bursts, the splash damage of each
    exploding blob combining to send your T/L a great distance, though the
    direction is unpredictable.
    Another great T/L-launcher is the shock-combo - stand at a ninety-degree angle
    to the direction in which you want to launch the module, then fire a 
    shockcombo to explode just behind it. This also needs to be pretty accurate to 
    get the flight direction right.
    But why do any of the above when you can simply use the impact-hammer? You can 
    be extremely accurate and also achieve enormous distance; plus you always have 
    a hammer, unlike with other weapons. Drop the module then crawl up behind it 
    with a fully loaded hammer (you don't need to set a hammer-launch, just be 
    facing in the direction you want the T/L to go). Once your crosshairs are 
    pointing at the centre of the module and you are almost touching it on the 
    ground, release the hammer - the release should send the T/L flying high and 
    long. This is so effective you have to be careful you don't overshoot.
    Dropping your module onto an upward slope then launching it will let it reach
    slightly greater distances, though if the slope is too steep the module will
    only move about a centimetre.
    Another way of increasing the distance of a launched T/L module is to shoot it 
    onwards while it flies, ideally with the instant-hit, extremely accurate 
    sniper rifle. Try hammering the T/L from the tip of the red base roof in CTF-
    LavaGiant, then quickly switching to the sniper rifle and shooting the module 
    three times in mid-air - if done properly this allows the T/L to reach the top 
    of the central cliffs.
    If you see the dropped module of an opposition player, try launching it to
    somewhere ridiculous rather than disabling it. It's always nice to send your
    enemies to some totally useless location without their knowing.
     2.4.13 AMMO
    Ammo packs all look different depending on the weapon, and they can usually be
    found near to their associated weapons in each map. Ammo packs will add a
    great many more rounds to each weapon you are holding, and can be picked up
    and stored even if you do not have the required weapon (up to a certain limit 
    for each ammo type). When you die you lose all your currently held ammo and 
    It is important in team games to share ammo with your team-mates - don't just 
    grab every ammo pack you see, particularly if you are not even carrying the 
    appropriate gun. Collect what you need and trust your team-mates to do the 
    same - your team will be stronger as a result. This is especially true of 
    rockets and sniper rounds in AS maps - both of these ammo types are at a 
    premium. Rockets are useful for rocket-launches on attack and for spam on 
    defense; meanwhile sniping is massively important in Assault, for both teams, 
    as there is such an emphasis on long-range combat while repeatedly moving 
    through open areas.
    Unlike many other pickups in the game, ammo packs make no sound when they are 
    collected, so you can grab them without giving away your position.
                                        2.5 BOTS
    The bots are your computer-controlled team-mates and opponents, and the more
    you play with them the more annoying they get. Their behaviour changes,
    depending on the chosen difficulty setting; at low levels they are so pathetic
    it's not true, whereas at the highest difficulties their skill level can be
    a problem, at least in terms of their ability to aim and to avoid return fire.
    Some features about the bots never change, however, such as how they move 
    around in the maps. This is especially apparent when playing Assault or 
    Capture The Flag - watch them run in straight lines, only jinking around when 
    they come under fire. This mindless approach can be exploited if you can 
    easily predict where they're going.
    Bots also occasionally get stuck in some maps: this is because their
    path-noding - the routes they are preprogrammed to take - doesn't cover 
    certain areas. See section 2.7.12 for more information about this bug.
     2.5.1 FRIENDLY BOTS
    Your team-mates in the team games are not so much team-mates as cannon fodder.
    They will always be less good at everything than you are (assuming that you've
    chosen a difficulty level appropriate to your own skill), except possibly
    actual combat. Playing alongside even Godlike bots can prove to you that,
    though they may be able to take down each other and you a lot more easily,
    they still stink at team-play. You should use your team-mates to draw the
    enemy fire while you work on completing the required objectives.
    Your team-mates are just as unlikely to succeed as the enemy are, since they
    all run in the same lines and react the same way to developments. You are your
    team's secret weapon - bots will never send their translocators into
    unexpected places, they'll never hammer-jump over large sections of the map to
    take shortcuts, etc. The only real difference between your team and the enemy 
    is you.
    See Section 3.1.2 for binds which will enable the use of hotkeys to issue 
    orders. Your bots can also be given orders through the Orders menu (F12).
     2.5.2 ENEMY BOTS
    On lower difficulty settings enemy bots shoot at where you are: at higher
    levels they shoot at where you're going to be, and these are the shots which
    can hurt the most. The closer a high-level enemy is to you the easier it will
    be for them to hit you, though they seem to be extremely proficient with any
    weapon at any range. A moving target is always harder to hit, though, so bear
    this in mind and make the enemy work to kill you.
    In team games, the enemy bots' orders will be based on counteracting any
    orders you have given your own team, up to a point anyway. If you put all your
    bots on Defense, you will see a lot more incursions into your base by the
    enemy. If all your bots Attack, the enemy base will have a greater defense,
    and so on.
    When playing Assault or CTF it is easy to outwit the enemy team by using
    tricks and shortcuts. They never learn from experience and they always follow
    or defend the same paths, so exploit any holes in their defense for your own
                                    2.6 SPAWN-POINTS
    When you die in UT the round does not end for you (unless it's LMS and you
    just lost your last life). You just respawn somewhere in the map, with a
    pistol and a hammer, ready to return to the action.
    Spawn-points in DM and DOM are randomised, so that no player gets an advantage
    over the others. Each map has several preset spawn-points, and you will never
    know which of these the computer will send you to when you die. This is so
    that you can't just keep respawning next to the shield-belt or redeemer or
    whatever. It also means your enemies can't know where you'll be in order to
    get a cheap spawn-kill. Depending on luck and on the number of players in a
    map, you can sometimes be unlucky enough to respawn right in front of a
    heavily-armed opponent, though this is a double-edged sword.
    AS has preset spawn-points, sometimes called spawn-rooms, where you will
    always reappear when you die. In AS, which spawn-room you respawn in depends
    on which objectives you have completed so far: this is a big part of online
    play, particularly in custom maps.
    CTF is more randomised than AS, but not quite as much as DM or DOM. You will
    generally respawn inside your own base - sometimes in the neutral zone - but
    obviously you won't be respawning in the enemy base.
    Knowing each map will be greatly to your advantage, so that you always know
    where you are when you respawn and which way to go in order to reach the
    nearest weapon or powerup.
                                    2.7 MAP FEATURES
    Every UT map is different, and some are more interesting than others, but they
    all share certain essential features which you should familiarise yourself
    with to make your transition through each map easier and faster.
     2.7.1 DOORS
    Most doors will open when you approach or touch them, though some are slower
    than others. Most doors can be held open just by standing in the doorway;
    while others can be held shut with slime (AS-Rook, for example). The final
    door in AS-HiSpeed can be locked by a defender with a shock-ball, though this
    is a bug.
    Some doors - notably in AS - must be opened by hitting a special button or
    completing an objective. The three upper doors in AS-Frigate, for example,
    will never open unless the attackers have completed the Hydraulic Compressor
    And there are also secret doors which may be camouflaged or hidden in other
    ways. Some may need to be touched; some need to be shot; and others must be
    opened using a hidden button or lever. I've noted the locations of these doors
    as they occur in the different maps, as well as the method used to open them.
     2.7.2 LIFTS
    These will take you between levels, and are usually very obvious to see.
    Depending on the speed at which a lift moves upwards, you can jump to a
    certain height while it is moving, allowing you to reach high platforms and
    ledges. If you are wearing boots or performing a hammer-jump off a lift, your
    height will be even greater.
    Some lifts need to be activated by levers, and I've noted these as they occur.
    Lifts will not harm you if you are stuck under them: they will usually move
    upwards again until the obstruction underneath them is removed. This failsafe
    can be - and often is - exploited by online players. AS-Guardia is much harder
    for the attackers if someone just camps under the final lift - particularly if 
    that person is defnding the map against an all-bot team.
    See section 2.7.12 for a bug involving lifts.
     2.7.3 SLOPES
    Sloped walls or supports can be dodged along or up to increase your speed or
    to reach places you would not be able to jump to. Dodge along a forty-five
    degree slope and you will slide along it all in the one movement. Side-dodge
    up a sloped pillar or wall to get to the top: the AS-Overlord foxholes and the
    pillar by the bio-rifle in DM-Liandri are good examples of this feature.
    Sloped surfaces can also help prevent the loss of health when falling from a
    height. If you are falling and you think you will lose health when you land, 
    try using your air control to land on a sloped surface below you. Sometimes it 
    will break your fall and save you some health, or even all of it.
     2.7.4 WATER
    This is easily distinguishable from slime or lava, since UT water is always
    blue and transparent. Once you submerge yourself in water, you have 18 seconds
    to get your head above the surface again before you start losing health in
    measures of five points per second (armour will not protect you from drowning,
    though a shield-belt will).
    While you are drowning in water you will make a gulping sound with each 
    incremental loss of health. This sound can give away your position to your 
    enemies, another reason to pick up the SCUBA Gear.
    See section 2.3.2 for information about the SCUBA Gear powerup.
    Landing in water after a fall will enable you to avoid any health loss. Any 
    projectiles will be slowed down greatly, which is handy since your sluggish 
    movement necessitates more time to avoid them. You cannot dodge or crouch 
    underwater: crouching will instead send you downwards. This can be used to 
    quickly drop down through any water if you fell into it at speed - try 
    dropping from the high points in DM-MetalDream into the water while holding 
    the crouch button to see what I mean. The jump button will lift you up through 
    water and holding jump will make sure you float with your head above the 
    surface. Feigning death underwater has no effect.
    Weapon fire reacts in different ways when it hits the surface of water from
    above: grenades and flak-balls will slowly drift directly downwards before
    exploding, slime will float on the surface, etc.
    Try firing a slow-moving rocket upwards out of the water and watch as it keeps
    moving at the same rate through the air. Likewise, a slow moving redeemer 
    missile is somehow a bit more intimidating than the normal kind.
    Any weapons dropped underwater will slowly fall to the bottom.
    There is a bug involved with water: when you are shooting from above the 
    surface at a submerged opponent, shots which appear to be dead-on will miss. 
    You have to instead aim somewhere slightly above and ahead of your opponent in 
    order to hit them. For this reason some players, particularly in AS maps, will 
    often choose to snipe from underwater, knowing they are harder to hit.
     2.7.5 HAZARDS
    The best way to escape from a hazard before it finishes you off is to
    translocate out of there. You may have time and space to chuck your module to
    safety and save yourself, though some hazards are instant death: the lava in
    CTF-LavaGiant for example.
    Boots can also be useful for quick escapes, as I mentioned earlier. Under 
    certain circumstances you may be able to hammer-jump off a vertical wall to 
    escape a pit.
     2.7.6 TRAPS
    These are very rare, but keep an eye out for them anyway. There's one in
    DM-Pressure and another in DM-Fractal.
     2.7.7 TURRETS
    Also known as auto-cannons, tThese are just mounted guns, which will fire at 
    the attacking team in (almost always) CTF or AS maps. They use the same ammo 
    types and rates of fire as the normal weapons (except in AS-Mazon, weirdly), 
    and you can temporarily disable them by shooting at them until they retract. 
    They will only retract after taking a certain amount of temporary damage (they 
    cannot be destroyed) but this damage can be hastened by trying to 'headshot' 
    them - just aim for the top, as you would against an opponent.
    By disabling turrets in this way you can disguise your movements and confuse 
    defenders. For example, a defender may be relying on the sound of the turrets 
    firing in AS-Mazon to tell him when attackers are approaching the Front Door. 
    That defender can be fooled into thinking that area is safe if an attacker 
    manages to disable the turrets before hammer-jumping.
    AS-Overlord has a special mortar turret; though, unlike other turrets, it
    doesn't actually target anyone - it just fires at the same patch of ground at
    a constant rate.
     2.7.8 TELEPORTERS
    These are shimmering balls of energy which will instantly transport you from
    one part of the map to another preset place. Some teleporters are two-way but 
    most can only be used in one direction.
    Teleporters can be used in conjunction with a translocator to control two
    areas of a map simultaneously, which can be particularly useful in DOM maps.
    Teleporters can also be 'hammer-camped', which is a tactic used a lot online.
    Players can sit in front of an outgoing teleporter with a loaded hammer, so
    that opposition using the teleporter from the other end will hit the hammer
    before they can do anything about it.
    Similarly, it is possible to launch through teleporters, making it difficult 
    for defenders to stop the initial launch. There are very few places in online 
    AS maps where this is useful, but they do exist. The launch is set up just at 
    the mouth (the entrance) of the teleporter, and the launchee is propelled 
    through, so that by the time they are spat out the other side of the 
    teleporter they are already in the air.
    There are certain pairs of teleporters which can catch you in an (almost)
    unbreakable loop, because both ends are sitting too close to walls. The two
    teleporters in DM-HyperBlast, for example: edge around the sides of one so
    you're facing into the back of it, then walk forwards into it. You will
    reappear facing away from the other one. Then walk backwards into that and you
    emerge where you started.
    The only things that can pass through teleporters are players, plus anything 
    they are carrying. You cannot throw weapons, armour or translocators through 
    teleporters. CTF flags can be carried but not dropped through teleporters.
    As with the translocator, teleporters will do nothing to save you from fall 
     2.7.9 JUMP PADS
    These are basically immobile jump-boots. You can use a jump pad as many times
    as you like and it will always propel you up into the air and in the same
    direction. These are very rare in the single-player maps, but they can provide
    you with alternate routes when you do find them.
    Although it is possible to hammer-jump or alt-hammer-jump off jump pads for a 
    huge height boost, the timing is so strict it's not really worth bothering 
     2.7.10 OBLIVION
    Oblivion is where you die by falling into some unknowable hazard area. It's 
    not lava or slime or a trap or whatever, but you die anyway. CTF-Face, DM-
    Barricade, DM-Peak, DM-HyperBlast - these are all examples of maps surrounded 
    by an area of oblivion. It's usually just a case of falling into space. 
    Oblivion doesn't kill immediately, but it won't take long - escape it and its 
    'fatboy' effects by translocating away.
     2.7.11 LOW GRAVITY
    Some maps contain low gravity zones which affect player movements while 
    airborne (including dodges), increasing the time it takes to reach the floor, 
    as well as extending the height and distance of all air-based movement. 
    Ground-based actions, such as walking and crawling, are not affected.
    Jumps can go higher (but take much longer to complete) and any assisted jump 
    (eg. boots, hammer-jumps, etc.) receive an inconveniently huge boost to 
    horizontal and vertical distance. Jumps boosted in this way should generally 
    be avoided in low gravity - an alt-hammer-jump is usually enough.
    The effects of low gravity disappear as soon as the player leaves the 
    invisible zone. These zones do not affect projectiles fired from weapons, but 
    they do affect other items, such as translocators and CTF flags.
    Combat in low gravity zones should be avoided, since any players inside are at 
    a major disadvantage where movement is concerned. Really, the only benefits 
    come outside of combat, such as the absence of fall damage and the ability to 
    cross greater distances or reach heights more easily.
     2.7.12 BUGS
    UT has very few bugs, but here are some of the ones you should be aware of.
    This happens very occasionally when a player presses jump at exactly the same 
    time as they land after being propelled through the air, such as through 
    hammer-jumping for distance or being launched. It has a skipping stone effect, 
    allowing the player to lurch forwards much farther off the ground than a 
    normal jump or dodge. It is very situational and hard to practise, because the 
    angles and timing are so strict, but it is great fun when you can get it to 
    Hall of Mirrors (HOM)
    This is a rendering glitch which occurs when textures or seams overlap on the
    surfaces of a map, producing an effect like shards of glass lined up side by
    side. It's rare in the single-player maps, but much more common online. You'll
    know it when you see it.
    If this is a bug (and Epic says it is, which is why you don't see it in UT2003
    or UT2004) it might be the most useful glitch ever to appear in any online
    game. See section 2.4.1 for more information about hammer-launching.
    Lift / translocator bug
    This must be a bug, because it's too lame to be a feature. If a player drops
    his T/L module under a lift platform, the lift will not be able to stop moving
    up and down until the module is removed. This comes in handy in certain maps,
    especially in DOM and CTF.
    Lockdown bug
    This is the name given to the effect which rapid-fire weapons have on a player
    or bot. While being constantly hit by minigun or secondary pulse fire, it
    becomes difficult to move along any surface that isn't level or sloping
    downwards. You are also unable to jump or dodge, which makes it extremely
    frustrating to get shot while you're trying to run up a slope or a staircase.
    Lockdown technically takes effect every time a player gets hit by weapons 
    fire, even by single hits; but it's only really noticeable with weapons which 
    hit quickly and repeatedly, which is why it is such a problem when dealing 
    with minigunners.
    Some maps have unique bugs, and this is a list of the ones I know of. I've
    mentioned the bugs in each map's respective section, and how to use or avoid
    DM: Fractal
    DOM: Cinder, Olden, Sesmar
    CTF: Eternal Cave, Last Command, November Sub Pen
    AS: High Speed, Rook, Mazon, Ocean Floor, Overlord
    Map completion / weapons fire bug
    When a round ends in UT everything pauses until you click your primary fire
    button to change maps. However, you can continue to fire your weapons during
    this stage: when the scoreboard appears on the screen, switch weapons and
    press your secondary fire button. You can cycle through all the weapons you
    were holding when the round ended, firing your ammo until each weapon runs
    out. You can even zoom with the sniper rifle.
    Path-noding bug
    This occasionally happens to computer bots who have been propelled to an area
    where there are no nodes to tell them how to get out of there. In AS-Guardia,
    for example, sometimes the attackers can be accidentally bumped onto one of
    the boxes beside the Fuse, usually by secondary flak-balls. They will be
    unable to get down off the box until you shoot them off. You don't want your
    own team-mates getting stuck, so help them out if you see them trapped in a
    place with no path-nodes. If it happens to an opponent, however, leave them to
    Reconnect to ladder round bug
    This happens when you use a bind - [key]=disconnect | onrelease reconnect - to
    disconnect from and then reconnect to a round in the single-player ladder, as
    opposed to a practise round. The game will not spawn any bots and the round
    will be unable to start. To restart a ladder round you have to do it manually,
    through the menus.
    Strafing bug
    This happens when you are strafing while trying to press too many other keys
    at once. I'm not sure if it depends on how decent your keyboard is, but it
    will cause you to continue moving sideways even when you let go of the
    movement keys. To get rid of it, press the strafe key again.
    Team change bug
    Once you give your bot team-mates orders, they will never deviate from them
    until you tell them to. This means you can switch to the opposition team, tell
    them all to hang around in a corner, then swap back to your original team, who
    should now have little trouble completing the map.
    Team change bug (Assault ladder)
    Start an Assault round in the ladder on the attacking team, but try to change
    teams through the Player Setup menu. Nothing will happen until your attacking
    team completes the first round, at which point the second round will begin
    with you on the other team... who are now attacking. In this way you get to
    attack twice, though your second attack has to be faster than your first, so
    you might want to make a complete mess of the first attacking round if you're 
    going to try this bug.
    Torture chamber
    Start the game, and press suicide at the UT logo screen. Maybe not a bug, but
    fun in a Dungeon Keeper sort of way.
    Wall bug
    This appears on some vertical walls, and it happens when a player is falling
    while touching the face of the wall. The clipping bug can catch the player
    while he falls, which comes in very handy in drops which would otherwise cause
    the player to lose health. There are examples of the wall bug in many of the
    maps, but the most useful ones might be in CTF-November and CTF-LavaGiant.
                                    2.8 MISCELLANEOUS
    This section covers a few other things which don't really fall into any other
    category, but which you might want to know about anyway.
     2.8.1 BEFORE / AFTER GAME
    UT Patch 436
    I suggest you download and install UTPatch436.exe. Make sure you apply this
    patch with each installation of UT if you're reinstalling it.
    The first thing you'll want to do when you play UT for the first time is get
    your keys sorted out. You need to find a combination of keys which you can
    memorise and familiarise yourself with quickly, so that playing games is much
    easier and more fluid. You should be able to do anything in the game without
    even thinking about which key to press, because bots and online opponents will
    have a big advantage over any player who can't remember which key does what.
    Most players favour the ubiquitous WASD key combination (up, left, down,
    right, respectively). This is the standard for any FPS game, and it works
    well. Whichever configuration you choose, at least keep your keys close 
    together and try to be economical.
    Xan Skin
    You can apply the Xan robot skin and voice to your player sprite without
    bothering to beat Xan in the ladder. Go to the bottom of your user.ini and
    The skin will now be available through Options > Player Setup.
    Open Tournament Ladder
    If you feel like fighting Xan Kriegor without having to battle your way
    through every other map in the tournament ladder, here's how.
    Find the section in your user.ini titled:
    If you have any saves already in UT then the first line will look something
    like this:
    If you copy and paste the above line into your user.ini (place it in one of
    the empty save lines and change the number in square brackets) this will allow
    you to resume a saved tournament in which all the maps are open (change 
    YourName to whatever name you want to use in the above line).
    The numbers all represent different variables (skin, face, etc.), but the only
    one I know the function of at this point is the first one after the = symbol.
    In my example the first number is a 7, which represents Godlike difficulty.
    If you want an Inhuman save then change the 7 to a 6, and so on.
    Thanks to Headcase from UTA for help with this.
     2.8.2 DURING GAME
    The console is only useful if you need to type an unbound command directly
    into the engine. You won't use it much but you should still have a console key
    set up - don't put it too near your regular keys, in case you accidentally hit
    it. The console window does not pause the game, it just renders you immobile
    and helpless until you close it again.
    To input a command, type it accurately into the console and press Return to
    execute it. There are large lists of UT commands posted online, and I've
    included the ones I habitually use in the ADVANCED section, though most of
    them are actually bound to a key, as opposed to being a typed command.
    The console can also provide an in-depth record of all in-game events, more so
    than the shout box in your HUD.
    Shout Box
    The shout box keeps you updated on important developments within the game, 
    such as players killed, objectives taken, etc. It can be very important in 
    team games if you need to keep an eye on your team-mates. For instance, if you 
    know that a certain player is your last man flag defender in a CTF game and 
    you see his death message in the shout box, you know tyour flag is in danger 
    of being taken. 
    It can also be used as a crude means of spying on the opposition: it is common 
    when defending in Assault matches online to watch the shout box for the names 
    of your opponents as they get killed. The reason is that if one of the 
    opponents' names has not been seen in the shout box for some time (because 
    they have not been involved in combat), it might mean that that player is 
    sneaking or hiding somewhere away from the action, and that the defenders 
    should look out for this, perhaps even reshuffling the defense accordingly.
    Voice communications software replaces a lot of the utility of the shout box 
    in online play, but it still serves a useful function for in-game updates.
    First Blood
    This totally cosmetic feature will give you an audio message whenever you are
    the first person in the round to score a kill. This doesn't work if you
    A successful headshot means instant death for your opponent. Even a bot
    wearing an undamaged belt can be killed with two headshots from a sniper
    rifle. Every time you score a headshot you will be notified of your supreme
    accuracy via a HUD message.
    As far as I know, the only weapons you can score a headshot with are the
    sniper rifle and the ripper (primary).
    This is another superficial but nice feature of UT, whereby a player gets
    congratulatory messages about consecutive kills. These messages will appear
    loudly across the player's HUD, as well as in the mini-consoles of all other
    players in the server. To get a multi-kill message you have to kill multiple
    opponents in quick succession (about two seconds or so maximum between each
    Here are the various messages you will receive:
    Two opponents - Double-Kill!
    Three opponents - Multi-Kill!
    Four opponents - Ultra-Kill!
    Five opponents - MONSTER-KILL!
    Killing a sixth opponent will just repeat the MONSTER-KILL! message, and so on
    until you exceed the time allowance for the next kill.
    These messages can be altered in botpack.int - see section 3.3.
    CTF-Face is one of the best maps in which to practise your multis, provided 
    you're a good enough sniper.
    Killing Sprees
    These are sort of similar to multi-kills, except that these are dependent on
    the number of kills you can get without dying yourself. Sprees, like 
    multikills, will be shown on your screen and everyone else's, and the best way 
    to get them is to kill lots of people while making yourself as unkillable as
    possible. Sniping and spamming are the obvious approaches, though good DMers
    can rack up the sprees with just a minigun and a lot of dodging.
    Here are the five levels of killing spree:
    Five opponents - Killing Spree!
    Ten opponents - Rampage!
    Fifteen opponents - Dominating!
    Twenty opponents - Unstoppable!
    Twenty five opponents - GODLIKE!
    Once you get to Godlike there are no further messages, no matter how far
    beyond twenty five you get.
    These messages are again customisable in botpack.int - see section 3.3.
    You can jump onto the heads of bots, friendly or enemy, and bounce around for 
    as long as you can maintain your balance. An enemy bot will (very) gradually 
    lose health while you're on his head, and you will likewise should an enemy 
    land on yours.
    You can drop onto someone's head from above, or you can alt-hammer jump off
    the floor to stamp on him.
                                     | 3. ADVANCED |
    This section describes things not mentioned in the game manual or menus. This
    stuff can be useful online or offline, and most of it can make you a much more
    versatile player.
    If you alter anything within any of the following three system files, make
    sure you make copies of them before you uninstall UT. Otherwise you will have
    to redo all your settings and binds and so on the next time you install the
                                      3.1 USER.INI
    The user.ini file (found in your UT system folder) is a UT system file full of
    commands which UT constantly refers to during every game. It's important that
    you don't change any bits of this file that you don't know the purpose of. On
    the other hand, you can insert special commands which weren't previously there
    in order to customise your own game settings. Open the user.ini file using
    NotePad or WordPad and you will be able to fiddle with it.
    The user.ini file is not ordered very well, so you might want to sort the
    [Engine.Input] section into an order which will let you navigate it more
    easily (this is the only section you'll really be modifying). I rearranged
    mine so that mouse commands came after the Aliases, then the number keys, then
    QWERTY, then NumPad keys, etc. This doesn't change the nature of the file, but
    it makes it much easier for me to browse through if I want to change things.
    The [Engine.Input] section begins with the Aliases, followed by mouse and
    keyboard commands. The Aliases section refers commands to sub-commands, and
    should not be altered arbitrarily. The key list underneath is simpler - each
    key or button is followed by a = sign, and then the assigned command is put
    directly after it. If there is no = sign after a key, that key will do nothing
    in the game.
    The Aliases all begin like this - Aliases[##]=(Command="... (where ##
    represents a one or two digit number) - and it's important to notice that each
    Alias has its own number. If you have two Aliases with the same number inside
    the [] brackets, you may experience problems. If you are copying and pasting
    one of my listed Aliases, please remember to put the Alias into a number which
    isn't currently being used. Unused Aliases look like this:
    Paste each new Alias over the first available unused one, taking care to 
    change the numbers to fit into the list.
    Binds are keys assigned to perform a specific function, and the easiest way to
    assign a bind to a key is by opening the user.ini file and putting the
    appropriate command directly after the = sign next to whichever key you want
    to perform that function. The Controls and Speech Binder menus accessible from
    the UT desktop will let you customise many of your key assignments, but the
    really cool ones are done through the user.ini file.
    I've listed here the binds and tweaks which have been useful to me both
    offline and online. Read my description of each one, then decide whether you
    think this bind might be one you'd like to use. There are many more binds,
    tweaks and console commands which can be typed into the console during a game
    or inserted into your UT system files, but you'll have to find them elsewhere. 
    To use any of these binds or tweaks, please follow my instructions carefully
    on how to enable them. I've used ## in the Alias lines and [key] before the =
    sign in the key lines - my ##'s should be replaced with the correct Alias
    numbers and my [key]'s replaced with the appropriate key notations in your own
    You want to insert the hammer-jump bind into your user.ini. Your first unused
    Alias line is:
    and the key you want to use for hammer-jumps is currently empty:
    My bind's Alias is listed as:
    Aliases[##]=(Command="onrelease jump",Alias=hammerjump)
    and the key command is:
    [key]=getweapon Impacthammer | hammerjump | fire
    Note the ## in the Alias and the [key] in the key command.
    So to assign my bind to your B key, your Alias line should now be this:
    Aliases[26]=(Command="onrelease jump",Alias=hammerjump)
    and your key command line should be this:
    B=getweapon Impacthammer | hammerjump | fire
    I hope the above example is clear enough.
    Copy any other text EXACTLY if you're copying and pasting from here into your
    own user.ini file. Turn off word wrap in your text viewer to make the lines
    Do NOT mess about with any of your UT system files if you don't know what
    you're doing.
    These are binds which might come in handy while you're in the middle of a
    In some of the binds and aliases I have added 'say #' commands, like this one
    for Stop Countdown:
    onrelease say #[TIMER STOPPED]
    This part of the line will present a big, white message in the middle of your
    screen, to let you know what you've just pressed. If you don't want these
    messages to appear with your commands, just delete these sections from the
    command lines.
    Weapon Toggles
    These are probably the ones you'll be using most, as a nice alternative to
    having to laboriously scroll through all your currently held weapons using the
    next and previous weapon keys. These binds also allow you to cut down on
    weapon bind keys by about half, meaning that you don't have to assign pistol
    to 1, bio to 2, etc.
    My binds are set up to alternate within pairs of weapons. I've paired rockets
    with sniper, and pistol with hammer, and so on. These are just my preferences
    - feel free to mess around with the pairings depending on what weapons you
    want grouped together. The second weapon in each command is always the first
    one the bind will select - assuming you have both weapons - so put your
    favourite from each pair as the second weapon - I prefer sniper over rockets
    so sniper is second in my bind.
    If you pair rockets with sniper and then press the bind when you only have the
    sniper rifle, the rockets will obviously never be selected. If you are holding
    neither sniper nor rockets when you press the bind, nothing will happen. When
    you have both rockets and sniper, the bind will allow to you toggle back and
    forth between the two.
    Hammer and Pistol:
    [key]=getweapon enforcer | getweapon impacthammer
    Bio Rifle and Shock Rifle:
    [key]=getweapon ut_biorifle | getweapon shockrifle
    Pulse Gun and Ripper:
    [key]=getweapon ripper | getweapon pulsegun
    Minigun and Flak Cannon:
    [key]=getweapon minigun2 | getweapon ut_flakcannon
    Rocket-Launcher and Sniper Rifle:
    [key]=getweapon sniperrifle | getweapon ut_eightball
    [key]=getweapon warheadlauncher
    [key]=getweapon translocator
    Best Weapon
    I think you can configure this in one of the menus, but I'll include it
    anyway. This key will automatically switch to whichever of your currently held
    weapons is highest in the Options > Weapons list.
    Weapon Hand
    These binds will let you choose mid-game where you want your weapon to appear
    in your HUD - left, centre, right or hidden - this is referred to as
    'handedness' (no-one calls it chirality). This makes little or no difference 
    to your aim (unless you're doing ripper-shots), but some right-handed players 
    would feel uncomfortable with a left-aligned weapon, and so on. Try to utilise 
    at least two of these binds, since one bind alone will be redundant after just 
    one use.
    Left Hand:
    Aliases[##]=(Command="sethand Left",Alias=lefted)
    Centre Hand:
    Aliases[##]=(Command="sethand Center",Alias=centred)
    Right Hand:
    Aliases[##]=(Command="sethand Right",Alias=righted)
    Aliases[##]=(Command="sethand Hidden",Alias=hide)
    This automatic bind will let you perform hammer-jumps with 100% success, which
    isn't true of the manual jumps. To use it, hold down the assigned key until
    your hammer is charged a certain amount, then release the key while facing and
    touching a wall or floor. Hammer-jumps will allow you to reach great heights
    when you jump straight upwards, or large distances if you run backwards and
    release your hammer diagonally off the floor. Experiment off walls and slopes
    as well, especially when wearing jump-boots.
    Aliases[##]=(Command="onrelease jump",Alias=hammerjump)
    [key]=getweapon Impacthammer | hammerjump | fire
    This is basically a halfway point between an alt-hammer-jump and a full 
    hammer-jump. You lose less health than you do with a hammer-jump, but you 
    don't jump nearly as high or as far. It comes in handy when you can't make a 
    jump with alt-hammer but you don't want to lose 54 health points with a full 
    Another advantage that a ripper-jump has over an alt-hammer-jump is that the
    ripper-jump will cost you fewer health points at the shallowest angle, since
    the secondary ripper blade explodes farther away from you, thus causing you
    less splash damage. This means that, in order to make a jump requiring
    distance rather than height, the ripper-jump is preferable to the alt-hammer-
    Here are my comparisons, denoting number of health points lost:
                        0 deg   40 deg  75 deg
    Alt-hammer-jump     16      18      25
    Ripper-jump         37      27      9
    0 degrees = looking vertically at the floor
    40 degrees = halfway between floor and max impact angle
    75 degrees = max impact angle (any higher and neither weapon will impact)
    In other words, use the alt-hammer-jump for all but the angles farthest from
    the floor.
    Unlike hammer-jumps, ripper-jumps don't receive a boost from jump-boots.
    Aliases[##]=(Command="getweapon ripper | OnRelease jump | OnRelease
    This lets you switch between first- and third-person perspectives. Third-
    person is useless for actual combat, but it does let you peek around corners.
    Try using it when you're flying a guided redeemer missile or looking through a
    sniper scope.
    You can set this bind up for two different keys, but here I've made it a
    toggle bind, so you can use one key to switch back and forth between views.
    Aliases[##]=(Command="behindview 1 | set input [key]=
    Aliases[##]=(Command="behindview 0 | set input [key]=
    [key]=thirdperson | firstperson
    Feign Death
    This lets you lie down and play dead. Doesn't work on computer bots and won't
    fool any experienced online player either. If you feign death while carrying
    the flag in CTF, you will drop the flag. You can be rocket-launched while 
    feigning death, although you cannot use air control. Again, beware of carrying 
    UDamage or shield-belt.
    You can still take damage while feigning death; and your opponents' shots will 
    make the same noise as usual when they impact on your body, which will give 
    away the fact that you are not really dead.
    Essential in online Assault, and often useful in CTF. Use the suicide to move 
    more quickly around the map, repositioning according to the latest 
    developments (eg. AS objectives taken, returning quickly to defend your CTF 
    base, getting a better spawn-point).
    Lets you walk very slowly instead of running. Hold the button down while you
    want to walk. This is useful for traversing narrow ledges or whatever, though
    after a while you'll be good enough not to need it.
    This is how to perform those skippy little half-jumps you sometimes see the 
    computer bots doing while engaged in a shoot-out. Thanks to Supermic from UTA 
    for this bind.
    [key]=walking | jump
    Mouse Speed
    This bind lets you swap between two or more different mouse sensitivity
    settings. It helps if you need to move your mouse slow when sniping but fast
    when minigunning, or whatever. It might also be useful when swapping between 
    standard and zoomed sniping.
    I could set this bind up to have three or more sensitivities; but no-one will 
    really be using more than two, so I just made it a toggle bind.
    I've used a value of 2.50 for the slow speed and 4.10 for the fast speed. Feel
    free to change these values to whatever suits you. The lower the number, the
    slower the mouse will move during the game (GUI mouse speed has a separate,
    unrelated value).
    Please note that the Aliases have [key] variables in them this time - these
    should be the same as the key you're assigning the bind to.
    Aliases[##]=(Command="set engine.input MouseX axis aMouseX speed=2.50 | set
    engine.input MouseY axis aMouseY speed=2.50 | setinput [key] fast",Alias=slow)
    Aliases[##]=(Command="set engine.input MouseX axis aMouseX speed=4.10 | set
    engine.input MouseY axis aMouseY speed=4.10 | setinput [key] slow",Alias=fast)
    My own user.ini has HUD messages included in the mouse speed aliases, to tell
    me when it's been changed and to what speed. If you want to see these messages
    when you change your mouse speed, make these your aliases:
    Aliases[##]=(Command="say #[MOUSE SLOW] | set engine.input MouseX axis aMouseX
    speed=2.50 | set engine.input MouseY axis aMouseY speed=2.50 | set input [key]
    Aliases[##]=(Command="say #[MOUSE FAST] | set engine.input MouseX axis aMouseX
    speed=4.10 | set engine.input MouseY axis aMouseY speed=4.10 | set input [key]
    Mouse Freeze
    This is one of mine, and it's useful for only one thing - ripper-shots. When 
    you have your aim set up perfectly for a ripper-shot you can use this bind to 
    make sure that you don't accidentally move your crosshairs even a fraction off 
    the sweet spot.
    It does require that you have a bind set up to unfreeze your aim once you're
    done, otherwise you're stuck like that forever. Make sure you have one or more
    of the MOUSE SPEED binds listed above. As with those, you can set up another 
    toggle for freezing versus unfreezing.
    If you're not doing ripper-shots in online AS, don't bother with this bind.
    [key]=set engine.input MouseX axis aMouseX speed=0.00 | set engine.input
    MouseY axis aMouseY speed=0.00
    Bot Orders
    You can give your team direct orders without having to go through the F12
    menu. Bind the following to separate keys to issue group commands instantly.
    All attack:
    [key]=speech 2 2 -1
    All defend:
    [key]=speech 2 0 -1
    All hold position:
    [key]=speech 2 1 -1
    All cover you:
    [key]=speech 2 3 -1
    All freelance:
    [key]=speech 2 4 -1
    These are commands which you will find more useful for practise sessions or
    just in general, rather than in the UT ladder or online games. Using them in
    the ladder would essentially be cheating, and they are all disabled in online
    games (except the disconnect / reconnect bind), which is why I've put them in
    a different section.
    God Mode
    This makes you invincible. Pressing the key again will turn godmode off.
    Fly / Ghost
    into the console will let you fly around during a game, though you will remain
    corporeal (you can be shot and bump into things).
    into the console either before or during a game. It basically disables
    clipping, which means you can move through walls and obstacles unhindered.
    into the console to go back to the default movement. This will cause you to
    drop to the ground if you're currently flying above it, and it will cause you
    to die if you're currently ghosting around outside the confines of the map.
    My user.ini examples (toggling between 'fly / walk' and 'ghost / walk'):
    Aliases[34]=(Command="fly | set input 2 flightwalk | onrelease say #[WALK
    Aliases[35]=(Command="walk | set input 2 flight | onrelease say #[FLY
    Aliases[36]=(Command="ghost | set input 3 ghostlywalk | onrelease say #[WALK
    Aliases[37]=(Command="walk | set input 3 ghostly | onrelease say #[GHOST
    Slow Motion
    You can use this command to change the game speed while you're playing. The
    default 100% setting is:
    slomo 1
    Numbers higher than 1 will increase the speed, and lower will decrease it.
    My user.ini example:
    Aliases[38]=(Command="slomo 2 | set input 4 speednormal | onrelease say #
    [SPEED: NORMAL]",Alias=speedfast)
    Aliases[39]=(Command="slomo 1 | set input 4 speedfast | onrelease say #[SPEED:
    All Weapons / Ammo
    This will fill each of your currently held weapons with 999 ammo rounds.
    This will give you all weapons (except redeemer) with default ammo capacity.
    And this will give you all weapons (except redeemer), filled with 999 ammo
    rounds each.
    [key]=loaded | onrelease allammo
    Stop Countdown
    This will stop the clock. It only works in games where there actually is a
    clock - Assault rounds or timed practise sessions. Note that it doesn't pause
    the timer, it disables it altogether, setting it to 0:00. Remove everything
    after 'stopcountdown' if you don't want the big white confirmation message.
    [key]=stopcountdown | onrelease say #[TIMER STOPPED]
    Connect / Disconnect
    This lets you dump a game immediately without using the menus:
    This lets you dump a game then immediately reload the same map and settings
    without using the menus:
    [key]=disconnect | onrelease reconnect
    Be aware that there is a bug associated with this second command. See section
    2.7.12 for more information.
    There are huge lists available online of things which can be summoned into UT
    rounds, including monsters, tables, chairs, weird weapons, turrets, etc. I've 
    only listed five here, as things which you might find useful to spawn into a 
    map to practise certain things like boot-jumps or self rocket-launches or 
    whatever. These summons also work in online maps where you have server admin 
    privileges, for the purposes of practise sessions.
    summon ut_eightball
    Rocket-launcher ammo pack:
    summon rocketpack
    summon unreali.shieldbelt
    summon ut_jumpboots
    summon translocator
    As I said, look online for many weird and wonderful UT summons. Try making
    your own summon binds using item or weapon names from your user.ini - [key]
    =summon minigun2, etc.
    Type these commands into the console instead of binding them to a key, as the
    first two need variables.
    This will let you add a specific number of bots to the game without having to
    restart. # = the number you want to input.
    addbots #
    This will let you boot one particular bot out of the round. x = the exact name
    (case sensitive) of the bot you want to remove.
    kick x
    Both the addbot and kick commands will result in the teams being shuffled
    around if 'balance teams' is enabled.
    This will let you remove all bots from the current game, leaving you alone.
    killall bot
                                3.2 UNREALTOURNAMENT.INI
    This system file can be found in the System folder, and can be opened with
    NotePad or WordPad. Don't mess about with this file, though there are a few
    small things you might want to change.
    Intro Movie
    Firstly, you may not want to watch that intro movie that looks a lot like DOM-
    Condemned every time you start UT. You can get rid of it and replace it with a 
    simple UT logo which looks a lot better and doesn't take so long to load.
    Open unrealtournament.ini and look in the very first section - [URL]. Change
    the line which says:
    to this:
    Or, if you have completed some or all sections of the single-player ladder,
    you could show off by changing the line to:
    Most players will be using Direct3D for their video rendering, and UT defaults 
    to precaching to apparently make the visuals run smoother. This does result in 
    longer loading times, however, and this feature can't be turned off via any 
    menus. So look in unrealtournament.ini for the section called 
    Change the line that says:
    You may also want to turn off the light coronas if they are annoying you (this
    is the glare from torches and lamps which sometimes blinds you a bit in some
    Try changing:
    in the same section as the precaching if you don't want the coronas enabled.
                                    3.3 BOTPACK.INT
    This file will not appear in your System folder until you open unrealed.exe
    and type 'dump botpack.int' into the console window at the bottom. Press
    Return and the file should appear - open it in NotePad or WordPad to play with
    Don't change things in here that look important: you can change the text
    descriptions and pickup messages and so on to customise your HUD and the
    interface messages.
    Killing sprees, multi-kills, weapon and ammo descriptions, bot descriptions,
    etc. are all easily changeable. I won't give you examples because it's pretty
    clear, and you'll want to pick and choose what bits you customise and what
    bits you leave alone.
                               | 4. CHAMPIONSHIP LADDER |
    This section is meant to guide you through each compulsory map in the ladder,
    all the way through to the 1 v 1 match with Xan Kriegor.
                                    4.1 DEATH MATCH
    Please play the DM Tutorial map to learn about the basics of Death Match.
    To win a DM round, you simply have to be the first to score a given number of
    kills. Each kill will get you one point, whereas killing yourself will make
    you lose a point. Death Match is the worst game type for people who are less
    good at the actual combat than they are at other aspects of the game, since
    you have no choice in DM but to fight. It's not like LMS where you can just
    hide and let everyone else get on with it.
    The most frustrating thing about DM is that the weapons disappear when picked
    up, only respawning about thirty seconds later. The best way to win DM is
    therefore to get and keep your favourite weapon(s), while doing your best to
    control the powerups in the map. If there is a belt in the map, make sure you
    have it and no-one else does - likewise for every other powerup which can give
    one player an advantage over the others. DM maps, in case you haven't noticed,
    are often built to accommodate a circuit of powerups, and the good players
    know where these are and what areas of the map to hang around in so that they
    can pick them up when they appear. Some online players even use item timers
    which tell them how long they will have to wait until certain powerups will
    reappear. This is how critical the powerups and armour are in DM.
    Learn each map intimately if you want to win. You need to know the locations
    of every weapon (sometimes your favourites just aren't there when you need
    them) and every powerup in the map, otherwise your enemies will end up
    controlling you. You should also know of all the hazards, unless you like
    dropping off ledges into pools of slime, or accidentally dodging into
    oblivion, or running into booby traps.
    Choosing the correct weapon for each map and / or area is important too. Don't
    just run around with a flak cannon all the time - it won't help you in a wide
    open area against an enemy with a sniper rifle in the distance. Don't throw
    slime down in front of yourself in tight corridors; don't try shooting 
    shockcombos in an area that's too small to allow them, etc. Conserving your 
    ammo is also important - try to vary your chosen weapons if you can so that 
    you always have alternatives available to you.
    Since the aim of DM is to kill, you won't win maps by avoiding combat. Camping
    or sniping can sometimes be useful, but not always. Don't just hide in a dark
    corner and hope people come to you - you have to go looking for them, because
    while you're waiting they're all running around scoring points off each other.
    Go and pick some fights - yes, you might die, but you also might score another
    precious point.
    T/L is disabled in the DM ladder, so you're going to have to use hammer-jumps
    to reach certain places instead. This isn't CTF or AS, so take all the ammo
    and all the weapons, whether you need them or not. Health packs should be
    treated similarly - if you have full health, walk up to a wall and alt-hammer
    yourself in the face. You will lose a little health and you can then pick up
    the health pack to replenish it; meanwhile your opponents are down one health 
    If all else fails for you in DM, pick up an R/L and a lot of ammo and just run
    around firing bunches of rockets at anything that moves. It's quite amazing
    how often this works - to hell with conserving ammo.
    Death Match Guides
    I've arranged each map guide into sub-sections:
    PRACTISE NAME: This is the name under which the map appears when you load it
    into a practise session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Some quick notes about what the map is like to play.
    FRAG LIMIT: The number of kills you must achieve to win.
    OPPONENTS: The number of opponent bots you will be playing against.
    BEST WEAPON: My opinion of which weapon is best for the map (from among the
    weapons found in the map).
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    CONTROLLING THE MAP: The main guide section. Some general hints and tips about
    how you might want to approach the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just
    for fun.
     4.1.1 OBLIVION
    The ITV Oblivion is one of Liandri's armored transport ships. It transports
    new contestants via hyperspace jump from the Initiation Chambers to their
    first events on Earth. Little do most fighters know, however, that the ship
    itself is a battle arena.
    This is a tiny 1v1 map, based in a ship which looks like it's flying through a
    FRAG LIMIT: 10
    BEST WEAPON: Rocket-launcher
    You're given shock, rockets and flak in this map, but in such small corridors
    and tight corners you can actually end up doing more damage to yourself than
    your opponent if you use the splash damage weapons.
    Run around the map picking up the health packs whenever you're injured and try
    to grab the weapons and ammo as soon as they spawn to prevent Blake from
    getting any of them. It's especially important to control the shock rifle 
    because, apart from the enforcer, its the only instant-hit weapon available 
    and if Blake can't get it he'll have a harder time hitting you. In a similar 
    vein, when you get very low on health make sure you swap to a weapon that 
    isn't the shock rifle, so that if you do die Blake doesn't get one for free.
    The flak cannon is hidden in one of the boxes. The rocket ammo is on the 
    opposite side of the map to the launcher.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.2 STALWART
    Jerl Liandri purchased this old mechanic's garage as a possible tax dump for
    his fledgling company, Liandri Mining. Now, Liandri Corp. has converted it
    into a battle arena. While not very complex, it still manages to claim more
    lives than the slums of the city in which it lies.
    Schmattle arena. It's a garage.
    FRAG LIMIT: 10
    BEST WEAPON: Shock rifle
    Thigh Pads: In the middle of the main hallway.
    Body Armour: On top of a box in one of the box rooms.
    All the weapons are close together in this map. The shock rifle and ammo are
    found at the end of the middle hall with the pads, and the box rooms on either
    side of the shock rifle contain a flak cannon (hidden behind boxes), a pulse
    rifle and a rocket-launcher (on top of the boxes beside the pulse gun). The
    rocket ammo is hidden in the box turned on its side.
    Try to hang around where the weapons are, and pick up the vials when they're
    available. You can reach the armour with a hammer-jump to the top of the box,
    though you can save yourself some health if you alt-hammer on to the top of
    the little red drawers at the wall then just jump over to the armour.
    This map would be much more suitable for the run-around-while-loading-rockets 
    strategy if only there were more opponents. As it is, try to stay in the more 
    open areas and throw some shock-combos at anything that moves. Since the 
    weapons are quite close together you know where the bots will be spending most 
    of their time, so plan accordingly.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.3 FRACTAL
    LMC public polls have found that the majority of Tournament viewers enjoy
    fights in 'Real Life' locations. This converted plasma reactor is one such
    venue. Fighters should take care, as the pulse energy beams will become
    accessible through the 'Fractal Portal' if any of the yellow LED triggers on
    the floor are shot.
    Another tight 1v1 map, with a fiendish trap in the floor.
    FRAG LIMIT: 15
    BEST WEAPON: Rocket-launcher
    Shield-belt: In the middle of the floor trap.
    You have to keep moving in this map - there aren't any hiding places. There
    are enough rockets available for you to be continually loading and releasing 
    rocket spreads and firing them vaguely in Luthienne's direction, which is my 
    suggested approach to this map if you're not yet comfortable with the shock. 
    This is another map where it's easy to prevent your opponent from picking up a 
    weapon. Keep an eye on the belt, and be sure to shoot one of the yellow floor 
    panels whenever you see Luthienne go for it. It's best to use shock or 
    enforcer for this, as they hit instantly, unlike the rockets.
    This level is made to seem like an infinite drop. Ghost up into the ceiling
    and through the hatch at the top before the level starts - you should keep
    going up and up endlessly, since there's an invisible teleporter just under 
    the shield-belt.
    There is a weird bug with the trap. I caused Luthienne to fall through as she
    picked up the belt, and when she reappeared above me she was hanging still,
    just above the blue beams. She died eventually, but it was still odd. It is 
    also possible to get through the trap without dying - you have to fall so you 
    miss the beams, though you will die anyway from fall damage if you don't have 
    the belt.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.4 TURBINE
    A decaying water-treatment facility that has been purchased for use in the
    Tourney, the Turbine Facility offers an extremely tight and fast arena for
    combatants which ensures that there is no running, and no hiding, from certain
    This is an annoyingly tight map full of ramps and corners and little alcoves.
    Choose your weapons carefully.
    FRAG LIMIT: 15
    BEST WEAPON: Rocket-launcher, pulse rifle
    Thigh Pads: On the bridge in the middle of the map.
    Body Armour: In the small tunnel above the chimney in the top of the map.
    Shield-belt: Hidden behind a metal panel in the wall around the corner from
    the lift with two pairs of vials at the bottom. Shoot the metal panel to open
    UDamage: In the low corner area with the flak cannon and the pipes in the
    wall. Hammer-jump onto the box to reach it.
    Invisibility: In the very top corner of the map, near the armour and minigun.
    Jump across the pillars and ceiling beams, or hammer-jump to reach it.
    This map can be difficult because it's so tight and there are too many
    combatants. You need to know where your favoured weapons are and find a decent
    camping spot. This level is also good for just running around constantly
    firing groups of rockets around blind corners, as long as you don't kill
    I prefer to pick up the shock and lots of ammo, then just camp at the top of
    the highest ramp, beside the minigun and the armour. Enough opponents come to
    the bottom of the ramp or run around in the hallway underneath it to make this
    a good place to rack up the kills. If you're a good enough sniper you can
    knock off quite a lot of enemies from the same spot. There's also health
    nearby and enough bots being attracted by the armour, minigun and Invisibility
    to keep up a good supply of cannon fodder for you.
    But the run-around-with-bunches-of-rockets approach can serve you really well
    here, too, though you can end up damaging yourself since the map is so tight.
    Try the secondary pulse beam if you're good enough with it.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.5 CODEX
    The Codex of Wisdom was to be a fantastic resource for knowledge seeking
    beings all across the galaxy. It was to be the last place in known space where
    one could access rare books in their original printed form. However, when the
    construction crew accidentally tapped into a magma flow, the project was
    aborted and sold to Liandri at a bargain price for combat purposes.
    This is a bit calmer than Turbine, but with not quite as many powerups to help
    you out.
    FRAG LIMIT: 20
    BEST WEAPON: Shock rifle
    Body Armour: At the top of the double ramp near the shock rifle and minigun.
    Shield-belt: On the middle bridge.
    Invisibility: Hidden behind a secret wall next to the sniper rifle. Shoot the
    brown pillar to the right of the rifle to open the wall.
    The best way to win this map without putting much work in is to get the shock
    rifle, and preferably the belt, then find the armour and camp at the top of
    that ramp, firing shock-combos in the faces of anyone who approaches you.
    Don't spend too much time faffing about on the lifts or up at the top of the
    map - most of the action occurs in the middle levels near the belt bridge.
    There's a couple of secret rooms in this map: so secret you can't actually get
    into them. Use the ghost command to find them.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.6 PRESSURE
    The booby trap is a time honored tradition and a favorite among Tournament
    viewers. Many Liandri mining facilities offer such 'interactive' hazards.
    This map is all gangways, lifts and pillars, and you can easily lose it if you
    spend too much time exploring.
    FRAG LIMIT: 20
    BEST WEAPON: Shock rifle
    Keg O' Health: In the water tunnel between the two pools up in the top of the
    Thigh Pads: On a single platform in the middle of the ceiling of the long
    pillar corridor. Jump across from the platform the lift takes you to.
    Body Armour: On top of a box in the box room.
    Shield-belt: In the pressure chamber.
    UDamage: In the pressure chamber.
    The keg just takes too long to get for my liking, so try not to run around the
    upper levels too much. The bots are almost always on the floor, scoring points
    off each other. The rooms are good for shock and rox, and the long hallways
    are conducive to sniping - in fact most bots will spawn in those pillared 
    halls and so you can get quite a few kills by just spamming projectiles down 
    them over and over. 
    Make sure you keep taking the armour, and if you're going for the belt or 
    UDamage make sure there are no bots nearby who might hit the white buttons on 
    the outside of the chamber. Camping on top of the trap chamber with a shock 
    rifle is a good idea, as there's loads of health up there and the area is 
    popular with the bots.
    Catching someone in the pressure chamber does gain you a kill, though you will
    not receive any kill message on your HUD.
    There is a sniper rifle in this map, but I'll leave you to discover it for
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.7 GRINDER
    A former Liandri smelting facility, this complex has proven to be one of the
    bloodiest arenas for tournament participants. Lovingly called the Heavy Metal
    Grinder, those who enter can expect nothing less than brutal seek and destroy
    This map is twisty hell and if, like me, you have no sense of direction you 
    might quickly get lost, despite the fact it's not a big map.
    FRAG LIMIT: 20
    BEST WEAPON: Shock rifle, flak cannon, pulse rifle
    Thigh Pads: On the upper, curving ledge in the room with the boxes and the
    Body Armour: In the room down the hall from the lift.
    UDamage: Round the corner from the pulse rifle.
    I'd recommend grabbing the shock or flak and then finding the high area with
    the slime gun. This puts you near two health packs, as well as the armour
    (sort of) and UDamage, which should not be allowed to fall into enemy hands;
    and it puts you above everyone else so you don't get shots rained on your
    head. This is a very splash damage sort of arena because of the corners and
    ramps and pillars and low ceilings, so stick to the slime ramps and armour
    room as the most open, popular areas.
    You can either camp up there or wait for the UDamage to appear and go on a
    pulse beam rampage. There's plenty of health around, so control of the 
    precious armour should be a priority.
    One of the most annoying things about this map is how often you respawn and
    immediately start to get shot. If you do get killed, be prepared to run like
    hell when you respawn.
    Enemy bots always seem to chase you if you run away from them here, so if you
    do get to safety, turn around and wait for the bot who will inevitably be
    following you to appear around the corner.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.8 GALLEON
    The indigenous people of Koos World are waterborne and find there to be no
    more fitting an arena than this ancient transport galleon.
    This level is one big, wooden pain in the backside.
    FRAG LIMIT: 25
    BEST WEAPON: Shock rifle
    Keg O' Health: On top of a platform under the sails.
    Body Armour: In the small room in the upper bow of the ship.
    Shield-belt: In the small, circular bath in the lower decks.
    UDamage: On top of the boxes in the middle of the lower decks.
    Invisibility: On the thin beams at the very back of the top deck.
    Jump Boots (4): One on the top deck, under the main mast; one on the middle
    deck, next to the vials; two on the lower deck, in the middle section.
    I know that most new players like the flak cannon, but it's in the bottom of
    the boat which can be hell to try to fight in, thanks to all the stuff in the
    way. The middle levels of the ship are almost as bad, and they don't have much
    in the way of decent weapons or powerups.
    I'd recommend concentrating your attention on the upper deck of the ship,
    outside. The rockets are up here and it's a great place to pull off some
    shock-combos, though you're going to have to constantly collect both these
    weapons because they can sometimes be difficult to come by. The keg and armour
    are nearby, and if you want to take a shortcut to either of the lower levels
    you can just fall, hopefully using the boots to get back up again. You can
    keep an eye on the UDamage from up top, too, and shooting from a high vantage
    point is always in your favour. Duck through one of the small doors to grab
    some health if you need it.
    Look for the mast on the top deck, with the boots at the bottom of it. Look up
    and shoot at the flaming torch above the boots. The high lift platform will
    come down and let you climb on, then it will take you up to the crow's nest
    where you can find the redeemer. Hit the lever on the mast to take the lift
    back down again.
    The boots are incredibly useful in this map as they provide you with escape 
    options which bootless opponents don't have, as well as making it easier to 
    reach the keg. Get them and keep them.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.9 TEMPEST
    The Tempest Facility was built specifically for the Tournament. It was
    designed strictly for arena combat, with multi-layered areas and tiny hiding
    spots. It is a personal training arena of Xan Kriegor and sits high above the
    sprawling Reconstructed New York City.
    This map doesn't seem to me to have one main area where the bots can mostly be
    found. I usually end up running around the entire map about ten times before
    it ends, encountering enemies anywhere and everywhere. The powerups are very
    spaced out and so are the weapons.
    FRAG LIMIT: 25
    BEST WEAPON: Shock rifle
    Thigh Pads: In the tight corridor with the slime gun and shock ammo.
    Body Armour: In the corner room with the lift and the ripper.
    Shield-belt: On a high ledge in the dimly-lit room with the ramps going up the
    UDamage: On a ceiling beam directly above the shock rifle.
    Jump Boots: In the alcove under the flak cannon and sniper rifle.
    There's not much to say here - you're just going to have run around like
    mad for quite a while, looking for your favourite weapon and trying to be
    lucky enough to be first to the belt and / or armour. The only half-decent
    camping spot is halfway up the ramp with the pulse gun on it. Sit here with
    shock-combos ready to be thrown down at the floor, since the bots will be
    coming through here a lot, trying to get the belt.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.10 BARRICADE
    A mysterious and ancient alien castle that hovers above an electrical storm,
    Orion's Barricade makes for a delightfully dangerous arena of battle.
    Dangerous yes, delightful no.
    FRAG LIMIT: 25
    BEST WEAPON: Ragequit
    Keg O' Health: On a narrow ledge under an open arch in the lower level of the
    Body Armour (2): One on top of one of the high lift towers; another in a small
    alcove above the lift with two open sides, in the lower level of the map.
    Shield-belt: On top of one of the high lift towers.
    Invisibility: On a narrow ledge under an open arch in the lower level of the
    Jump Boots (3): One on the ramparts, next to the rocket-launcher; another next
    to the sniper rifle; another at the bottom of the stairs with the red carpet.
    I tend to grab the sniper rifle and a lot of ammo from the lift platform under 
    the redeemer, then head around the ramparts at the R/L and boots and sit there 
    sniping and firing rockets the whole time. The floor and lower levels of this 
    map are horrible, far too twisty and turny and spammy.
    The bots often ignore the armour, so go looking for it every once in a while.
    Running around outside the castle walls is also good - you will often meet
    enemies and some flak-balls or shock-combos can score you a lot of kills. On 
    the other hand, you may consider this area a poor option since any errant shot 
    might cause your enemies to fall off the edge - they will lose a point, rather 
    than you gaining one. The main room with the red carpet is a good place to 
    dump a redeemer missile.
    The easiest weapon to reach is the sniper rifle, since the bots don't often go 
    for it.
    You can get from the top of one tower to the top of the other by backwards
    hammer-jumping across the gap.
    You can forward-dodge from the rampart boots to the roof above the pulse gun
    - stand on the edge and aim to land on one of the light brown sloped bits.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.11 LIANDRI
    A textbook Liandri ore processing facility located at Earth's Mohorovicic
    discontinuity roughly below Mexico. Phased ion shields hold back the intense
    heat and pressure characteristic of deep lithosphere mining.
    This is a classic DM map, my favourite along with Deck16 (which isn't in the
    ladder but is available for practise games).
    FRAG LIMIT: 30
    BEST WEAPON: Sniper rifle
    Body Armour: Next to the teleporter in the back of the flak cannon corridors.
    Shield-belt: At the end of the upper bridge above the minigun.
    UDamage: At the end of the curving ledge set into the wall of the staircase
    which leads up to the sniper nest.
    If you're a good sniper you can do a lot of damage in this map. The sniper
    nest is not in the best position, to be honest, so try treating the rifle like
    an instagib gun and jump around knocking heads off. The map is good for any
    and all weapons though, especially the redeemer which is sitting on its own in
    one of the upper rooms.
    Underneath the bottom platform is a surprisingly prolific place from where to
    snipe or shock-combo at people, especially since there's a lot of health
    around here, and the reason is because this is one of the few places in this 
    map where all the combatants are on the same level, making headshots and 
    combat in general a lot easier. 
    If you're going up the lift, turn around at the top and throw some grenades or 
    slime down the shaft behind you to score some cheap kills. Try to use non-
    splash damage weapons while you're running up and down the ramps - it's too 
    easy to kill yourself with badly-timed rockets or slime.
    This is one map where belt control makes a huge difference. Each time you pick 
    up the belt make sure you glance at the clock so you can get back to the same 
    spot 54 seconds later. You might also consider hammer-camping the teleporter 
    by the belt, as bots will use it and you will score some cheap kills - just 
    watch your back, though, as there is a spawn-point underneath the belt 
    You can side-dodge up the sloped support under the slime gun.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.12 CONVEYOR
    This refinery makes for a particularly well balanced arena. A multilevel
    central chamber keeps fighters on their toes while the nearby smelting tub
    keeps them toasty.
    This is another popular online map, with a very definite main area which sees
    most of the action.
    FRAG LIMIT: 30
    BEST WEAPON: Shock rifle, minigun, sniper rifle
    Keg O' Health: At the very far end of the map, between the top of the two sets
    of stairs behind the smelting pool.
    Thigh Pads: On a low middle platform next to the smelting pool.
    Body Armour: At the very top of the main room, on the fourth floor.
    Shield-belt: Under the ramp next to the shock rifle.
    UDamage: On a thin beam spanning the smelting pool.
    Jump Boots: At the bottom of the long ramp tunnel with the vials.
    That main area is at the diagonal conveyor belt, near the belt and boots, and
    if you're going to drop a redeemer round (the 'deemer is in the ceiling - walk 
    up the conveyor ramp and follow the passage to the right) here is where to put
    it. If you're a sniper you might want to sit on one of the upper levels and
    get some z-axis headshots, watching for the armour to respawn.
    I'd suggest sticking with the minigun and sniper rifle if you can, and only
    try the shock in the tighter areas, or if you're a good insta player. The
    shock rifle spot above the belt is a great camping place which will score you 
    a lot of kills.
    The pool end of the map is not a great place to score points - it's not as 
    popular as the other end and there are not many weapons to be had. Head over 
    there to look for the keg / pads / UDamage occasionally, but otherwise try to 
    stay where the action is.
    If you stand or feign death on the conveyor you will keep moving, but dropped
    weapons will stay still.
    You can escape from the bots completely by hammer-jumping up the boxes, onto
    the beams and into the glass roof of the room with the slime gun.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.1.13 PEAK
    Originally built by the Nipi Monks in Nepal to escape moral degradation, this
    serene and beautiful place once called for meditation; until Liandri acquired
    it for perfect tournament conditions.
    I love the premise of this map, but it's so tight and condensed, and 
    visibility is so low, that bots will always have an advantage, not having to 
    factor in reaction time. A very tough map to win on higher difficulties.
    FRAG LIMIT: 30
    BEST WEAPON: Pulse rifle (seriously), flak cannon
    Thigh Pads: On one of the walkways surrounding the exterior of the map.
    Body Armour: In the room at the top of the map, reachable by going up both
    Shield-belt: On a thin beam spanning the pit in the corner room.
    UDamage: On the very top roof of the map.
    Invisibility: In one of the three small rooms in the outer courtyard.
    Jump Boots: On one of the walkways surrounding the exterior of the map.
    This map can be owned by one person with the pulse rifle and the UDamage. Flak
    is only slightly less good here, because you're just as likely to kill
    yourself as anyone else, although sitting at the top of the flak stairs and
    chucking flak-balls down is good, as this is a heavy bottleneck as well as a
    This map inevitably becomes a frantic rush to find opponents and kill them
    quickly, more so than most other maps. The weapons and ammo are spread all
    over the place, and the belt can be dangerous to go for, as it's in a popular,
    spammy area. Try not to dodge around on the precarious walkways, and in fact
    avoiding them altogether might be a good plan, owing to the regularity with
    which you can get shot into oblivion.
    One more camping spot is at the slime gun - it's amazing how long you can hide
    in the tiny room and fire goop out into the courtyard. You can also keep an
    eye on the keg from here.
                                     4.2 DOMINATION
    Please play the DOM Tutorial map to learn about the basics of Domination.
    All you have to do to control a CP is touch it: the same goes for the enemy.
    Your team gains points while a CP is of your team colour, and so it follows
    that the more CP's you control, the more quickly you accrue points. This means
    that, in order to win, your team should always be controlling at least two of
    the three CP's in any level. This is not as easy as it sounds. If you are
    currently controlling no CP's, you are not gaining any points at all.
    DOM maps are basically DM maps but with Control Points. It's like playing
    Death Match, except now you control the map instead of the enemy. One might
    seem to incorporate the other, but you might get nowhere by treating DOM maps 
    as simple DM. You can kill all the enemies you want and still lose by a huge
    margin. It's better to think of Control Points as immobile, vulnerable team-
    mates who must be protected from the enemy.
    Spawn-points in DOM are as randomised as they are in DM, and so neither you
    nor the enemy will ever know which CP you'll respawn nearest to. Because of
    this it's impossible to fully plan any sort of strategy for the single-player
    campaign, and it's also not necessarily helpful to treat a DOM match like a
    DM. True, you could rampage around beheading enemies, thinking that it can
    only be doing you good; but in fact your enemies could just respawn next to a
    CP on the other side of the map - a CP which they would otherwise not have
    reached again for a while. Base any tactics you have on control of the CP's,
    rather than control of the enemy.
    The only other tactic which seems to have a really bad effect in the DOM
    ladder is to get all your team-mates to Cover you. Letting them Freelance
    seems to be just as effective as Attacking or Defending the base, though I
    personally prefer the Hold Position command for DOM. My approach is to fly
    around the map in ghost mode before it starts, giving my team-mates orders to
    Hold Position on two or three of the CP's, leaving me free to run around all
    three CP's in support of my team.
    Whatever you do, your aim should be to have your team performing more
    efficiently than the opposition. Giving your team Hold Position commands can
    often give you the advantage, since the enemy bots won't Hold Position on any
    Many CP's are spammable, meaning that just one person can defend a CP alone
    for a long time. As your bots can't really be told to spam or camp, it's
    probably best if you camp by the most bottlenecked CP in the map, while your
    team-mates carry out orders to deal with the other two CP's. The Garage CP in
    Condemned, for example, can be defended solely by you for a long time, just by
    firing shock-combos up the ramp every time you spot an approaching enemy. This
    leaves the rest of your team to outnumber the freelancing opposition, which
    should give you an advantage over at least one of the other two CP's -
    preferably the Roof. This is true of most of the DOM maps - find an easily 
    defensible CP and keep it for yourself, letting your team-mates take care of
    the others through Hold Position commands.
    Another, similar strategy is to put Hold Position bots on the two least 
    popular CP's in the map and then just freelance on your own. Since the 
    opposition bots will not employ similar tactics, their forces will always 
    split up to cover all three CP's, giving them a numerical disadvantage (on 
    average) against your team on two of the CP's. Upon dying, your team-mates 
    will get to one of their two given CP's more quickly than the enemy, since 
    they have been told to ignore the third one. Add in your own contribution 
    across all three CP's and the other team will often struggle to overcome this 
    DOM is the best game type for the translocator. The bots will use their
    T/L's occasionally, but yours can be used to provide you with continual
    control over the entire map. You can convert two CP's in quick succession, no
    matter how far away they are. In Sesmar, for example, go to the bridge on the
    roof and dump your T/L by the pulse rifle, making sure that the Ankh CP below
    is currently under your control. Run over the bridge to the opposite Ankh CP
    and take control of it. Stay there defending it until the first CP gets taken,
    at which point you can just activate your T/L and convert it straight back.
    It's not infallible, but it's something the enemy bots won't do. This method
    will let you control two CP's by yourself, as long as you're a good enough
    shooter to keep them safe, and if you are good enough you can allocate the
    entire rest of your team to that third CP, which will give them a huge
    advantage. Sesmar is a particularly good map for this tactic, especially if
    you know how to launch your T/L (see section 2.4.12).
    I've given each level my recommended tactics - try them out and see if they
    work for you. I also put in the scores I got when I play-tested the maps on
    Masterful (and one or two on Inhuman), using my given tactics, just to give
    you some idea of their effectiveness.
    DOM maps are littered with hidden powerups. Try to collect them without
    wasting too much time.
    Learn each map and the quickest way to travel between all three CP's. Learn
    also the spots where the enemy bots will camp to defend their controlled CP's
    - it's much easier to get rid of camping enemies if you know exactly where
    they'll be.
    There will never be a better opportunity to score T/L kills - practise
    throwing your T/L into enemies' faces in tight corridors. If you're good
    enough with it, your T/L can become a very useful weapon in DOM. It's also
    your quickest mode of travel between CP's - make sure you have a bind for it
    while playing DOM.
    Domination Guides
    I've arranged each map guide into sub-sections:
    PRACTISE NAME: This is the name under which the map appears when you load it
    into a practise session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Some quick notes about what the map is like to play.
    TEAMS: The number of players in each team.
    SCORE LIMIT: The number of points your team must score in order to win.
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    RECOMMENDED CP / BOT COMMANDS: My suggestions on how to order your bot 
    teammates around the map; and my best score using these tactics.
    CONTROLLING THE MAP: The main guide section. Some general hints and tips about
    how you might want to approach the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just
    for fun.
     4.2.1 CONDEMNED
    The many gang-related fights that ravaged this particular area have already
    proven this section of the city slums to be a bloody battle ground. The
    Liandri organizers are expecting this to be the case once again, only this
    time, as a tournament domination arena.
    This little map is great for long practise sessions. It gets you quickly used
    to chucking your T/L around and also figuring out the quickest ways to reach
    the CP's from the spawn-points. The combat is constant and hectic, especially
    on the ground level.
    TEAMS: 3v3
    SCORE LIMIT: 100
    Keg O' Health: In a room behind a broken window above the Garage CP.
    Shield-belt: On top of the box next to the Arturo's CP.
    Jump Boots: At the top of the ramp leading up from the Garage CP.
    You - Garage
    All bots - Freelance
    Masterful test: 100 / 47
    Two of the CP's - Arturo's and Garage - are on opposite sides of the condemned
    building: the third CP - Roof - is up on the roof. The Roof CP is the most
    open, but it's also possibly the least popular with the enemy. The other good
    CP to take is Garage - crouch in the corner behind the CP and fire shock-
    combos up the ramp to control this one on your own for ages. Or you can T/L up
    to the ledge above the CP and spam it with combos, slime or rockets, though
    this will leave you vulnerable to enemy fire coming from the roof.
    Arturo's is the hardest CP to def, so I'd suggest that this be the one you
    leave to the enemy if you want to take only two of the CP's. Be sure not to
    leave them the belt, though.
    This map is so small that the best tactic may be putting everyone on Freelance
    or Search And Destroy, while you sit at the Garage alone.
    Try T/Ling all the way up to the big billboard on top of the skyscraper.
    Don't just watch the two normal approaches when deffing the Roof CP - the bots
    like to use their T/L's to get up there too.
    If you are on the roof and you want to jump over the edge and down to one of
    the lower CP's but you are wearing boots and don't want to waste a jump, you
    can dodge up the sloped roof of the stairwell to get over the ledge on one
    side, and up the small sloped fans on the other side. Or use a walk-jump.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.2 GHARDHEN
    A newly constructed explosion testing facility, Ghardhen Labs houses two blast
    chambers. Unfortunately, one of the silent investors was a Liandri location
    scout, and Ghardhen fell to Liandri.
    This map is usually short bursts of action, followed by long stretches of 
    nothing, mostly because of the spawn-points and the annoyingly long corridors 
    you have to run down to get back to the action.
    TEAMS: 4v4
    SCORE LIMIT: 100
    Keg O' Health: On a beam in the ceiling of the spawn-room with the flak
    UDamage: On a beam in the ceiling of the spawn-room with the rocket-launcher.
    Jump Boots: Next to the Bottom CP.
    You - Top
    2 bots - Bottom
    1 bot - Center
    Masterful test: 100 / 59
    If you don't mind camping get up to the Top CP with a shock rifle or an R/L.
    It's not popular and it has only two realistic approaches, both of which can
    be shock-spammed. By you. Alternatively, dump your T/L up top and drop down to
    fight for the other two CP's - the Top CP will not often get converted, so T/L
    back up to reclaim it when it does, then just drop down again to help your
    Neither of the other two CP's is easy to defend, as the Bottom one has four
    approaches and the Center one has five. Rather than camp at either one, try
    running up and down the ramps constantly touching each one in turn. If you get
    killed just start again.
    This is the best DOM map in which to use the translocator lift exploit. Dump
    your T/L under the big lift leading up to the Top CP, then get up there and
    watch the other lift. The enemy will be unable to get up the big lift, and the
    only way they can get to the Top CP is by killing you at the other lift, or by
    respawning behind you. Keep an eye on your T/L module in case it gets shot
    The boots are nearly useless unless you're willing to boot-hammer-jump to the 
    Top CP - then again, you always have your translocator, so the boots lose much 
    of their value.
    There's a flak cannon and some ammo on the beams above the Bottom CP, if you
    prefer flak to shock.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.3 CRYPTIC
    One of the few 'manufactured' Tournament arenas, this ancient-seeming ruin was
    built by the legendary Tournament Master Kilbragh as a personal training
    facility. After his death, the property reverted to Liandri, who now makes
    full use of it.
    You seem to spend a lot of time running around corridors in this level, and
    the teleporters and curling hallways are confusing as hell.
    TEAMS: 4v4
    SCORE LIMIT: 100
    Thigh Pads: On a platform above the Gargoyle CP.
    Body Armour: In the teleporter room next to the DaemonHead CP
    Shield-belt: On a platform above the Gargoyle CP.
    You - DaemonHead / Gargoyle
    2 bots - Iron Star
    1 bot - Gargoyle
    Masterful test: 100 / 48
    If there is a dead-end CP in this map, it's the Gargoyle. Luckily there is a
    teleporter which connects it and the DaemonHead, so I'd recommend you camp
    around DaemonHead on your own, using the teleporter whenever Gargoyle gets
    taken. Leave your T/L at DaemonHead while you duck through the tele to hit
    Gargoyle (pick up the belt and pads if they're there), then just T/L back
    again. The tele is one-way so enemies can't follow you, and the armour and
    shock are right next to DaemonHead, making this the best place for you.
    The Iron Star is the most popular CP (probably) and it's also the most
    exposed, so leave two of your bots here to deal with all the bother, while you
    hide around the corner.
    You can throw your T/L up above the exit teleporter and activate it to land on
    an invisible ledge. Of course, you will be telefragged if you sit there for
    too long, but it's still worth knowing.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.4 CINDER
    After dozens of broken legs and incinerated employees, the Cinder Foundry was
    finally shut down and placed upon the auction block, where it was promptly
    snatched up by a savvy Liandri location scout.
    This one is popular online because it's small and fast-paced, with no horribly
    out of the way CP's and plenty of powerups.
    TEAMS: 4v4
    SCORE LIMIT: 125
    Keg O' Health: Tucked into a corner of the ceiling of the room underneath the
    Top CP.
    Thigh Pads: On a ledge behind the Top CP.
    Body Armour (2): One on a box in the ramp room beside the Nook CP; another in
    the upper room with the sniper rifle.
    Shield-belt: On a beam above the Lava CP.
    UDamage: On a beam above the Top CP.
    You - Lava / Nook
    2 bots - Top
    1 bot - Nook
    Masterful test: 125 / 56
    This is a good map for freelancers, but my advice would be to camp at the Lava
    CP, just next to the shock rifle. This is a popular area because of the
    spawn-point down the hall, and the belt is right next to you, in the ceiling.
    You will have plenty of shock ammo and you can run round to grab the armour by
    the Nook every once in a while, hitting Nook on the way past if you need to.
    Stick around the Lava CP and just send shock-combos down the room, towards the
    stairs where most of your enemies will be coming from.
    There's a small bug in this map, which happens when a bot tries to throw its
    translocator up to the Top CP from next to the Nook CP. The T/L will often
    fail to make it to the little staircase.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.5 GEARBOLT
    New peace treaties by the NEG have resulted in many abandoned military
    facilities. Gearbolt was once an underground storage base for military weapons
    and inventory.
    All the CP's are up high, so try not to run around on the lower levels too
    much. Use your T/L a lot for this one.
    TEAMS: 4v4
    SCORE LIMIT: 125
    Thigh Pads: In the lower spawn-room.
    Body Armour: In the alcove behind the pool of green slime.
    Shield-belt: Next to the Lift CP.
    You - Lift / Bridge
    2 bots - Ramp
    1 bot - Bridge
    Masterful test: 125 / 72
    Get to the Lift, pick up the belt and stay there with shock and rockets for
    the entire round. One person can easily hold this CP for the entire level -
    stand next to the corner with the lift in it and keep your eyes open for bots
    below you. It's also easy to dump your T/L here and quickly run around to the
    Bridge every so often to keep that one on side. There is health in the dark
    area underneath the Lift CP.
    The Ramp is the most popular CP, so stick two bots there - don't try to def it
    yourself, because it's a pain. This is a good area to chuck a redeemer round
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.6 LEADWORKS
    An old leadworks on the wrong side of the tracks is excellent place for a war.
    You can expect molten lead still pooled in some areas of this facility. Step
    lightly if you plan on being effective.
    This map has two great CP's for camping at, and many telefragging
    opportunities. Oh, and plan on being effective.
    TEAMS: 5v5
    SCORE LIMIT: 150
    Keg O' Health: Behind the high metal grate in the wall of the spawn-room with
    the flak cannon and pulse rifle.
    Body Armour: In the back corner of the Storage CP room. Shoot at the metal
    panel to open it.
    Shield-belt: Behind the high metal grate in the wall of the spawn-room with
    the rocket-launcher and minigun.
    UDamage: Behind the high metal grate in the main room next to the Storage CP.
    Invisibility: On the hanging platform in the main room next to the Storage CP.
    You - Bridge / Tower
    2 bots - Storage
    1 bot - Tower
    1 bot - Bridge
    Masterful test: 150 / 79
    I recommend you either camp at the Bridge or camp at the Tower. The Storage CP
    is not only popular, it has a lava hazard surrounding it and pillars which
    make defending it very hard. It's also very difficult to see your enemies
    coming from either tunnel, so let your bots handle the dirty work while you
    take it easy at one of the other CP's.
    The Bridge is good for camping up high with a sniper rifle or shock, though
    you can't fully watch both tunnels at the same time. There is lava around here
    too, but the area is a bit calmer than the Storage CP.
    The Tower is a big dome surrounded by yet another lava moat, and it's my
    preferred CP to def on my own. If you stand against one of the stanchions
    outside the dome you can just about see both entrances into the area at the
    same time, and you will be able to intercept invaders before they reach the CP
    in the centre. There is health and a minigun (plus ammo) at the CP, which
    makes this the best weapon to def this CP with. If you have a sniper rifle you
    can knock the heads off enemies as soon as they appear through either door.
    When travelling between CP's, the T/L is the best weapon for taking out
    enemies in the narrow corridors. Or try a flak on constant primary fire around
    the corners.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.7 OLDEN
    This ancient temple was sacred to the race that built it, but not to Liandri.
    Upon discovering it nestled in the mountains above the Eternal Cave,
    desecrated it for battle.
    Despite the prettiness of this map, it's not quite as great as I used to 
    think. It's a T/L junkie's dream, but I'm not one of them, and 5v5 is maybe
    too many for a map of this size.
    TEAMS: 5v5
    SCORE LIMIT: 150
    Keg O' Health: On an upper ledge near the Middle CP.
    Body Armour: In a bottom corner of the room underneath the Top CP.
    Shield-belt: Hidden beside the two faces on the wall at the end of the long
    walkway above the Low CP. Shoot at the other pair of faces (above the Middle
    CP) with spread rockets, then shoot the first pair of faces to open the secret
    panel to the right.
    You - Middle / Top
    2 bots - Low
    1 bot - Middle
    1 bot - Top
    Masterful test: 150 / 96
    Inhuman test: 150 / 85
    The Middle CP is the best for camping - crouch against the back wall and
    shock-combo anything in blue. The other two CP's are a little too open,
    especially the Top one which the enemy likes T/Ling up to from below. I'd
    recommend hanging around the Middle CP with your favourite weapon, and keeping
    an eye on the Top one nearby.
    My cycle is: T/L up to the high platform from the Middle CP, turn around and
    throw my T/L back down to the Middle CP platform, run along and grab the keg,
    hit the Top CP, drop down to the armour in the corner by the water, then
    finally reactivate my T/L again to go back to deffing the Middle.
    There is an underground tunnel connecting both large pools of water.
    There are five vials in a secret pit in the green water under the Middle CP.
    The holes in the ceiling can be translocated through to sit on the roof for no
    reason. Step back into the hole and hit an invisible teleporter.
    The T/L bug in DOM-Cinder appears here, too. The bots often fail to throw
    their translocators up to the Middle CP from the green pool underneath.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.8 SESMAR
    Despite worldwide protests, this historical landmark is now owned by Liandri.
    Jerl Liandri, President Liandri Mining Corporation: 'We owe it to the people
    to ensure quality cultural events. We won't settle for less.'
    This is a very translocator-ish map, with lots of corners you never even need
    to see.
    TEAMS: 5v5
    SCORE LIMIT: 175
    Keg O' Health: In the middle of the top bridge.
    Shield-belt: On a small ledge halfway up the obelisk next to the hole above
    the Hall Of Pillars CP.
    UDamage: Hidden in a pillar near the Hall Of Pillars CP. Walk from the CP to
    the pulse rifle nearby, and from the rifle walk to the back wall. Turn around
    and look at the top of the pillar to your left.
    You - Freelance
    2 bots - Blue Ankh
    2 bots - Red Ankh
    Masterful test: 175 / 80
    Inhuman test: 175 / 99
    This map is easy in single-player, especially if you stay out of the way of
    the enemy. Stick 2 bots on each of the Ankh CP's, while you T/L back and
    forward across the top bridge, picking up the shock and pulse ammo, and the
    keg when it appears. If the Hall Of Pillars CP gets taken, dump your T/L on
    the bridge and drop down to grab the CP, then activate the T/L again to get
    back to safety. If your Ankh guards are taking their time returning to their
    posts, drop your T/L up at the windows and drop onto the Ankhs from above,
    then T/L back up again. Look at my test score to see how well this strategy
    The huge, coloured obelisks outside, above each Ankh CP, should allow you to
    tell the difference between the Red and Blue Ankhs.
    There's a rare but annoying bug in this map. It happens when a bot tries to
    throw its T/L up through one of the windows above either Ankh CP, and
    activates it just as another bot is trying to drop down through the same
    window. The bots can get stuck together and they won't move until they are
    shot apart. This is fine if it happens to the enemy, because you'll have two 
    fewer active opponents, but it can happen to your team-mates too.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.2.9 METALDREAM
    This oil rig has been converted into a Domination Arena. It is located near
    strange meteorological phenomenon in the northern reaches of Kryllia. Use the
    architecture to dominate your opponents.
    I always thought this was one of the best and most original maps in the entire
    game, and it's surely the most impressive DOM map. CTF-November is the only 
    other map that comes close to this one.
    TEAMS: 5v5
    SCORE LIMIT: 200
    Keg O' Health: On top of the huge crane at the Crane CP.
    Body Armour: In an alcove around the corner from the Helipad CP.
    Shield-belt (2): One next to the ripper in the main spawn-room; another on top
    of a box next to the Helipad CP.
    UDamage: On the helipad above the Helipad CP.
    Invisibility: Through the teleporter.
    Jump Boots (2): One in an alcove around the corner from the Helipad CP;
    another next to the flak cannon in the main spawn-room.
    You - Boxes
    2 bots - Helipad
    2 bots - Crane
    Masterful test: 200 / 117
    Inhuman test: 200 / 100
    My favourite camping spot is on the roof of the walls overlooking the Boxes CP
    - I just snipe anyone who comes near it and use my T/L to get down and back up
    quickly if it gets taken. This might not work for you if you can't snipe, but
    I'd still suggest that the Boxes is the best place for you, with your four
    team-mates taking the other two, more popular CP's. The Boxes is more of a
    camp-and-snipe CP, since the nearest weapon is the not-very-close minigun.
    Alternatively, you could try the Helipad CP, just because it's surrounded by
    health and powerups. You are more prone to getting shot off the edge though,
    and this CP is very popular indeed at times.
    It's also simple enough to use the T/L / lift exploit in this map, especially
    if you're defending the Boxes CP. Most of the attacks on the Boxes area come
    from the nearby lift, so if you've dumped your T/L underneath it the
    opposition are going to have problems.
    Try to spend as little time as possible indoors - use your T/L to get the hell
    out of there quickly and back to the CP's.
    If you get shot off the edge, try to land in the water (or oil?) just next to
    the metal floor, so that you don't splat and die when you land.
    There are two elevators which can take you back up from the bottom of the map
    if you fall, and the big brown box will lift you directly up to the Crane CP.
    Jump upwards off the moving lift at the Helipad CP to land on the belt box.
    Use your T/L to get from the redeemer to the UDamage platform.
    Apart from all of that, just dumping your T/L somewhere on the big roof areas 
    can save you a lot of hassle and act as a safety net against getting shot off 
    the edge.
    Try falling off the high tower without dying. It's possible to do it without 
    using your T/L, without landing in the water, and with no powerups or health 
    bonuses (though I lost 89 health when I managed it, so maybe it's not that 
                                  4.3 CAPTURE THE FLAG
    Please play the CTF Tutorial map to learn about the basics of Capture The
    Whenever you play a team match in the ladder you are automatically put on the
    red team, though this only really has an effect on CTF and AS. The red and
    blue bases are asymmetrical in many of the CTF maps; and the red team always
    attacks first in AS. Each walkthrough is written from a red team point of
    Every CTF map has a default score limit of 3.
    You can't grab the enemy flag until you know where it is, so, unless you plan
    on being a defender who never leaves his or her own base, you'd better know
    how you're getting into the enemy base and how you're getting out again.
    Luckily, most of the CTF maps are basically symmetrical (eg. Niven, Coret,
    Dreary) and so if you know the layout of your own base then you also know that
    of the enemy's. If you don't know a map yet, try spectating one of your own
    team-mates (F5) while he runs into the enemy base and attacks their flag. This
    will let you see the routes and where the enemy might be camping.
    Knowing all the ways in and out of the enemy base is obviously advantageous -
    it lets you plan your attack and escape routes, taking into account where the
    weapons, health and powerups are on the way. You also cannot always assume
    that your team-mates will still be alive by the time you reach the flag. You
    should be using any team-mates who are covering you as a buffer: send them in
    first and let them take the worst of the defensive fire.
    If you have grabbed the flag and are running back to your own base, with or
    without team-mates around you to help, the enemy bots will almost always
    robotically follow your exact route while you run, rather than trying to get
    ahead of you to cut off your escape. Any nearby enemies will immediately begin
    to head towards you when you touch their flag, excepting only bots who are
    actually carrying your own flag at the time. This means that using one route
    for attack and then a different one for escape can often lead to having all
    your enemies behind you, where you want them. This also means that you should
    be as prepared as possible before you grab that flag and trigger the
    opposition's attention - grab any nearby armour and get your health up.
    Similarly, trying to evade enemies while you grab their flag can often be
    better than simply killing them. If you kill four enemy guards and then grab
    the flag, the chances are you will have to kill most of those guards again on
    your way out, as they will have certainly spawned in front of you and, since
    they're computer-controlled, will know where you are and will be heading 
    straight for you. Leaving them alive and out-distancing them while you escape 
    (by dodging or hammer-jumping or any other evasive manoeuvre not open to them) 
    can make life a lot easier for a lone attacker carrying the flag.
    You can order some or all of your bots to attack the base, but they don't
    exactly put much co-ordination into it. They just run in, get killed 
    (usually), respawn and blindly run in again. This is not efficient and it's a
    waste of your bots. If you want your bots to be effective attackers you're
    going to have to help by going with them. Order your team-mates to cover you 
    and take them to a point just outside the enemy base. Then give the order for 
    them to attack at once, while you run in just behind them. They may all die, 
    but they will make it so far into the base, leaving you to be the one who 
    grabs the flag and bolts back to home.
    Bear in mind that your team-mates who died in the assault will have respawned
    and be attacking again, which is more good news for you as you're the one
    carrying the flag they're attacking - bots don't actually assault an enemy's
    base, they just try to pick up the flag, wherever it is. So even if your
    escort died during the attack, they'll get your back again as quickly as
    possible upon respawning.
    If one of your escorts actually managed to get all the way to the enemy flag
    and pick it up before you got there, stick with him all the way back to
    safety, as he would for you. Lingering outside the enemy base to make sure he
    isn't followed is a mistake, for three reasons:
    1. Any enemies who respawned behind the flag carrier and are chasing him have
    virtually no hope at all of catching him before he scores, and so it doesn't
    matter if you stop them or not. Bots will never suicide for a better spawn.
    2. There may well be enemies in your own base trying to get your flag, and
    your flag carrier probably doesn't want to run into them without help.
    3. Your job as attacker is to get the enemy flag back to your own flag,
    whether it's being carried by you or someone else. Stick with the flag carrier
    and let your defenders deal with enemy attackers - that's their job.
    If one of your bot team-mates has the flag they will simply run back to base,
    even if the enemy currently has your flag. Don't do this if you are the flag
    carrier. Go to a place in your base where the chasing enemies will have
    trouble reaching you, and just wait until your own flag has been returned.
    Stay close to friendly defenders if you're hiding with the flag, and close to
    health and ammo too. Translocating to some out-of-reach place will, of course,
    cause you to drop the flag.
    If you are carrying the enemy flag while the enemy has yours, you can ensure
    that they don't retrieve their flag before yours is returned: the enemy will 
    just home in on you and attack you until you die, but if you drop the enemy 
    flag the enemy will head for it instead, which means you can drop it in a 
    place inaccessible to them and camp somewhere nearby. The flag will be 
    returned automatically after about twenty seconds, so keep picking it up and 
    dropping it again every fifteen seconds or so to reset the counter. Drop it on 
    some high beam in the ceiling of your base or something - a place the 
    opposition can't get to. This will let you keep their flag without putting 
    yourself in danger by actually carrying it.
    If you are heading back to base with the enemy flag and low health / ammo, and 
    you meet a team-mate along the way who has a belt or a keg or basically a lot 
    more health than you, try dropping the flag (T/L or feign death) and letting 
    him pick it up. He may stand more chance of getting back to base without 
    dying than you do, even though he'll be running in straight lines.
    This is a bit easier than attacking. All you and your defending team-mates
    have to do is block up the holes in your base, or just camp by the flag and
    wait for enemies to approach.
    CTF is a lot like football, except here you have to return to your own goal
    when you hit the opposition's. The fact is that if the enemy can't breach your
    defense they can't possibly win. Very few of the CTF maps have no bottlenecks,
    and so it's a good idea to concentrate at least some of your defense at these
    areas. If the enemy must come through a specific door to reach your flag, that
    door would be a very good place to put a guard (though Hold Position bots in
    CTF have big faults).
    Defending forward is generally better than sitting by your flag and waiting.
    Hanging around the middle / neutral area of any map gives you a much better
    overview of what's going on; it also allows you more time to respawn and catch
    invaders if you get killed than you would have if you were flag-camping; you
    can also act as an escort for any of your own attackers who successfully
    grabbed the enemy flag and are now looking for support on their way home. Plus
    it's just a lot less boring. As in chess, don't sit as far back as possible - 
    take as much ground as you can, control the centre of the board.
    Try not to put your team-mates on Hold Position, because they won't chase
    enemies even if those enemies are taking the flag out of the base. Defend is a 
    much better command, though less specific.
    Sniping is only applicable in certain levels, but it's often the best way to
    defend and it can also help your attackers at the same time. You can own some
    levels if you're a good enough sniper, and it's a skill well worth practising.
    Facing Worlds can be won by one sniper and one attacker - all the sniper has
    to do is sit up top and kill the enemies as soon as they spawn at either side
    of their base. Lava Giant is another easily defensible level if you're a good
    You can easily outpace all the computer bots just by dodging everywhere. The
    bots will only dodge in combat, not when they're simply moving. Dodging can
    get you way ahead of chasers in no time; likewise it can let you catch up with 
    enemy FC's who are dumb enough to just run along straight, preset path-nodes.
    The FC's position will be given away by the glow of the coloured flag they are
    carrying (the same will apply to you when you are carrying the enemy flag,
    though this will have no effect on how easily the computer finds you). All you 
    have to do to make him drop the flag is kill him; to return the flag just 
    touch it. If you fail to kill an enemy by shooting him, but at the same time 
    you manage to put him into a hazard, he may die anyway. Depending on the 
    hazard in question, the flag will either be returned right away (eg. if the FC 
    falls into oblivion) or will stay in the spot where the FC dropped it (eg. if 
    the FC drowned in slime or water). If the flag is not retrieved by either you 
    or the enemy, it will be returned to its home after about twenty seconds.
    If you're an attacker, and especially if you are carrying the enemy flag, try
    to let your defenders deal with the enemy FC. You can't do everything, and
    going looking for an enemy FC whose flag you are currently carrying is asking
    for trouble. If you are defending and the enemy FC has gotten past you, try
    getting ahead of him to cut him off at a bottleneck. A dumped T/L can do you a
    favour with getting in front of an FC, but this only works if you haven't been
    killed since you laid it.
    CTF maps often have plenty of powerups and armour. Know where these are to
    give yourself the edge. If you're an attacker, plan your routes around health
    and armour (or shortcuts); and if you're defending take any and all powerups 
    either in your base or in the neutral zone before the enemies can.
    Another similarity with AS is in sharing ammo. Your team-mates will be
    respawning in your base all the time - it would be nice if they had enough
    ammo to be effective. Don't run around taking it all, especially if you're a
    Use your T/L intelligently when attacking. Run into the enemy flag area, with
    or without team-mates, and throw down your translocator in some obscure corner 
    as you pick up the flag. If you start taking heavy damage you have given 
    yourself the option of translocating out of danger but towards the enemy flag 
    - OK, you drop the flag when you use the translocator, but you were probably 
    going to die anyway, which is the whole point. Now your team-mates might be 
    able to pick up the flag you dropped: if they do they might score a point, if 
    they don't it will be returned and you are right there to pick it up again.
    Speed-wise, you're always better taking it upon yourself to go for the enemy
    flag - your team-mates are pretty inept in terms of supporting one another and 
    acting as a team, and they are also programmed to follow certain predictable 
    paths. Bots defending can also have problems, such as all automatically 
    following the enemy flag carrier until he's dead or he scores. This is not 
    exactly brilliant defense, and it leaves big holes in your base for the next 
    wave of attackers. You're going to have to carry your team quite a lot on your 
    way up the CTF ladder.
    Your orders will affect how the computer bots are arranged - if you put all
    your team-mates on defense then the computer will send more attackers, and
    vice versa. This is good if you're a sole attacker, since the computer will
    keep emptying its own base, though it will never leave it totally undefended.
    I strongly recommend putting the majority of your bots on attack, even if you
    yourself are also attacking. This cuts down the enemy incursions into your own 
    base and provides you with maximum support while you carry the enemy flag back 
    A dropped flag can only be moved by picking it up, either to return it or to 
    resume carrying it, depending on which team it belongs to. It cannot be moved 
    by shooting at it or by things exploding around it. It will move up and down 
    with a lift if it is dropped there, and it can of course be dropped from a 
    high point to a lower one. It can only be launched while in a state of being 
    carried (eg. by the launchee, or by being flung from the body of a flag 
    carrier who died from an explosion). If dropped in water it will sink to the 
    bottom, but if dropped in a hazard (eg. instantly fatal lava, oblivion) it 
    will be immediately returned.
    On the subject of launches, while hammer- and rocket-launching are both 
    considered illegal in online CTF, there's nothing stopping you from abusing 
    them in single-player games. Take every opportunity to launch your team-mates 
    in order to gain an advantage, particularly if you are backing up a flag 
    carrying team-mate on his way back to your base. A well-placed rocket-launch 
    in Facing Worlds or Lava Giant, for example, can be the difference between a 
    capture and just another failed incursion into enemy territory.
    Capture The Flag Guides
    I've arranged each map guide into sub-sections:
    PRACTISE NAME: This is the name under which the map appears when you load it
    into a practise session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Some quick notes about what the map is like to play.
    TEAMS: The number of players in each team.
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    ATTACK: My suggestions on the best ways to attack the enemy base.
    DEFENSE: My suggestions on the best ways to defend your own base.
    MISCELLANEOUS: Some incidental details and silly things about the map, just
    for fun.
     4.3.1 NIVEN
    An experimental orbital nuclear reactor, abandoned after funding for the
    project dried up. High radiation levels and waste leakage offer an
    environmental challenge for Tournament combatants.
    This is the first map after the tutorial. It's small and symmetrical, and
    designed to get you used to identical bases and controlling the neutral zone.
    TEAMS: 2v2
    Thigh Pads: Under the ramp outside the blue base.
    Body Armour: Under the ramp outside the red base.
    You're going to have to work your way along the enemy corridor until you reach
    the flag, then run all the way back out again. Combat in this hallway is
    difficult, with the walls and floor both working against you. Use shock-combos
    to clear out any blind corners ahead of you, or rockets / grenades if you have
    them. Be sure to pick up the shock ammo to make things tougher for the enemy.
    Your enemies will virtually always come along the high corridor above your
    double door, so try going up the ramp or through the water to avoid them.
    ALWAYS pick up both the armour and the pads under the ramps - don't let the
    enemy have them.
    Once you have the flag and are out of the blue base, just run like hell,
    preferably up the ramp. You can then turn around and throw down some grenades
    or slime to cover your escape. Swimming through the middle of the NZ is pretty
    fast too, but you are vulnerable for the couple of brief seconds you're in the
    This is one where flag-camping is a bad idea. There's a blind corner right
    there and enemies will often fire at you before you even realise they're 
    there. Camping outside your double door is far more effective, as you're right 
    next to your armour and you can replenish your shock ammo just by ducking back 
    The best spot from where to defend the flag is one of the windows in the
    curving corridor. Throw your T/L onto the window ledge and crouch here with a
    shock rifle, watching the doors.
    If the enemy flag carrier does get away from you, translocate like hell
    through the water to catch up.
    You only have one team-mate in this level and your skill level will almost
    certainly be higher than his. Telling him to Hold Position just outside your
    doors is much better than telling him to simply Defend - he will likely just
    flag-camp and the blues will take him out easily. Hold Position is dangerous
    though, because if the enemy FC does get past his position, he won't bother to
    chase them, which is just great.
    Send him to attack and you might have more luck if you're happy to defend,
    though it may also take far longer. If he does manage to pick up the flag,
    translocate up to the high corridor and get his back, since this is the way
    he'll be using for his escape.
    The shock rifle and the minigun are the best weapons in this map, since
    they're the only ones you can't damage yourself with (unless you fire a 
    shockball into someone at point blank range). Those base corridors are hell 
    for anyone using splash or spam weapons, as are all the other weapons in this 
    level. Use the shock or mini for your attacks and for chasing enemy FC's.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.2 FACING WORLDS
    This ancient asteroid has been converted to an Arena for the Tournament. It is
    highly dangerous due to aberrant gravitational properties and, of course, the
    snipers from the other team.
    For some reason Face is THE legendary online classic CTF map, probably because 
    it's simple but effective. It's another symmetrical map, this time with a 
    large outdoor neutral zone which is pretty easy to fall off, especially if 
    you're running backwards at the time.
    TEAMS: 4v4
    Keg O' Health: In the very centre of the map.
    Body Armour (2): One on the roof of each base.
    UDamage (2): One in the ceiling above the entrance to each base.
    It's simply a case of running over the hill and into the enemy base to grab
    the flag. There's not much variation here - it's more down to how good you are
    at fighting than how clever you can be. You can use your translocator to
    slowly climb up the outside of the enemy base and then attack the flag through
    one of their teleporters; but this takes time and you can be vulnerable to
    respawning enemies below. Likewise you can make your escape through the
    teleporters, picking up the armour and ammo on your way out, but you're going
    to have to fall off the tower at some point to reach the ground, so you'd
    better be able to afford the health loss.
    This is one level where wave after wave of attackers can really do good
    damage, even if they aren't co-ordinated. As an attacker you're always within
    sight of your own base and your respawning team-mates will never be too far
    away. If you order your team to Hold Position halfway down the hill towards
    the enemy base, and then you run in and grab the flag on your own, your team-
    mates provide a very useful barrier for you to run through and for your
    chasing enemies to run up against. This also works if you escape via one of
    the teleporters - you can actually leap into the crowd of your team-mates and
    die, dropping the flag. One of them will pick it up and head for home, while
    you respawn and back him up.
    In Face, it's also worth remembering the advantages of a rocket-launch. If one
    of your team-mates is carrying the flag homewards and you're running behind
    him, try firing some rockets at his feet to give him a boost. Try not to send
    him off the edge, however.
    Here's a very effective way of scoring points in Face, at least versus the 
    1. Pick up your base's redeemer, go to the roof, grab the armour and hammer-
    launch your T/L from the roof teleporter ramp to one of the teleporter ledges 
    on the front of the blue base. 
    2. Go through the teleporter and grab their flag, go through their roof 
    teleporter, stand on the sniper rifle, right on the edge of the roof, and turn 
    to face the blue roof teleporter, shoot the redeemer into the floor at the top 
    of the teleporter ramp, die.
    3. If you were facing directly away from your own base, the blue flag should 
    go flying through the air and land right next to the keg's spawn-point in the 
    middle of the NZ, from where your nearest team-mate can pick it up for an easy 
    capture. By the way, this also works if you rocket-launch yourself from the 
    same spot on the roof - be wearing the armour so that you die not when you 
    release the rockets, but when you splat just beside the keg.
    If you're not a sniper, there are two excellent places to defend from. One is
    just outside your base entrance, running back inside for health and ammo when
    you need it. The other is at one of the enemy spawn-points. They will respawn
    with only a pistol, giving you an easy time of it firing shock-combos at them.
    It's lame but it works wonders.
    Flag-camping isn't a great idea here - it's too hard to see enemies coming for
    it. Hang around outside the base for better recon.
    If you are a sniper, get up to the roof and camp at the armour. Your ammo will
    last a long time and you can control the whole map from here. If you're good
    enough your enemies will never get out of their spawn areas, and your team-
    mates can saunter in and out with little trouble. This position also lets you
    spend a long time trying to take down any intrepid enemy flag carriers, though
    you're admittedly in no position to return the flag yourself if they drop it.
    You can reach the ground easily by tossing your T/L off the roof.
    You might wonder why the ripper is at the spawn area. Sniper rifles are great
    but when it comes to knocking an enemy off a cliff you can't beat a secondary-
    fire ripper blade. These same blades are also useful for launching flag 
    carrying team-mates more quickly back to base.
    This is one of two CTF maps perfect for T/L-launching. You can get decent
    results from anywhere around your base, so experiment all you please. See
    section 2.4.12 for more info on T/L-launches.
    There's a few invisible ledges you might land on if you fall off the edge -
    try experimenting, though not in the middle of a match. These can be useful 
    places to put a safety-net T/L for when you need to quickly reach the centre 
    of the map.
    There are virtual staircases of ledges on the sides of both the towers - use
    them if you're escaping via the roof.
    You can take the flag from the roof of the enemy base to the ground without
    losing health or bothering to jump from ledge to ledge. Grab the flag, take it
    through the top teleporter, and throw your T/L down to the ground far below.
    Jump or dodge off the edge with the flag, but activate your T/L as soon as 
    your feet leave the floor. You will reappear on the ground and the flag will 
    be falling down after you.
    Learn how to run backwards without looking. Or use behindview when you're
    trying to escape with the flag so you can see the edge without having to turn
    around (though this will make it almost impossible for you to hit the
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.3 ETERNAL CAVE
    Ruins belonging to an unknown race, acquired by Liandri Corporation's
    Xenobiology Division for research and excavation. Deemed a 'valuable and
    entertaining venue' by the Tournament Board after 17 XD archeologists fell to
    their deaths.
    This is one of my favourites in the CTF ladder. The neutral zone is mostly
    symmetrical but the bases aren't, and as the red team you have the harder base
    to defend.
    TEAMS: 4v4
    Thigh Pads (2): One in the spawn-room of each base.
    Shield-belt: In a corner of the upper level of the neutral zone.
    You have two possible routes here, and both of them are popular. The lower
    route gives you more space to move, as well as rocket launchers and some shock
    ammo; but the upper route holds the minigun and the belt. I'd recommend the
    lower, but that's just me. Exiting the NZ via the lower route can be tricky,
    as the blues tend to camp just to the right of the exit, where you can't see
    them. The next thing you know someone has shot a rocket at your feet and
    you're flying into the lava far below. Far better to fire your own rockets at
    the ground just outside the exit, then cackle as the blue camper either blows
    up or plummets lavawards.
    They will also camp on top of the other door and just behind and below the two
    torches at the top end of the flag bridge. Keep your eyes open when you're in
    the blue base, because one false move will get you killed. If you know the
    area well enough, try throwing your T/L all the way down to the flag without
    even poking your head out. If it lands OK you get to grab the flag then hustle
    all the way back up the bridge. Combining a T/L throw with a backwards hammer-
    jump from the flag to the cliff edge can save you much time and hassle, but
    only do this if you have a full belt on you.
    Again, I'd recommend lower for your escape route because of the health, and
    also because the upper floor is a spawn-point for both teams. Having friendly
    defenders Holding Position in the lower area can be a lot of help, as usual.
    Well, this is one map where flag-camping is actually a good thing. You have a
    big area in which to wait, and two exits from the NZ to watch. They'll be
    coming around the mountain when they come, or they'll be translocating over
    to your flag from the cliff just in front of it. They also enjoy hammer-
    jumping back across when they do have the flag, which is unusual to see from
    the bots. Note that if a bot grabs the flag but doesn't attempt to hammer-jump
    back across the gap, he's probably low on health.
    I'd recommend hanging around beside the ripper, just on the outskirts of the
    NZ. This will let you intercept enemies from either exit before they reach the
    flag, plus if you get killed you should be able to catch them up from respawn
    regardless of where the computer puts you. Don't bother camping above the
    lower door - they know you're there before you know they are. Or something.
    Sitting at the back beside the slime is another option, though it's hard to
    keep an eye on the pit as well as both sides of the mountain. Plus you have
    not much room for shock-combos if they do approach from the sides. On the
    other hand they'll have a tough time grabbing your flag if you keep the ground
    around it nice and green.
    Defending in the NZ is tougher because you can't plug both routes at once, but
    you should at least make sure the belt is never there for your enemies to pick
    For a really stylish cap, try running up the side of the red mountain while
    carrying the blue flag. Run up as far as you can, then use two backwards
    hammer-jumps to reach the top. Fall onto the red flag from above, and
    hopefully die just as you score the point.
    There are a couple of bugs around the red base. Stand right at the back,
    looking forward at your flag under the mountain. Now walk up one of the slopes
    facing you on either side of the base of the mountain until you can't get any
    higher - if you've done it right you will suddenly be shot away to the side at
    high speed and land in the lava. Don't blame me, I didn't make this game.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.4 CORET
    Built into a mountaintop on the Coret moon, this facility was once the 
    waypoint between the Interstellar zonegate in orbit over the moon and the Zeto
    Research Station located half the moon away in the frozen wastes.
    Another symmetrical map, all corridors and hallways. Even the neutral zone is
    a tight squeeze. This is one of my least favourites.
    TEAMS: 4v4
    Thigh Pads (2): In opposite lower corners of the neutral zone.
    Body Armour (2): Behind the partition at the end of the upper corridor in each
    UDamage: In the upper room in the middle of the neutral zone.
    I suggest grabbing the thigh pads in the NZ and then attacking through the
    left, upper route into the enemy base, as this will take you past the vials
    and armour. You also won't have to go through that door, behind which anyone
    could be lurking. Once you have the flag run out via the lower route, which
    will take you past more pads and lots of health. Use the door you avoided
    earlier, since this way leads to more health packs and possibly the UDamage.
    The thigh pads you picked up on your way in may also have respawned in the NZ.
    When you reach the flag-room there will probably be a camper above the flag,
    by the shock. Don't try to kill him, just run away down the lower route and
    leave him behind. Clearing out that long lower corridor is easy enough if you
    can do straight shock-combos or rocket spreads, and by the time you reach the
    NZ you should have a clear run to your own flag.
    The NZ in Coret is difficult to defend, as it's very hard to see your enemies
    coming. There are pads and health nearby, but not a lot of ammo or weapons.
    I'd suggest defending above your flag, opposite the shock rifle. This way will
    let you see enemies attacking the high corridor pretty early, as well as
    allowing you to jump down and chase anyone who sneaked in through the low way.
    You could also try camping above the glass floor in the upper corridor - this
    gives you a heads-up on any attackers, as well as keeping you right next to
    the armour.
    Another good place to camp is in the middle hallway, at the top of the
    sideways ramp next to the door. You can spot all the blues attacking high and
    some of them attacking low; you can also hear the door opening just down to
    your left, which will tell you when someone's just gone through it. The armour 
    and rocket ammo are close by, and the health can be easily picked up from the 
    low route to the left just by using your T/L.
    The flak cannon is hiding near each flag, behind the dark pillars in the low
    The sniper rifle is also hidden - look in the ceiling above the rippers and
    the thigh pads at both corners of the NZ.
    You can drop past those jump-pads by holding your movement keys while you
    You can jump up the little wall by the thigh pads while carrying the flag -
    just look straight down at the ground and do a ripper-jump up the wall.
    You can only just make the jump across from ledge to ledge, above your flag.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.5 THE GAUNTLET
    Not all environments are retrofitted Liandri real estate. The Gauntlet is one
    of a small number of highly stylized combat arenas specifically designed for
    the Tournament. This particular venue has been customized for team-play.
    This map always seems to be frantic, with bodies everywhere and constantly
    successful raids on both flags. It's mostly asymmetrical apart from the flag
    TEAMS: 4v4
    Thigh Pads (2): One in one of the lower corridors in the neutral zone; another
    just outside the red flag-room.
    Body Armour (2): One in each flag-room.
    Shield-belt: In the low lava room in the middle of the neutral zone.
    However you choose to reach the enemy flag-room I'd recommend you leave via
    the teleporter in the back. The bots will not camp the teleporter exit point,
    and you're free to drop down to the belt and run home to safety. Try not to
    get roped into a fight in the enemy flag-room - the pillars and ramps make it
    harder for you than for the blues. Just get in and get out quick.
    Try to steer clear of the blue spawn-room near your base on your way home with
    the flag.
    The bots have to get through that tiny door to your flag-room. Spam it to hell
    with slime, shock-combos, rockets, the works. Your bots will generally hang
    around your flag-room door if told to Defend, which is good because here is
    where most of the action will be. Make sure you keep taking that belt, whether
    you're defending or attacking, and take the red armour too.
    If the enemy flag carrier retreats via the upper corridor, try sniping him
    down from behind instead of chasing him all the way back - you have quite a
    long time to take him down with the rifle if you get to it quickly enough.
    That redeemer can clear out a packed enemy flag-room for you if you guide it
    using secondary fire and then run in straight after the explosion.
    If you plant some of your bots in Hold Position mode at the point where the
    blue teleporter exits, you get a nice escort force waiting for you when you
    come through with the flag, though you'll have to then instruct them to Attack 
    or Cover to get them to follow you.
    The two stone pillars in the blue flag-room have false walls you can try to
    hide in.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.6 DREARY
    The distant wastemarsh of Vandaron 3 is said to be the wettest place in the
    galaxy. A post dreaded by soldiers due to its remote location, cramped
    quarters, and maddening echo of ever beating rain.
    It's not exactly everyone's favourite level but I love this one. No-one much
    likes playing a spam map online, but it's different and a lot more fun in
    single-player mode.
    TEAMS: 5v5
    Thigh Pads: In the top room of the red base.
    Body Armour (2): One in the floor of each half of the neutral zone.
    Shield-belt: In the top room of the neutral zone.
    UDamage: In the top room of the blue base.
    Attackers in this map are awaited by the worst flag-rooms ever, and I include
    November in that. If you're going in there it's as well to make sure it's
    cleared out first, which can be done by standing at the bottom of the ramp and
    firing a few shock-combos inside. You could also try running in while loading
    up some rockets, then just running for the flag while hurling the rockets at
    anyone who jumps you from the side. Sit by the flak cannon and spam that
    approach ramp to kill more guards, then just bolt out of there, preferably low
    so you can pick up the health and armour if you're lucky.
    You can actually get back up to the high route from the flag-room ramp - just
    jump at the vertical wall part of the ledge and you should land on an 
    invisible part which will let you hop up to the shock rifle. This is risky, 
    though, since respawning enemies tend to appear in the rooms under the lifts 
    to either side of this upper area, and they'll come up the lifts after you. If 
    you go low they'll still come up the lifts, which will put some distance 
    between you and them. Another advantage to going low is that you can use the 
    lift in the middle of the NZ to take you up the middle level again. Drop some 
    grenades or slime behind you just as you walk onto the lift and you could take 
    out two or three of the chasers who were dumb enough to follow you.
    The advantage of going high is that very few enemies come up here and so you
    might get a clear run. Plus the belt might be there, but that's a pretty big
    'might'. If you go low but come up the lifts, be ready to fire a shock-combo
    into the upper rooms as you turn the corner - there is almost always someone
    in here. Try firing a few spread rockets into the flag-room from the upper
    ledge before you drop - this sometimes flushes lurking campers out and gives
    you a proper shot.
    This is a fantastic level for cover-your-back shots - just run through every
    hallway chucking grenades off facing walls and letting them bounce behind you,
    into the path of the chasers.
    If ever there was a flag-room made to be defended it's this one. You can't
    really go wrong spamming that narrow ramp, plus you have all the flak ammo
    you'll ever need right there.
    If this bores you the only other place I can suggest is camping by the low 
    armour with a shock rifle in your hand. Hopefully you can take down any blues 
    who come through any of the entrances to this area, though you will take quite 
    a bit of damage. The armour rooms are extremely busy throughout this level, 
    and I recommend you post at least one of your team-mate defenders somewhere in 
    Sniping along the high route and down at the lower levels can do you a favour
    too, as long as you're good enough and your team-mates don't grab the ammo
    Don't spend too much time looking out the windows and feeling sorry for
    yourself - there's a match on here.
    Rockets own this level. Running around releasing batch after batch of rockets
    into blind corners is half the fun, and it will definitely come in handy when
    attacking the enemy base. Don't even bother looking - just send six rockets
    into every upcoming corner.
    Don't put all your team-mates on defense for this one on the higher
    difficulties - you have virtually no chance of getting in and out of the base
    on your own. This is one map where putting everyone on Attack, including
    yourself, is very beneficial. The blues can't put up with constant assaults on
    their flag, and an all-out blitzkrieg got me a time of 2:19 while writing this
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.7 LAST COMMAND
    The Last Command is a fully functional Nuclear Processing Station owned by the
    Liandri Corporation. This facility's system oriented layout makes an ideal
    proving grounds for Capture the Flag Tournament matches. High Tech voluminous
    industrial architecture paired with curving maintenance corridors means
    fighting here will require quick reaction times if your team plans on
    This was the very first UT map I ever played online, and I got a kicking from
    a sniper with long, blonde hair who was defending the red base. I don't think
    I saw the red flag once.
    Anyway, this is another corridor-ish map with asymmetrical bases. The blue
    base is the harder to attack / defend, but the red base is definitely easier
    to bring the enemy flag back to.
    TEAMS: 4v4
    Body Armour (2): One in the lower 'plans' room of each base.
    Shield-belt: On a ledge in the ceiling of the red end of the neutral zone.
    UDamage (2): One in a pipe in the high wall of the red base; another in a pipe
    at the side of the lower blue base.
    Invisibility: In a pipe in the high wall of the red base.
    Other than just steaming into the blue base and grabbing the flag, here are
    some suggestions to make getting the flag and getting out again easier.
    Get to the bottom of that big ramp in the blue base and dump your T/L on the
    bottom (on the ramp, not the floor). You can hammer-launch your T/L from this
    spot right up to the flag - just be careful the module doesn't hit one of the
    light-fixtures on the way.
    Secondly, a far sneakier way, which I believe is banned on most CTF servers.
    I'm not a CTF player but I think it's called 'tubing'. Anyway, get to the red
    room with the armour in it and look at the ceiling. See those holes? You're
    going to throw your T/L up there at an angle which will let it land on the
    upper floor. It takes some practise but if you get it right you will
    translocate to a little blue room with health packs in it, which just so
    happens to lead directly to the flag at the far end of the pipe. 
    From here tube your way into the blue spawn-room, then fire your T/L along the 
    pipe to the blue flag. Activate it, grab the flag and then bolt back along the 
    pipe, into the room you just came from. I'd always thought you can't get back 
    down the floor holes without using your T/L, but now I've found out you can: 
    stand facing the tubes and forward-dodge diagonally towards them, so that you 
    bump against the thing in the ceiling just before you touch the floor again. 
    Now, when you try to walk into the gap you should be able to squeeze through,
    whereas before you couldn't get through even by crouching. Just drop down one
    of the tubes and run home.
    As I said, tubing is probably banned in online CTF, but I don't know if 
    escaping through those holes is illegal.
    As your base is actually bigger and wider than the NZ, you're compelled to
    defend from around your own flag for once. The shock rifle is best for
    defending this place, even though it and the ammo are in the NZ, which is
    quite far away. There are plenty of rockets by your flag as well, and the
    health packs will keep you going forever. Try T/Ling up to one of the rafters
    in the ceiling and be ready to drop a shock-combo on the heads of any
    This, however, is as boring as the Dreary flag-room def, so try heading for
    your armour room and shooting into the NZ with a shock rifle. No-one can get
    past you from here, and you're right next to health, armour and the belt in
    the ceiling.
    If the flag carrier does evade you and is hurrying homewards, don't forget
    those holes in the ceiling. You can use them for last-ditch defense too -
    don't bother chasing the FC all the way through the blue base, just tube
    through the ceiling and be there waiting for him when he approaches his own
    It's great fun sending encroaching blues into the slime using the ripper.
    If you pick up the UDamage en route to the blue base, your minigun will cleave
    through the blues with no problems. Combine the UDamage with a belt and you're 
    a one-man flag capturing force.
    If you are going one-way tubing, remember to lay your T/L down in that little
    armour room before you go for the flag. Upon successful capture you can just
    activate your T/L again and maybe get another cap straight after your first.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.3.8 THE LAVA GIANT
    This volatile world has an extremely low orbit around a superdense gas giant.
    The resulting gravitational forces have caused the planetary mantle to
    collapse. Combatants are issued special gravbelts for each match.
    On higher difficulty levels, this and Dreary are by far the hardest maps to
    TEAMS: 5v5
    Keg O' Health: On a hidden platform under the high side route which leads past
    the rocket-launcher.
    Thigh Pads: In the middle of the neutral zone, in the brick corridor which
    leads past the redeemer stepping stones.
    Body Armour (2): One in each base.
    Shield-belt: Under an arch in the very centre of the map.
    UDamage: In the middle of the neutral zone, on a hidden platform under the
    high side route which leads past the rocket-launcher.
    Jump Boots (2): One in each base.
    Attackers are always going to have problems in such a snipey level, and so
    it's best to find a route which lets you avoid the snipers altogether. The
    best I have come up with is this:
    1. Grab the armour and boots, then jump up to the roof of your base. Drop your
    T/L on the very tip of the roof, then crouch behind / under it and hammer-
    launch it from here to the top of the big rock barrier which separates the two
    halves of the map. 
    2. Activate your T/L so you appear up top, then hammer-launch your T/L from 
    here so that you can see it land on the bridge in the blue base, or on the 
    pointed roof above the flag. 
    3. Activate your T/L again and appear in the blue base, grab the flag while 
    you load a hammer-jump, then backwards hammer-jump out of the blue base, with 
    the boots giving you extra height and distance. Try to use your boots' air 
    control to swerve away to one side of the base, out of sight of the sniper 
    nest windows. From here it's just a case of dropping to one of the lower 
    routes and running home. See section 2.4.12 for more info on T/L-launches.
    Rocket-launches might also come in handy in this map, though it's difficult to
    aim your launches so that they send your running team-mates to a safe spot.
    Your escape should ideally keep you as much out of sight of enemy snipers as
    possible, so plan it properly and stick to it every time.
    However you attack on higher difficulties, this map will always be
    disgustingly unfair, with insane sniping from the enemy guards. Sneaking into
    their base and shooting their snipers with rockets is often the best way to
    secure your own escape, but don't be surprised if you get hit by four
    simultaneous headshots by bots who shouldn't even have been able to see you
    coming. This map highlights how overpowered the UT sniper rifle is - LavaGiant 
    is hardly ever played online.
    The same redeemer trick I detailed with for Face can work here, though it's 
    much harder to get it right. If you grab the blue flag and then fire a
    redeemer missile at a forty five degree angle to the floor of the blue bridge,
    you can sometimes send the blue flag soaring way over the middle rock face to
    land on the high path behind the belt, in your half of the NZ. That's if you
    get the angle exactly right: get it wrong and it can end up in lava, on the
    roof of the blue base, or down at the slime gun in front of the red base - it
    just depends on your own precision.
    Again like Face, this is sniper heaven. There is no approach to your base that
    can't be spotted by a sniper sitting on the roof, and almost all of the blues
    will be coming along the upper right path, running in straight lines. You
    could also drop to the big area in front of the base and just minigun people,
    but really you should be sniping if you're at all good at it. Sniping is even
    the best way to back up your flag carrier, since it will take you a long time
    to reach him on foot.
    If by some chance the blue attackers keep managing to get in and out of your
    base with the flag, you can lay down a trap for them by hammer-launching your
    T/L into their base and leaving it there as a contingency plan. Launch your
    T/L from your base to the middle cliff, then onto the roof of the blue base,
    then just drop back down and return to your own base (there are wall bugs in
    the cliff faces that will catch you as you fall). This lets you defend around
    your flag, and also allows you to translocate straight over to the enemy's
    base if their FC manages to evade you and is about to make a capture.
    This map is perfect for T/L launches, though you'll have to hope the thing
    lands somewhere other than in the lava. A side-on shock-combo or hammer strike
    into the back of your T/L can let you get from your base to the centre of the 
    map almost instantly. See section 2.4.12 for more info on T/L launches.
    You don't have to run through the gap in the front of the red flag cage - you
    can dodge or jump through the upper gaps in either side of the cage, above the
    two stone beams.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
    Battle around a retired November class nuclear submarine docked in an
    underground pen. This relic, left from the First Cold War, still includes
    machinegun nests and defensive positions key to victory.
    In my opinion, this is the quintessential CTF map. It's got everything,
    including more tubing.
    TEAMS: 5v5
    Keg O' Health (2): One in the back room with the boxes in the red base;
    another in the upper room with the boxes in the blue base.
    Thigh Pads (2): One beside the left staircase of the red base; another on top
    of a box inside the entrance to the blue base.
    Body Armour (2): One hidden in a box in the box room of the red base; another
    in a box in the upper box room in the blue base.
    Shield-belt (2): One in the sniper nest at the entrance to the red base;
    another in an alcove above the boxes inside the entrance to the blue base.
    UDamage: On the very top of the submarine.
    The easiest and quickest way to pick up the blue flag is by sending your T/L
    up the huge pipe in the ceiling at the entrance to their base. Throw it up to
    its highest point, then activate it just before it begins to fall. Throw it
    upwards immediately again while you're in the air, and then reactivate it when
    it reaches the upper floor. You will probably lose some health but there are
    health packs up there.
    It's possible to hammer-launch your T/L up there too, but you probably won't
    have time for this in a match.
    You can also get into the blue base by throwing your T/L through the window of
    their sniper nest, though this is dangerous as there is usually a sniper
    there. Or you could just steam up the long staircase, picking up the pads and
    belt on the way.
    When you reach the flag-room have a long range weapon ready, as there might 
    well be a defender camping on top of the boxes opposite the flag. Pick up the 
    keg and armour if you have time, preferably before you pick up the flag, as
    touching the blue flag will trigger the immediate attention of all the blue
    defenders, as usual.
    The best way to escape is definitely via that big pipe in the roof, and you
    can drop down there without losing any health. Practise the following method
    before you try it in a match, so that you can do it all at once:
    Approach the pipe from above, standing at the hole so that the green warhead
    against the wall is on your right. The hole is octagonal, and one of the eight
    sides has a wall bug in it which will catch you as you fall. Face the hole
    straight on, as if the back wall is the twelve o'clock position; then move
    right so that you are standing above the half past four side. The side
    opposite is the one with the bug, and to use it you have to jump down the hole
    from the half past four side - and then push against the buggy wall so that
    your face is scraping down it as you fall. It should catch you halfway down
    and let you fall to the bottom with no health loss, though it doesn't always
    However you escape from the blue base, you will find yourself under this hole
    in the ceiling at some point. You could go all the way round the sub via the
    ramps, or you could take your chances in the water; but I recommend you have
    your hammer-jump loaded when you reach the water's edge, so that you can just
    jump backwards over the water and the sub, landing safely on the red side of
    the water. This is, of course, much easier if you picked up the belt, armour
    or keg while inside the blue base.
    Surprisingly, this is another level where red snipers can have quite a lot of
    success. Try T/Ling up to one of the rafters above the red pool and use the
    rifle to keep the blues' hands off your flag. The base has bottlenecks at the
    top of the stairs, but you don't get much reaction time here. Better to sit
    just beside the minigun nest, taking the belt when it becomes available. The
    blue attackers will always have to pass you, which might be made more
    difficult for them if you use the handy shock rifle and ammo on them. Just
    keep out of the way of the blue sniper in the nest across the water.
    Defending in the NZ is tricky, since it's always very popular. It's not really
    a good place to camp, but if you can get the UDamage and a sniper rifle with a
    lot of ammo up onto one of those ceiling beams, you can have lots of fun
    picking the blues off from high above their heads.
    You can catch up on any escaped enemy FC's by using that ceiling pipe as a
    shortcut, and there will usually be at least one of your Defending team-mates
    hanging around the minigun nest at the entrance to your base.
    I would recommend attacking in this level, and leaving the majority of your
    bots to defend. Your team-mates will take AGES to get just one cap, whereas
    you have better methods of grabbing the flag.
    You can side-dodge up the sides of the sub to reach the upper level, though
    you have to find the right spots at the end nearest the blue ceiling pipe.
    This will let you get over the sub without using your hammer or T/L, which
    will be useful if you're carrying the flag and trying to make a getaway with
    not much health.
    The only ways out of the submarine pen water without using the T/L or hammer
    are at the sniper nest end of the pool.
    The other pipe in the red base holds one of only two R/L's in the level.
    There is a lot of sniper ammo under the long staircase in the blue base. The
    blue belt is on one of the ledges behind the nearby boxes.
    This map has a very obvious bug involving the bots' path-noding. The red bots
    are programmed to run up the blue stairs, grab the flag, and escape through
    the big pipe in the floor. This is fine if they have armour, but they often
    don't, so they either splat and die or they get mopped up by the two or three
    blue bots who always seem to hang or spawn around that area. If you're
    wondering why your team is constantly grabbing the blue flag but failing to
    bring it home, this is why.
                                       4.4 ASSAULT
    Please play the AS Tutorial map to learn about the basics of Assault.
    Whenever you play a team match in the ladder you are automatically put on the
    red team, though this only really has an effect on CTF and AS. The red and
    blue bases are asymmetrical in many of the CTF maps; and the red team always
    attacks first in AS. Each walkthrough is written from a red team point of
    You begin each AS map in a localised spawn area, ready to attack the first
    objective. This usually involves hitting a button or destroying a door or
    something. Removing this objective will usually allow you to proceed to the
    next one, and so on until your team ends up attacking the final objective to
    complete the round.
    Your attack time is then made the default for the second round, in which you
    and the opposition swap sides and you must defend the base against their
    attacks until the given time runs out. If the opposition takes down the base
    in a faster time than yours, they win; if they fail, you win.
    It's therefore crucial to attack the base as quickly as possible, so that you 
    won't have to defend for too long in the second round. And it will of course 
    be helpful to know everything about the map you're playing in and how to get 
    to each objective in as fast a time as you can.
    When you order your team-mates to attack, they will always follow given paths
    to the next required objective. This should not be your personal strategy -
    you should be using every trick you know to get past those defenders and hit
    that button or whatever. You don't have a translocator in AS, but you do have
    the hammer with which you can perform hammer-jumps. These will allow you to
    reach places your team-mates can't and that your enemies won't think to 
    defend. Hammer-jumps are critical in AS, especially online.
    Another important facet of AS is the tactical suicide - both for attack and
    defense. The bots won't suicide, but you can use it to exploit the generation
    of new spawn-points which are created once certain objectives are completed.
    It saves time and lets you jump far ahead of the opposition in terms of
    completing the level. The only map in the single-player ladder in which
    suicide is useful is Overlord, and then only on attack - I've mentioned this
    in the Overlord section.
    The order in which you complete objectives is often not as important as the
    game makes it sound. You can very often skip certain objectives altogether if
    you know how, and sometimes you can even head straight for the final objective
    while the defenders are still hanging around the first one. The bots always
    attack / defend the next objective in the preset list, which you don't have to
    do. Some objectives are not essential for completing the map, though they may
    offer you alternate routes or shortcuts if you do take the time to get them.
    As in CTF, defending an AS base is often easier than attacking it, so long as
    you control all the worst bottlenecks. This is not very true of online play,
    as experienced players know all the bottlenecks and all the shortcuts past
    them; but it's very true of the single-player maps, as the bots will always
    follow the preset paths through the bases, allowing you to plan your defense
    with ease.
    Defending a map in the AS ladder really couldn't be too much easier. If you
    know where the enemy is coming from and where they'll be going, you merely
    have to post sentries all along their route and make sure none of them make
    it. Overlord, for example, is just one long linear hike, and you and your team
    should be able to defend for the full ten minutes.
    Sharing ammo is important in AS defense, and very much so online. Your team
    will have limited weapons and ammo around each section of each base, and you'd
    better make sure you don't take it all and leave your team-mates with
    whatever's in their weapons.
    The enemy bots will always attack the next objective - they won't skip any.
    This should let you know exactly what they're doing and where they're going.
    Learning when to suicide is probably more important in def than in attack. If
    you spawn in section A and then the attackers manage to open Section B, you
    can either run like hell trying to catch them up before they hit Section C
    unchallenged, or you can suicide and be waiting for them by the time they're
    halfway through Section B.
    Mostly, telling your bots just to Defend is the best way to go. Spawn-points
    are often changing, and so Hold Position commands immediately become a bad
    idea. Your bots will know where to defend, though unfortunately they won't
    suicide, so trust them to be where they should be at each objective, and just
    concentrate on your own whereabouts. You can actually force your team-mates to
    suicide by knocking them into lava or whatever, but this is only true in
    levels where there are plenty of hazards to put them into, such as HiSpeed.
    Defend far forward - don't just all camp at the objective. You can sometimes
    have two or three lives for the price of one of your enemy's lives if you sit
    as far forward as you can. HiSpeed is a good example of this - you can have
    three or four chances at taking down the same attacker if you first meet him
    nearer the back of the train.
    Assault often comes down to where and how far from the action the spawn-points 
    are. When attacking Overlord, for example, it is often very advantageous to 
    get all your team-mates to Hold Position halfway down the first tunnel, once 
    you have taken the Beach-Head. The enemy will be grouped in the Boiler Room 
    below, and they can easily kill off your team-mates if they're attacking one 
    by one. Try grouping them all together and sending them in at once with a mass
    Attack command. They will probably all die, but they will provide a 
    distraction while you run in and hammer-jump to the objective. Just bear your 
    command menu in mind and think about how to breach certain objectives that are 
    giving you difficulty.
    Enemies often spawn from a very small spawn area, and you can stop them early
    if you know where they'll be coming from. Sitting outside an enemy spawn area 
    and killing them as they emerge can do your team big favours, both on attack 
    and defense. This is called 'spawn-killing' online, it's illegal, or at least
    frowned upon, and there are 'spawn protection' mods in effect to combat it. 
    The bots won't complain though - they'll just keep coming.
    There are in-depth descriptions of each objective and what you must do to
    complete them available by pressing F3, but I've just denoted each obj and
    trigger point by its HUD display, which can be viewed with F1.
    I've tried to separate the level guides by their objectives, but sometimes
    this isn't easy to do. The same tactics can often be used to attack or defend
    several objectives at once - HiSpeed, for example - and so I'll leave these
    areas to your own judgment.
    I've included quite a lot of tricks in the AS section, but I don't want to
    take credit for the majority of them. Unless I specifically mention that I
    invented a particular trick or tip, assume that I either saw someone else do
    it or was told about it by someone else. Thanks go to the community of
    UTAssault for years of education in Assault - almost all of my AS knowledge 
    comes from having played countless rounds in matches, friendlies and pubs with 
    them. If I could remember all the names of every player who ever showed me an 
    AS trick, I'd mention them here.
    Speaking of tricks, see section 2.5.6 for information on ripper-shots. These
    can come in useful in certain maps which include the ripper and destructible
    Finally, I've included my fastest completion times with each map. These were
    achieved by playing practise rounds with no bots and seeing how quickly I
    could negotiate each level, skipping as many objectives as possible. Try
    beating these times if you want - it's just a bit of fun.
    Assault Guides
    I've arranged each map guide into sub-sections:
    PRACTISE NAME: This is the name under which the map appears when you load it
    into a practise session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Just some quick notes about what the map is like to play.
    TIME LIMIT: The default maximum amount of time allocated to a round.
    TEAMS: The number of players in each team.
    MY BEST TIME: My best attack time in a practise session with no bots.
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    ATTACK: My suggestions on the best ways to attack the map.
    DEFENSE: My suggestions on the best ways to defend the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just
    for fun.
     4.4.1 FRIGATE
    A somewhat antiquated Earth warship, the restored SS Victory is still
    seaworthy. A dual security system prevents intruders from activating the guns
    by only allowing crew members to open the control room portal. However, should
    the aft boiler be damaged beyond repair the door will auto-release, allowing
    access to anyone.
    This is one of the least linear maps in the AS ladder, and there are tons of
    little tricks you can use on attack. This was the first map I ever saw anyone
    do a hammer-jump in.
    TIME LIMIT: 6:00
    TEAMS: 4v4
    MY BEST TIME: 0:15
    Keg O' Health: Under the stairs beside the Hyraulic Compressor.
    Thigh Pads: Under the stairs in the upper room of the ship.
    Body Armour (2): One at the bottom end of the attackers' spawn area; another
    in one of the lower rooms of the ship.
    Shield-belt: In the lower stern of the ship.
    Objective 1: The Ship
    Spawning in the building, there are various routes you can take to reach The
    Ship. The most obvious is by running along the wooden gangway to the front
    door of the ship, under the minigun turret, though this is the one that the
    defense will be expecting you at. Reaching The Ship door will cause the
    defenders to move closer to the Compressor, which will make destroying it a
    bit harder. Your bots will take a while to get through the door, so use this
    time to sneak onto the ship in other ways. There is a hole in the underside of
    the ship which you can sneak through by jumping into the water and swimming.
    Objective 2: The Hydraulic Compressor
    There are also plenty of spots from where to hammer-jump, the best being from
    the big wooden platform at the top of your spawn area. HJ backwards and land
    on the deck of the ship, and from here you can go through the door and drop
    straight down to the Compressor. This is easier if you just tell your team-
    mates to Hold Position in the spawn base, meaning they won't trigger The Ship 
    objective and cause the opposition to fall back.
    If you have the ripper, it's also possible to shoot primary blades through one
    of the four tiny holes in the deck of the ship. Try standing beside the hole
    on the bottom right, the one nearest your spawn-point. Experiment with angles
    and keep firing blades down through the hole (hint: face the tree) - if you do 
    it right they will ricochet around in the Compressor room and hit the 
    objective. Experiment for yourself if you want - it's worth it, though. I used 
    a ripper-shot to get the 15 second time, and there's a few other ripper-shots 
    to take out the Compressor.
    You could also try sitting on the first level of the stairs and throwing 
    grenades down into the corridor, bouncing them off the wall so they'll land 
    near the Compressor.
    Anyway, however you choose to approach the Compressor, destroying it should
    not be hard. Once it's gone the upper doors will take a little time to open,
    and the defense will all head upstairs to defend the final objective.
    Objective 3: Missiles
    This is the hardest obj to complete, as the defense camp right next to it. Try
    firing a bunch of grouped rockets through the upper door from your spawn-point
    - this can often take out two or three campers. Rippers work, too - send a lot
    of them into that room from far away.
    You can try attacking through the interior of the ship, though this is more
    difficult than attacking from the roof. Find a spot from where you can
    hammer-jump up to the upper or lower roof - there are many such spots. The
    defense will all be upstairs, leaving most of the powerups free for the
    taking. Collect as many as you can on each attack to give yourself the edge.
    Objective 1: The Ship
    Objective 2: The Hydraulic Compressor
    The attackers will all be coming along the exact same narrow route, just as in
    Guardia, the tutorial map, which should make it a stroll for you and your
    team-mates to wipe them out before they get anywhere near the door of the
    ship. If one of the attackers gets knocked into the water they will swim
    through the hole in the underside of the ship, so keep an eye on any who fall
    in and make sure you take the belt, as these sneaks will pick it up on their
    way in.
    If the attackers do breach the door they will all run along the main corridor
    of the ship towards the Compressor. Again, just take them out before they
    reach it.
    Objective 3: Missiles
    Your team-mates will pack the upstairs room if the Compressor goes, so you
    should be defending farther forward, preferably back down at the door. Keep
    taking all the nearby powerups and spam the door, helped by the minigun
    turret. The attackers all run mindlessly up the staircases of the ship, and
    there are quite a few camping points for a defender. If you want to defend the
    Missiles button, try camping at the top of the highest stairs, sending 
    shockcombos down at any attackers who approach the bottom.
    You might also try arranging your bots in a staggered formation, rather than 
    leaving them all freelancing at the back. Position yourself at the ship's 
    lower door, with one bot in the main spawn-room, another at the thigh pads, 
    and the last one at the Missiles. The lower two get to share the flak ammo 
    (with one always collecting the pads), while the last man gets the shock ammo, 
    meaning none of them will ever run out of firepower and be forced to defend 
    with enforcers.
    The Compressor is easier to sneak to if you don't trigger The Ship first.
    There are many different ways through the ship - don't take the most obvious
    You can hammer-jump to the deck, ripper the Compressor through the hole and be
    up the stairs waiting for the door to hiss open before the defense have even
    reached their starting positions.
    Swim to the left side of the ship and keep jumping up against the metal hull
    from the water. You should land on an invisible ledge, as though you are
    standing on the surface of the water. Forwards hammer-jump from the ledge by
    releasing your fully loaded hammer-jump off the very bottom of the hull, just
    above the water - you should be able to jump all the way to the top and onto
    the deck. There is a similar invisible ledge on the other side, but using it 
    leaves you much more exposed.
    You can reach the upper interior door from the very bottom of the ship's
    interior staircase - stand beside the pipes in the wall and hammer-jump
    straight up, moving sideways at the top of your jump.
    You need to hammer-jump twice to reach the top deck of the ship from the main
    deck, above the Compressor, which means you have to have more than 100 health.
    But my ripper-jump bind will let you reach the top deck with one ripper-jump
    and one hammer-jump, so you can do it without bothering to get any powerups.
    Ripper-jump up onto the door surround (jump at it from the side to reach the
    diagonal part), then load a full hammer-jump and fire it off the wall to get
    all the way up and over the railing. Note that this hardly EVER works, but 
    never say never. See section 2.4.6 for the ripper-jump bind.
    You can get from the belt to the roof with two hammer-jumps. Grab the belt
    then HJ through the hole in the ceiling to land on the mounted guns. HJ
    backwards off the guns to reach the upper deck, from where you can ripper the
    Compressor (crouch on the railings, above the central post, make sure you are 
    using centre-hand, fire through the 'top left' hole) and open the doors.
    If you're defending, try running into the attackers' spawn-point and grabbing
    the sniper rifle and plenty of ammo - the defense don't get their own rifle,
    but it can be a big help if you're a good sniper.
    It's possible to get onto the roof of the attackers' spawn building by
    yourself - I'll leave you to figure out how.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.4.2 HIGH SPEED
    Always looking to entertain the public, LC refitted this 200 mph high speed
    train for Tournament purposes. This time the combatants will have the added
    danger of being able to fall off a train. Get your popcorn out people and
    enjoy the show!
    This is one of those levels that is won or lost by the defense. Online, it
    either takes forever or it takes around 36 seconds, depending on where the
    defenders put themselves.
    TIME LIMIT: 7:00
    TEAMS: 4v4
    MY BEST TIME: 0:31
    Keg O' Health (2): One on a ledge between two pillars at the back of the
    train; another in the lower level of Car 2.
    Body Armour: In the lower level of Car 3.
    Shield-belt (2): One on the roof of the car with the slime pool; another in
    the lower level of Car 2.
    Jump Boots (4): Two on the floor of the second last train car; one in between
    Cars 3 and 2; another in between Cars 2 and 1.
    Objective 1: Car 3
    Objective 2: Car 2
    Objective 3: Car 1
    The keg and belt up high will help you out if you collect the boots. The
    defenders will be waiting outside Car 3, down low. Use the boots to stick to
    the roofs of the carriage, and you can bypass every defender just by running
    along the roofs, shooting out the turrets and dodging over the gaps between
    the Cars. You will eventually reach Car 1 and the hatch in the roof. Stand on
    it to open it, drop through and hit the Control Cabin Access Switch, then drop
    down and quickly run under the turrets and through the door to hit the Control
    Cabin button.
    If you don't want to take this pathetically easy route, stay low when you're
    attacking. Going through the door of Car 3 will cause the defenders to fall
    back to Car 2. The Car 2 trigger will make them fill Car 1, and hitting the
    Access Switch in Car 1 will get them to defend the Control Cabin. It's really
    just a case of making your way through each Car and trying to trigger the door
    of the next one, picking up whatever powerups are available on the way.
    The defenders will spawn in the upper level of Car 3 until you trigger it -
    don't go upstairs when running through Car 3, unless you like having to shoot
    out two turrets. Upstairs in Car 2 is their next spawn-point, which will be
    triggered when you hit Car 3. They will spawn here until you hit Car 1, which
    will make going upstairs in Car 2 quite tricky.
    As you progress along the train, hitting each trigger, your team will gain
    spawn-points farther forward. You will still occasionally spawn in the chopper
    though, no matter how far ahead you get - just suicide if this happens.
    Objective 4: Control Cabin Access Switch
    When attacking Car 1 when it's full of enemies, it's as well to send one or
    more of your team-mates in first to draw fire, while you nip up the stairs and
    make a charge at the Switch. You can also try using the boots to run along the
    lower level and avoid the turrets, then just jump up onto the high ledge and
    run to the Switch.
    Objective 5: Control Cabin
    The Cabin is easy to clear out with a few grenades from up above - make sure
    there are no campers waiting for you when you go for it.
    Objective 1: Car 1
    Objective 2: Car 2
    Objective 3: Car 3
    You will spawn first in Car 3, so, run down and grab the armour, then just sit
    outside the Car with your team-mates, firing pulse rounds up the train at the
    oncoming attackers. You can def here for ages before the attackers breach the
    Car door, and this is the best place from which to defend throughout the
    level, no matter how far forward the attackers get. Let your team-mates fall
    back as the other Cars are breached - the attackers will always spawn in front
    of you, and you have armour and health in the Car behind you to sustain you
    for a long time.
    Objective 4: Control Cabin Access Switch
    Objective 5: Control Cabin
    If you do want to fall back, the upper level of Car 2 is another good spam
    point - take the belt and the keg from the lower level. Car 1 is virtually
    impenetrable for the computer attackers, but hang around with your team-mates
    and flak anyone who comes through the door. The attackers won't use the roof
    hatch, and they will all come through the lower door. They should never get
    near the Access Switch, but if they do manage to hit it make sure you defend
    farther forward than the rest of your team. Let them camp - you do the forward
    Falling off the train is generally suicide, unless you get all the way to the
    front of the Car 1 roof and step off the windows onto the tracks. You will
    speed along in front of the train without dying, though there's not much
    Try shooting a shock-ball off the train and watch what happens to it. Weird.
    Is this train actually moving?
    Perform a backwards hammer-jump with boots off the roof of Car 2 to reach the
    hatch of Car 1. This will let you bypass the 'Attackers are on the roof!' 
    message if you jump high enough, which is useful online but not really in 
    single-player. You can also do this by boot-hammer-jumping from the low space 
    between Cars 1 and 2 and swinging around, up the side of Car 1.
    You don't have to use the upper level of Car 2 to get through it. Crouch by
    the opening in the left wall of the lower level of the car, facing directly
    north (imagine the front end of the train is north), and move out onto the
    ledge, holding down your crouch button. Turn slightly to the left, so that you
    are now looking about twenty degrees 'west' of the end of the train. If you
    get the angle right, you will find that you can crawl along this narrow ledge
    without falling off, and reach the second opening on the other side of the
    There is a bug which will let a defender shoot a shock-ball at the doors of
    the Cabin, just as they open. It will lock them so that the attackers can't
    ever get in. This bug is an illegal exploit in the league, and I think either
    the LeagueAS mod or patch 436 removed it anyway.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.4.3 ROOK
    This ancient castle, nestled in the highlands of Romania, was purchased by Xan
    Kriegor as a personal training ground for his opponents, hoping to cull the
    best of the best to challenge him. The attacking team must open the main gates
    and escape the castle by breaking free the main winch in the library and
    throwing the gatehouse lever, while the defending team must prevent their
    Rook is probably the most popular of the single-player maps in the AS league, 
    and it's launch-heaven for people who like launches.
    TIME LIMIT: 4:00
    TEAMS: 4v4
    MY BEST TIME: 0:29
    Thigh Pads: In the defenders' spawn-room.
    Objective 1: Library
    You will begin in one of two identical spawn-rooms, both of which lead out to
    a set of double doors and two side rooms, both of which have weapons and ammo.
    Each spawn-room also has a green teleporter, which both lead to sniper nests. 
    One of the nests has a flak cannon in it, and although you might be smart 
    enough not to collect it and risk dropping it for your enemies to use when you 
    die, your bot team-mates will not be so smart. The same goes for the sniper 
    rifle in fact.
    You must go through the doors and around to the right to touch that big wheel
    which will open three more doors leading through the Library to the chains.
    Try loading a hammer-jump before you go through the double doors to the
    outside. Let your team-mates go through the doors first, then follow them. HJ
    backwards off the stairs, aiming to land right on the wheel. Or dodge down to
    the ground and do a backwards HJ. This is just easier and faster than battling
    your way along the ground.
    Objective 2/3: Gatehouse
    The chains which open the Gatehouse can be reached by running through the
    Library into the tight corridor in the back wall. The chains are at the far
    end - two of them - and they can be shot out by any weapons, including alt-
    hammer strikes. A bunch of grouped rockets can take them down from the door
    end of the corridor, as can rippers or flak shots or whatever - you don't have
    to get all the way down the tunnel to destroy them. Each chain counts as one
    objective - ten points each.
    There are various ripper-shots available to take out the chains. The easiest 
    one is probably where you crouch just inside the middle Library door, under 
    the torch. Use centre-hand to fire primary ripper blades at the side of the 
    door to the chains corridor, just under and to the right of the torch on that 
    wall, aiming to bounce them back down the corridor to the chains. You can get 
    both chains from here, and it's a very popular spot for the ripper-shot. This 
    is what I used to get my 29 seconds time.
    Objective 4: The Main Doors
    The Main Doors are easy to open - simply run into the little Gatehouse and
    touch the lever to open the massive doors outside.
    Objective 5: Escape!
    Now that the Main Doors are open, the way is clear to run to the end of the
    map and attempt to jump into the water. Passing this point will win the map.
    It's often a good idea to linger by the Gatehouse and let your team-mates try
    to take out the chains. If they manage it, you will be able to run into the
    Gatehouse, open the Main Doors, and be charging to the end before the def have
    even come back out of the Library.
    If one of your team-mates has managed to get a head start on the enemy and is
    running towards victory, stay behind and spam the def spawn-room to protect
    his chances.
    Objective 1: Library
    This is a very spammy map for the defense - the attackers keep having to come
    through doorways and into a wall of slime or flak or whatever. The slime is
    useful for coating the first double doors, and your minigun should be able to
    deal with any attackers running towards the wheel lever.
    Objective 2/3: Gatehouse
    The Library is also easy to defend - the bots won't try ripper-shots, and they
    all have to run down to the chains, through doorways and tight corridors. Use
    the rockets and shock to make things difficult for them.
    Objective 4: The Main Doors
    Once the chains are gone, respawning attackers will come through those double
    doors again, rather than via the Library. It's a good idea to hang around by
    the Main Doors while the attackers are going for the Gatehouse - when the 
    Doors open you want to get down that long avenue before the attackers do.
    Objective 5: Escape!
    There is a lovely sniper rifle and plenty of ammo at the back of the level,
    which should be able to hold off the attackers for a long time. You can let
    your team-mates do this if you're not much of a sniper, while you hang around
    the Gatehouse, sending flak into the faces of any enemies coming through those
    big double doors. Keep taking the pads in the spawn-room.
    Always try to hang around the route to the next objective on both attack and
    defense. You can often get a head start on an objective, depending on how well
    or badly your team-mates perform.
    On attack, try shooting spread rockets at the feet of a team-mate who is
    running directly in front of you towards the Escape! objective. You can launch
    the poor bot all the way to the end with six rockets to the ankles, though you
    will have to collect the R/L from the Library.
    The sniper rifle from the attackers' spawn-point sniper nest can be very
    useful with which to attack the Escape! objective. The defenders all have
    sniper rifles, so one for the attack could come in handy across such a great
    You only have to defend this map for a maximum of four minutes, so spam like
    hell if you're out of ideas.
    If you find yourself completely incapable of defending Rook successfully,
    there is an exploit which can make it impossible for the attackers to enter
    the Library. Run outside the def spawn-room and hammer-jump up to the higher
    roof above it - either do two hammer-jumps with the thigh pads on or one
    hammer-jump with an alt-hammer click off the top of the wall to reach the
    roof. Head over to the back wall and look for the triangular holes. There are
    two - fall into the one on the left. The attackers will now be able to hit the
    wheel to open the Library, but all three sets of doors will stay shut. This
    bug only works with some video resolutions - 1024x768 (my default) worked for
    me but 1152x864 didn't, since I was weirdly unable to drop into the hole.
    Finally, here's how to complete Rook by only getting the Escape! objective. I
    didn't invent this, and I've only heard about people managing it occasionally.
    I also wonder whether I'm the only one who practises it with ripper-jumps:
    1. Run into the def's spawn-room and grab the thigh pads (and the ripper if
    you're not confident), run outside and jump onto the slope to the left of the 
    stairs, jump over the two sloped ledges and onto the second wide slope, 
    hammer-jump from here to the area above the Library wheel, and run all the way
    around to the right sniper tower.
    2. From here, hammer-jump as straight as you can up to the ledge above the 
    Main Doors, and alt-click your hammer off the top of the wall for the extra 
    height required to make it up (just press and hold the right mouse button as 
    soon as you've hammer-jumped - this should let you alt-hammer automatically).
    This alt-click is very important - try to do it at as horizontal an angle as
    possible against the wall. The more downwards looking you are, the more health
    you will lose. If your alt-hammer leaves you with only about 15-20 health, you
    may have to rely on a ripper-jump, but if you make it up with 25+ health you
    should be fine with either ripper or hammer. The most health you can have here
    is 36 - I believe, after many reloads - which should be plenty.
    3. This is the tricky bit: stand around the middle of this ledge and turn your
    back to one (either) of the side ledges. You have to alt-hammer-jump or
    ripper-jump backwards from the first ledge to one of the side ones, taking
    care not to hit the corner of the sniper tower on your way past. Anyway, from 
    the side ledge, side-dodge over to the last ledge, then dodge from the left of 
    this ledge down to the cliff behind the left torch - there is a slope here 
    which will catch you, letting you keep what little health you have remaining.
    Using the ripper-jump (better than alt-hammer in every way if you get the
    angle right) you can end up with an average time of around 40 seconds. As I 
    said, this is NOT my invention, so thanks to whoever came up with it -
    you're an Assault genius :D
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.4.4 MAZON
    Nestled deep within the foothills of the jungle planet Zeus 6 lies Mazon
    Fortress, a seemingly impregnable stronghold. Deep within the bowels of the
    base resides an enormous shard of the rare and volatile element Tarydium. The
    shard is levitating between two enormous electron rods above a pool of
    superconductive swamp water.
    Another castle level and another one infamous for its launches.
    TIME LIMIT: 10:00
    TEAMS: 4v4
    MY BEST TIME: 0:23
    Body Armour: In the lower level of the castle.
    Objective 1/2: Chains
    Follow your bots down to the river and through the tunnel. This walkway leads
    all the way round to the Chains, both of which must be destroyed to open the
    portcullis. You don't have to make it all the way over there - just dodge into
    the water in the cave and fire grouped rockets at each Chain, though you'll
    have to be pretty accurate.
    Objective 3: Front Door
    Objective 4: Reactor Room
    Objective 5: Crystal
    The defense will be grouped above and around the Chains, which makes jumping
    over the Front Door a lot more attractive. Try running along the bridge
    between the turrets and forward hammer-jumping to the level above the Door.
    From here you can open the Front Doors, hit the Reactor Room switch or even go
    straight to destroying the Crystal.
    If you complete any other objective before the Chains are gone, the defense
    will remain grouped around the Chains, leaving you to do whatever you want in
    the rest of the castle. To open the Front Doors just drop down underneath the
    ramps and follow the corridor around to the switch in the wall. You can also
    open the doors to the Crystal by hitting the Reactor Room switch on the upper
    To destroy the Crystal without doing anything else, pick up the ripper from
    above the Front Doors, then head over to the closed metal gate to the right of 
    the Reactor Room switch. This gate has a tiny gap at its base which you can 
    shoot ripper blades under. Stand at such an angle that the blades will bounce 
    under the gate and back up towards the Crystal. There are several positions 
    from which you can fire ripper blades to destroy the Crystal, but the others 
    all require the Reactor Room gates to be opened. The closed Reactor Room 
    ripper-shot is illegal in the LeagueAS mod.
    If you want to complete the level in order of objectives and without cheating,
    just help your team take out the Chains, then run through the tunnel and round
    to hit the Front Door switch. This will allow you to use the Front Door into
    the castle, rather than having to go via the Chains gate (the bots will adjust 
    accordingly). Battle up the ramps and around to the switch - you can back-
    hammer-jump off the middle of the ramps and land on the switch. The switch 
    opens the three gates to the Crystal.
    Whichever order you complete the objectives in, all of them must be triggered
    to complete the level except the Front Door switch. The Front Doors are opened
    when you destroy the Crystal.
    Once the Reactor Room gates are opened, try looking for spots far away from
    the Crystal which will allow you to attack it without going anywhere near it.
    The area above and in front of the armour platform is good for this - you can
    stand miles away and still see the Crystal, with enough room to fire rippers
    or grouped rockets right at it. There are other such spots on the left, near
    the flak cannon.
    Objective 1/2: Chains
    Defending the Chains is easy - just spam that cave tunnel with flak and
    rockets. The attackers will come all the way along before shooting at the
    Chains, and you can hold them off indefinitely.
    Objective 3: Front Door
    The Front Doors are just as easy to defend, if not even easier. The attackers
    have a very long way to go before they reach that switch - make sure they
    don't make it.
    Objective 4: Reactor Room
    Once the Front Doors are gone, the enemy will start using it to attack the
    base, coming up the ramps from the lower floor. Take them down before they get
    anywhere near the Reactor Room switch.
    Objective 5: Crystal
    Keeping an eye on all three gates which open after the attackers hit the
    switch is a little harder, but not much. Just stay high and watch for the
    invaders. Keep taking the armour and make their lives difficult as they come
    along the bridge to the Front Doors. They tend to attack the Crystal through
    the low, single gate rather than the two upper ones, so watch for them there,
    Try hammer-jumping over the corner of your starting attack spawn-point to land
    quickly at the entrance to the cave tunnel - you lose health but you get a
    head start on the defense. You can also side-dodge through the gap, although 
    this takes a lot of practise.
    If you are running along beside the river and there is a team-mate running in
    a straight line in front of you, try firing six spread rockets at his feet
    while he runs. If you fire them at the right place and at the right angle, the
    rockets will launch your team-mate into the cliff, and the angles of the rock
    will send him up and onto the roof of the castle. From here he will drop down
    the lift at the back and head for the next objective from there, though this
    is useless if you haven't yet taken out the Chains.
    You can jump over the portcullis at the Chains without bothering to destroy
    them. There are two little ledges on the gate which will let you reach the top
    and over. You can jump over from the other side, too.
    When you are running up the big ramps in the middle of the castle, try
    side-dodging against one of the sloped parts on either side of the single ramp
    - if you do it right you can land on the floor to either side, saving you some
    You can hammer-jump from the armour to the level above. You can also hammer-
    jump to the area of the upper floor directly in front of the lift by timing
    your jump to release as you touch the ammo pack to the left of the rocket-
    You can hammer-jump up to the platform above the Chains from various places, 
    giving you another route inside.
    On defense, try backwards-hammer-jumping from the very top of the castle roof
    - next to the right catapult - to land in the attackers' spawn-point. If you
    land on the sloped cliff on your right you will lose no health.
    Similar to Rook, the defenders are given a way to prevent the attackers from
    ever completing the map. The computer will never do this to you, but fall back
    on it if you're having big trouble defending the map. Before the attackers
    knock out both the Chains, hammer-jump (or just climb) up to the top of the
    spiky portcullis which opens when the Chains are gone. Stand or crouch on it
    while the attackers destroy the Chains: the portcullis should rise, causing 
    you to bump your head off the ceiling, then lower again, remaining closed for 
    the rest of the round.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.4.5 OCEAN FLOOR
    Oceanfloor Station5, built by universities around the globe for deep sea
    research, almost ran out of money when LC came to the rescue. Jerl Liandri
    President LC: 'If we can't ensure education for our children, what will come
    of this world?'
    This is not a popular online map, mainly because it takes attackers so long to
    reach the base every time they respawn.
    TIME LIMIT: 6:00
    TEAMS: 4v4
    MY BEST TIME: 0:26
    Keg O' Health: On the upper level of the base, between Terminals 3 and 4.
    Thigh Pads: On the upper level of the base, behind Terminal 4.
    Body Armour (2): One in the attackers' spawn-point; another at Terminal 1.
    Shield-belt: At the top of the lift between Terminals 1 and 2.
    SCUBA Gear (5): Four in the attackers' spawn-point; another on the outer roof
    of the base, above Terminal 4.
    Once you've grabbed the SCUBA gear, you have two options for attacking the
    station below. There is an opening at Terminal 4 and another one at the
    opposite side, near Terminal 1. The defenders will tend to hang around these
    entrances, rather than camping at the Terminals, so if you can sneak past them
    you'll have an easy run at all four objectives at once.
    Both Terminal 1 and Terminal 4 can be hit by ripper-shots or by throwing
    grenades from or next to the water entrances, though 4 is a bit easier.
    If you're attacking through the Terminal 4 water entrance, try hammer-jumping
    up to the top platform as soon as you emerge from the water - you can fire
    rockets down the stairs to hit Terminal 4, then run to the remaining Terminals
    while the Terminal 4 defenders chase you.
    Terminal 1 is the most difficult of the four objectives to take down, as it's
    nestled in a corner between two long corridors. Try sending some ripper
    blades down either of the corridors to hit the Terminal without approaching
    As with your own defense, the bots will go to whichever remaining Terminal is
    nearest. This means that you'll find it much easier to attack the base through
    the Terminal 1 pool if you've already gotten rid of Terminal 1.
    One good way to defend this base is to swim around in the water, picking the
    swimming attackers off with your minigun before they even reach the station.
    Another way is just to camp with a shock at the Terminal 1 pool - the
    attackers will virtually always appear at the exact same spot in the water,
    and taking them out should be simple.
    If the attackers do manage to take out some of the Terminals, your team-mates
    will default to defending the remaining ones by camping at them (mostly). You
    should stay by either one of the pools to catch the attackers before they
    reach your team-mates - the Terminals are very easy to destroy if all the
    defenders just sit right next to them. Intercept the attackers long before
    they reach their objectives.
    There used to be a bug where attackers could destroy Terminal 1 by swimming up
    to the exterior wall and shooting a pulse beam through it to hit the Terminal
    inside. This is an illegal exploit online, and either patch 436 or the 
    LeagueAS mod removed it. It might still work offline, though, in unpatched
    It is possible to destroy Terminals 2 and 3 by drawing the fire of the shock 
    turrets towards them - if a Terminal is taken out by a turret the attacking 
    team does not score the points, meaning it is possible to win the attacking 
    round with a total team score of 130.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.4.6 OVERLORD
    The tournament organizers at Liandri have decided that the recreation of
    arguably the Earth's most violent war would create the perfect arena of
    combat. Storming the beaches of Normandy in WWII was chosen in particular
    because of the overwhelming odds facing each member of the attacking force.
    Defending this beach, however, will prove to be no less of a daunting task.
    When played online this map becomes a battle between snipers and launchers,
    while the minigunners run around the beach like headless chickens with a
    weapons embargo. As an offline map it's a killer at high levels, since it's
    practically impossible to get through the final cavern.
    TIME LIMIT: 10:00
    TEAMS: 5v5
    MY BEST TIME: 0:37 (no bug exploit)
    Thigh Pads: At the bottom of the ramp tunnels leading up from the Boiler Room.
    Body Armour (4): One in the Boiler Room; another in the ramp tunnels leading
    up from the Boiler Room; another in the left sniper tower; another in the
    There is only one objective listed in F3 for this map, though there are three
    listed in your F1 HUD.
    Objective 1: Beach-Head
    You're going to have to get out of the ship and all the way up the beach
    without getting sniped, mown down by a turret or splatted by a mortar. The
    defense will never defend by coming up the Beach-Head tunnel, so they'll all
    be shooting at you from the foxholes or sniper towers.
    The best way to avoid as much of the fire as possible is to run up to the
    right foxholes and alt-hammer-jump to the top. This lets you bypass the mortar
    landing spot. Run around the tower on the right and dodge up to the Beach-Head
    (or backwards hammer-jump for speed). Get inside the Beach-Head and you'll get
    an objective message.
    It's important to get down into the Boiler Room as quickly as possible when
    you first take the Beach-Head, because this first run will be your best chance
    at meeting a minimum amount of resistance. The defense will change positions
    when the Beach-Head is taken, but they take time to get from the towers and
    foxholes to the Boiler Room, and if you're fast you can get there before them
    and save your team a lot of trouble.
    Objective 2: Boiler Room
    If you don't make it through the Boiler Room on your first run it can become
    tricky, since the entire defense is packed at the top of the ramp and you
    don't have anything that can take them all out at once. Try getting your team
    to Hold Position at the health packs, then send them all into the Boiler Room
    at once. While they're drawing the enemy fire, you can run in behind them and
    tap your hammer-jump bind to land up at the tunnel (don't charge it, just tap 
    it quickly).
    If one of your team-mates get the Boiler Room while you are still on the
    beach, try a tactical suicide to get to the new spawn-point.
    Objective 3: Gun Control
    This is the hardest part of any of the AS maps on higher difficulty levels.
    It's easy enough running up the long tunnels, but get to the top and you'll be
    very lucky not to have your head sniped off before you're halfway through the
    final cavern area. The defense are all up high with sniper rifles or rocket-
    launchers, and you have to get past them in order to win.
    There's a few things you could try if those snipers are driving you crazy:
    1. Hope one of your team-mates can get past by sheer luck. This occasionally
    happens, and it shouldn't be that surprising since your team bots should have
    the same skills as the enemy team bots.
    2. Run up the tunnel right behind one of your team-mates, loading rockets in
    spread formation so that, by the time you both reach the cavern entrance, your
    rockets are ready to be shot at the feet of your moving team-mate, launching
    him far forwards, hopefully to land very close to the final objective.
    3. Grab the armour and pads in the tunnels, then hammer-jump up the sloped
    cliff to the right of the cavern entrance. From this high platform with the
    sniper rifle, you can either run around and quickly back-hammer directly to
    the final room, or you can sneak into the teleporter and grab some more armour
    from the left tower. Just don't go through the Boiler Room tele.
    4. Or you could just exploit the bug, which is illegal (and removed) online, 
    but not in the ladder, obviously. This bug is so lame that it's almost too 
    easy, even in spite of the absurd sniping you're having to put up with from 
    the Cheat Brigade in the cavern.
    Get a sniper rifle ready and run up the tunnels into the cavern, preferably
    with a bunch of your team-mates running ahead of you to draw fire. While
    they're busy with the enemy, hammer-jump up to the ledge above the cavern
    entrance and move to the extreme right end of it. Look through your sniper
    scope, way across the cavern, to the two blueish-purple vertical banners
    hanging on the outside of the final objective room, beyond the big cannon.
    Look for the circular insignia on the left banner, then look for the triangle
    of blue visible underneath it. Shoot at the centre of this triangle - if you
    hit the correct spot the final objective should fall.
    This same bug spot can be shot from close range with flak or whatever - the
    long-range option just happens to be easier and faster. You can also only just
    see and hit the correct area of the flag by standing with your back against
    the door surround, just to the right of the top of the tunnels, then jumping 
    and firing while looking through the scope.
    Objective 1: Beach-Head
    The attacking bots make incredibly heavy weather of getting to the Beach-Head,
    even if you're not a decent sniper. They all mindlessly run into the mortar
    shells or get cut down by the turrets or your team-mates. You can just choose
    to defend from wherever you want - it won't make much difference.
    Objective 2: Boiler Room
    Deffing the Boiler Room is just as easy - the attackers will still be catching
    mortar shells and turret rounds in the face, only to come down the Beach-Head
    tunnels to meet your flak and rockets and the camping tactics of your team-
    mates. Keep nicking their two health packs and you can hold them off forever.
    Objective 3: Gun Control
    Once they get the Boiler Room, the attackers will spawn there, but they still
    have miles of tunnel to get through, every inch of which can be rocket / flak
    spammed by you. Take their armour, too.
    They also follow a strict path all the way to the final objective room, and if
    you keep an eye on them none can get past you.
    If you set up a hammer-launch at the barbed wire you can fire your team-mates
    up and over the foxholes onto the beach, as long as they run into your hammer.
    Good luck surviving for very long, though.
    You can dodge up the foxholes, rather than alt-clicking your hammer. This
    dodge is used a lot in instagib matches, where the hammer isn't available. To 
    do it, side-dodge up the foxholes wall, starting from as close as you can get, 
    and aim to inch onto the window ledge - its only just makeable but saves you 
    the health you would lose from alt-hammering.
    If you're defending from inside the foxholes, be aware that the minigun turret
    can harm you if you get in front of its guns - it seems to be set to friendly
    fire, which is unusual for turrets.
    There's another bug in Overlord, besides the flag shot. Start the first round 
    as an attacker, then use the Player Setup menu to change teams while the round 
    is still running. You should reappear on the defending team. Grab a rocket-
    launcher and take it to outside the little Gun Control room. Load up some 
    grenades and throw them into the room, aiming to bounce them around the corner 
    to hit the objective. As soon as you release the grenades (before they can 
    explode), pause the game and change back to the attacking team. When you 
    unpause the grenades will now be flagged as 'attacking' and you should win the 
    map when they explode against the final objective. This exploit may work in 
    some other maps, such as Frigate or Mazon, but it won't work in the ladder, 
    since you can't change teams, or online, since it has been patched out.
                                     4.5 CHALLENGE
    The Challenge is a little absurd at high difficulties. As if the enemy bots
    weren't skillful enough in the DM ladder, they now move much faster as well.
    Inhuman and Godlike are instant-hit-with-any-weapon-from-anywhere hell. It
    wouldn't be so bad if they occasionally missed, but they don't.
    The Challenge section of the ladder becomes available after you have won the
    trophies for all the other four categories. It is the same as DM, except
    everyone and everything moves a bit faster (Lightning Death Match) and there
    are four new maps. Also, instead of fighting against bots who are recognisably
    human, you are now facing off against a bunch of constructs. You must complete
    the Challenge section by taking on Xan Kriegor in a 1v1 DM round.
    Although the ammo will still disappear when you take it, weapons in Challenge
    are set to stay upon pickup. On the one hand there will always be weapons
    lying about, but on the other hand you can't stop your opponents from getting
    This being Lightning Death Match, everything happens more quickly than normal.
    Bear in mind that this includes respawn rates. Powerups and ammo will respawn
    noticeably faster, so adjust any powerup circuits you've come up with to take
    the extra speed into account. This is especially true of Hyperblast.
    Finally, this section of the guide might seem a little short when compared to
    previous sections, but I can't really help this. Instead of getting some grand
    finale to the game, all you get is four small-to-medium DM maps.
    Challenge Guides
    I've arranged each map guide into sub-sections:
    PRACTISE NAME: This is the name under which the map appears when you load it
    into a practise session.
    Epic's Description: This is the map blurb which appears in the game's ladder.
    My Description: Just some quick notes about what the map is like to play.
    FRAG LIMIT: The number of kills you must achieve to win.
    OPPONENTS: The number of opponent bots you will be playing against.
    BEST WEAPON: My opinion of which weapon is best for the map (from among the
    weapons found in the map).
    POWERUPS / ARMOUR: The locations of all the powerups found in the map.
    CONTROLLING THE MAP: The main guide section. Some general hints and tips about
    how you might want to approach the map.
    MISCELLANEOUS: Some incidental details and silly things about the map, just
    for fun.
     4.5.1 PHOBOS
    This Martian space station is caught between Mars and it's satellite Phobos,
    resulting in a chaotic rotation. Fortunately, the gravity generators are
    working well enough to lend a fast paced rhythm to deathmatch.
    Because of where the bots like to fight, this map is nearly all z-axis
    fighting. I believe this is the most difficult of the four Challenge maps.
    FRAG LIMIT: 15
    BEST WEAPON: Rocket-launcher, shock rifle
    Thigh Pads: Outside, on platform 1.
    Body Armour: In a small alcove next to the pit in the main roof area.
    Shield-belt: Outside, on platform 2.
    UDamage: Outside, on platform 3.
    Invisibility: Behind a secret panel next to the lowest lift. Shoot the lighter
    part of the wall facing the small staircase.
    Jump Boots: Outside, on platform 1.
    There's little point in trying to do the rounds of the powerups - the
    Challenge matches go by really quickly and within seconds of the start you can
    find yourself behind by 5 kills or something.
    Virtually all the action will take place in the bottom room with the
    rocket-launcher, so dropping a redeemer blast or a few shock-combos down into
    this area will often net you points. You could also grab the UDamage and take
    a DM-Peak approach to the map, though you probably won't survive very long
    whatever you do.
    This is the best map for reminding you that you can't kill people if you keep
    trying to stay out of their way. Don't bother sniping either - it's too steep
    an angle and you'll only get fleeting glimpses of your enemies far below,
    while they concentrate on actually racking up points.
    This map really tests you on your ability with short and medium range weapons,
    and you'll also have to watch your back constantly, as there are really no
    effective camping spots.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.5.2 MORPHEUS
    LMC knew they had found an excellent arena at the very top of a newly
    constructed Galaxyscraper SuperStructure. Thanks to the modern miracle of
    super tensile solids, these three buildings reach a staggering 12 miles high
    at their pinnacle. The thin atmosphere and reduced influence of Earth's
    gravity provide an interesting test of the tournament athlete's ability to
    adapt and conquer in extreme environments.
    My favourite of the four Challenge maps. At least it's original, though you
    might not have much fun if you're not a sniper or shock fan.
    FRAG LIMIT: 15
    BEST WEAPON: Sniper rifle, shock rifle
    Body Armour: On the top platform above the middle building.
    Invisibility: On the top platform above the lowest building.
    The bots can win this map with any weapon, even the frickin' slime gun. Slime
    in outdoor, low-grav areas? Sheesh.
    The best position from where to control this map is up high. Camp next to the
    redeemer or armour and just snipe like hell. Dodge from powerup to powerup,
    picking up the health and ammo when you need it.
    Instant-hit weapons are the way to go here - stick with shock, sniper and
    minigun to damage your enemies while they glide around outside. Sitting up on
    one of the high pillars and firing groups of rockets down into the open spaces
    on the sides of the buildings is good, too - bots always respawn in those 
    rooms and your rockets can often catch a few as they appear.
    The scrolling screens inside the spawn-rooms tell you who is currently winning
    the match. If you don't see your name up here then you're not winning, and if
    you do then you're probably not winning by much.
    That's a jump-pad down there - use it to quickly get back into the action.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.5.3 ZETO
    Liandri Corp., in an attempt to recoup financial losses from a failed research
    station on the arctic moon of Coret, has converted this frozen outpost into a
    Tournament arena.
    This is a very crappy, forgettable map, a real disappointment given that it's
    the penultimate map for the championship.
    FRAG LIMIT: 15
    BEST WEAPON: Shock rifle, rocket-launcher, minigun
    Body Armour: Underneath the upper rocket-launcher and pulse rifle.
    Shield-belt: Hidden in a wall in the shock rifle room. Go to the bottom of the
    ramp and touch the striped light on the left wall to open the door on the
    other side of the ramp.
    Shock owns the place because of the long corridors. Try to stay around the big
    room with the shock rifle, as this is where most of the action takes place, as
    well as being where the all-important belt is hidden. Camping at the top of
    the ramp here is a great place to get kills and multi-kills - fire combos down
    into the main room and rack up the points.
    I recommend learning this one well, despite the fact that it's uninteresting. 
    The problem here is that most of the spawn-points will put you at the end or 
    middle of one of the long corridors, which all look the same, and you can 
    spend a lot of time running back and forward in the hallways, desperately 
    searching for just one enemy to give yourself a chance of another point. Then, 
    of course, when you do find an opponent, you turn a corner and get a flak-ball 
    in the face at high speed.
    Learn the fastest route to the main shock rifle room from anywhere in the map,
    otherwise you'll quickly fall behind.
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ______ ___ ___ ___ ___ ___ ___ ___ ___ 
     4.5.4 HYPERBLAST
    Thanks to Magnetic Anti-Vacuum Resonance technology, combatants are able to
    battle outside of Xan's 'HyperBlast' ArenaShip for an extended period of time.
    Use extreme caution though, one mistake and you'll find yourself floating in
    This is actually an under-rated 1v1 map - it's tense and twisty and there's a
    nice powerup / weapon circuit to learn, as well as a perfect balance between
    tight indoor and hazardous outdoor areas. Compared to the other three
    Challenges this might actually be the easiest.
    FRAG LIMIT: 15
    BEST WEAPON: Shock rifle, minigun, pulse rifle
    Body Armour: In the ramp pit between the ripper and the minigun.
    Shield-belt: At the apex of the curving vial corridor.
    Invisibility: In the upper corridor, directly above the armour.
    Since it's 1v1, you don't have to worry about falling behind on points from
    being unable to find an opponent. Xan won't score any points if he can't find
    you, which suggests that avoiding him until you're strong enough to take him
    on might be a good idea. This can be achieved by finding and taking all the
    powerups, then hitting him fast and hard when you finally run into him.
    The belt and armour are quite close to each other, and you should definitely
    establish a circuit here to keep taking them. Stopping Xan from getting them
    is critical - especially the belt - and since it's 1v1 the powerups provide a
    gigantic advantage for whoever gets to them first.
    The outdoor area is just a bit too dangerous to spend much time in. The shock
    rifle and the rockets are both outside, but prolonged combat out there is
    probably a bad idea. One wrong move or lucky shot can send you flying off into
    space. I'd definitely recommend grabbing the rockets and shock whenever 
    they're available, but get back inside quick. If you must fight outside, use
    the minigun or shock rifle - these are the only instant-hit weapons in the
    map, and the rifle has the added bonus of possibly pinging Xan into oblivion.
    If you are restricting yourself to the indoor areas for most of the round, by
    all means run about collecting weapons and ammo, if only to stop Xan from
    getting them. But by far the most advantageous position to camp in is at the
    belt. Sit against the wall behind the belt and use rockets or shock-combos
    when you spot Xan coming down either curving hallway. He will take the vials
    if they're there, which will give you an audible warning that he's coming -
    useful if he's picked up the Invisibility.
    Most of the open windows can be jumped or dodged through to reach other
    windows or ledges - use any shortcuts you can find, especially from the pulse
    gun to the belt. You can also jump out of the belt window, swing around in the
    air and land on the shock. Experimenting with lots of different jumps and
    dodges will let you learn this map intimately, giving you a great advantage
    over Xan, who has to stick to his path-nodes.
    You don't have to jump or dodge carefully to get from the rocket-launcher to
    the belt - just walk forwards off the edge of the roof.
    The jump from the lowest window up to the belt window is makeable - jump from
    the very edge.
    The long windows in the belt corridor can be walked through and jumped in and
    out of more easily than the main belt window.
    Use side-dodge when trying to fly across the low-grav areas - forward-dodge
    gives you no height and will often cause you to miss the place you're going
    for. There are also four sloped corners on the roof of the ship which can
    greatly boost your dodges if you hit them correctly. Never hammer-jump either, 
    use alt-hammer instead.
    Don't be ashamed to run away when you spot Xan - use any dirty trick you can
    think of, in true 1v1 style. For a final boss, Xan is a real idiot, and if you
    can bait him into following you it's very easy to set traps for him: shock-
    combos, bunches of grenades, big puddles of slime.
    It's apparent even at Masterful difficulty that bots are better at shooting at
    where you're going to be than shooting at where you are. If you're getting
    mashed into the ground by dodging and jinking when fighting Xan, try standing
    still and firing a pulse beam into his face. It's amazing how often he fell
    for this from me, even on Masterful.
    Shooting Xan into oblivion won't win you a point, but it will make him lose
    Don't try to jump onto any of the other spaceships - they are too far.
    Speaking of the spaceships; if you do get shot way up into space by Xan, your
    one hope of avoiding oblivion is to try to hit the underside of the ship
    directly above the main ship. You should be able to bounce back down to safety
    before you lose too much health.
    And now for the coolest trick ever in a DM map (possibly the only DM trick I
    ever invented). You can do a backwards alt-hammer jump from the side opening 
    next to the teleporter nearest the ripper, and if you get it right you can 
    land directly on the belt. Alt-fire your hammer just after you've jumped 
    backwards off the floor to get the required height and distance.
                          | 5. CONTRIBUTORS / CONTRIBUTIONS |
    Version 1.0 -
    27 August 2006 - Michael Sarich
    Provided copyright disclaimer
    14 September 2006 - Max_noob
    Provided lots of helpful feedback and prevented the first draft of v1.0 of
    this guide from being badly made and untidy.
    Version 1.1 -
    Version 1.2 -
    Version 1.3 -
    03 November 2006 - Supermic
    Contribution to section 3.1.2 BINDS: MOVEMENT AND COMBAT
    Version 1.4 -
    Version 1.5 -
    Version 1.6 -
    30 July 2007 - Headcase
    Contribution to section 2.8.1 BEFORE / AFTER GAME
    Version 1.7 -
    Version 1.8 -
    Version 1.9 -
                             THANK-YOU TO ALL CONTRIBUTORS
                            | 6. VERSION HISTORY / UPDATES |
    Version 1.0 completion - 16 September 2006
    Version 1.1 completion - 06 October 2006
    Section 1:
    1.1 INTRODUCTION - Added notes about map blurbs; added notes about relative
    1.3 CONTACT ME - Added notes about reader submissions
    Section 2:
    2.1 MENUS - Added notes about hidden weapon-handedness
    2.2.1 MOVEMENT - Renamed, rewritten and improved
    2.2.2 COMBAT - Renamed, rewritten and improved
    2.3.1 HEALTH / ARMOUR - Improved description of Health Pack, Thigh Pads, Body
    Armour and Shield-belt
    2.3.2 POWERUPS - Improved descriptions of UDamage, Invisibility and Jump Boots
    2.4.1 IMPACT HAMMER - Added notes about hammer-jump directions; added notes
    about alt-hammer shot deflection
    2.4.3 GES BIO RIFLE - Added notes about slime-launching
    2.4.4 ASMD SHOCK RIFLE - Changed title from SHOCK RIFLE; added notes about
    shooting out shock balls
    2.4.5 PULSE RIFLE - Rewritten
    2.4.6 RIPPER - Ripper-shots now has its own sub-section; added notes about
    ripper-shot 'handedness'
    2.4.8 FLAK CANNON - Added notes about bouncing primary shots
    2.4.9 ROCKET-LAUNCHER - Rocket-launching now has its own sub-section
    2.4.12 TRANSLOCATOR - Slight alterations; added notes about translocator /
    lift exploit, T/L launching now has its own sub-section
    2.5 BOTS - Added notes about path-nodes
    2.7.2 LIFTS - Added to from old Section 2.2.2
    2.7.3 SLOPES - Added to from old Section 2.2.2
    2.7.8 TELEPORTERS - Added notes about teleporter loops
    2.7.9 JUMP PADS - Slight alterations
    2.7.10 OBLIVION - New section of the guide
    Section 3:
    3.1.2 BINDS: MOVEMENT AND COMBAT - Reorganised; added notes about 'say #'
    commands; added notes to Weapon Hand
    3.1.4 CONSOLE COMMANDS - Reorganised; added notes to Slow Motion; added notes
    to Fly / Ghost
    Section 4:
    4. CHAMPIONSHIP LADDER - Corrected and reorganised all map guides, especially
    POWERUPS sub-sections; added separators between map sections
    4.1 DEATH MATCH - Added Death Match Guides section
    4.1.1 OBLIVION - Added notes to MISCELLANEOUS
    4.1.4 TURBINE - Added notes to CONTROLLING THE MAP
    4.1.5 CODEX - Added notes to MISCELLANEOUS
    4.1.6 PRESSURE - Added notes to MISCELLANEOUS
    4.1.7 GRINDER - Added notes to MISCELLANEOUS
    4.1.12 CONVEYOR - Added notes to MISCELLANEOUS
    4.2 DOMINATION - Added Domination Guides section
    4.2.3 CRYPTIC - Added notes to MISCELLANEOUS
    4.2.7 OLDEN - Added notes to MISCELLANEOUS
    4.3 CAPTURE THE FLAG - Added notes about defaulting to red team; added Capture
    The Flag Guides section
    4.3.2 FACING WORLDS - Added notes to ATTACK
    4.3.3 ETERNAL CAVE - Added notes to MISCELLANEOUS
    4.3.4 CORET - Corrected mistake about alt-hammer-jumps in MISCELLANEOUS
    4.3.6 DREARY - Added notes to MISCELLANEOUS
    4.3.7 LAST COMMAND - Greatly improved ATTACK; added notes to MISCELLANEOUS
    4.3.8 THE LAVA GIANT - Improved ATTACK
    4.4 ASSAULT - Added notes about defaulting to red team; added Assault Guides
    4.4.3 ROOK - Added notes to MISCELLANEOUS
    4.5 CHALLENGE - Added notes about Lightning Death Match; added Challenge
    Guides section
    4.5.4 HYPERBLAST - Added notes to MISCELLANEOUS
    Corrected typing, grammar and formatting errors
    Version 1.2 completion - 30 October 2006
    Section 1:
    1.3 DEMOS AND SCREENSHOTS - New section; updated Contents
    1.4 LINKS - New section; updated Contents
    Section 2:
    2.3 ITEMS - Added respawn rates and durations to each sub-section
    2.3.2 POWERUPS - Added notes to UDamage, Invisibility, Jump-boots and SCUBA
    2.4 WEAPONS - Added notes about respawn rates
    2.4.6 RIPPER - Amended re. new section 1.3 DEMOS AND SCREENSHOTS
    2.4.11 REDEEMER - Added notes about primary and secondary fire
    2.4.12 TRANSLOCATOR - Added notes about spawn direction; added notes about T/L
    launching with the bio rifle
    2.5 BOTS - Removed notes about path-noding - relocated to new section 2.7.11
    2.7.4 WATER - Added notes about breathing countdown and SCUBA Gear
    2.7.11 BUGS - New section; updated Contents
    Section 3:
    3.1.2 BINDS: MOVEMENT AND COMBAT - Added notes to Ripper-jump; corrected
    mistake in Mouse Speed
    3.1.3 MISCELLANEOUS BINDS AND COMMANDS - Changed title from BINDS: 
    MISCELLANEOUS; merged with old section 3.1.4; added notes; rearranged; added
    notes to Connect / Disconnect; corrected mistakes in Bots; updated Contents
    Section 4:
    4.1.4 TURBINE - Added notes to CONTROLLING THE MAP
    4.1.6 PRESSURE - Added notes to MISCELLANEOUS
    4.2.4 CINDER - Added location of UDamage; added notes to MISCELLANEOUS
    4.2.7 OLDEN - Added Inhuman test score; Added notes to MISCELLANEOUS
    4.2.8 SESMAR - Added location of UDamage; added Inhuman test score; added
    notes to MISCELLANEOUS
    4.2.8 SESMAR - Added notes to MISCELLANEOUS
    4.2.9 METALDREAM - Added notes to MISCELLANEOUS
    4.3 CAPTURE THE FLAG - Corrected mistake about flag return time; added notes
    to Attack section
    4.3.1 NIVEN - Added notes to MISCELLANEOUS
    4.3.2 FACING WORLDS - Removed mistake about thigh pads; added notes to ATTACK
    4.3.3 ETERNAL CAVE - Added notes to DEFENSE
    4.3.7 THE LAST COMMAND - Removed duplicate mention of T/L-launch from
    4.3.8 THE LAVA GIANT - Added notes to DEFENSE; added notes to MISCELLANEOUS
    4.3.9 NOVEMBER SUB PEN - Corrected mistake about wall bug in ATTACK; added
    notes to MISCELLANEOUS
    4.4 ASSAULT - Added notes to Attack
    4.4.1 FRIGATE - Added notes to MISCELLANEOUS
    4.4.2 HIGH SPEED - Corrected mistakes in Car numbers
    4.4.3 ROOK - Added notes to MISCELLANEOUS
    4.4.4 MAZON - Added notes to MISCELLANEOUS
    4.4.5 OCEAN FLOOR - Updated record time
    4.4.6 OVERLORD - Updated record time; added notes to MISCELLANEOUS
    4.5.4 HYPERBLAST - Added notes to MISCELLANEOUS
    Corrected typing, grammar and formatting errors
    Version 1.3 completion - 03 November 2006
    Corrected version number at top of guide - v1.2 was marked as Guide version:
    Section 1:
    1.5 CONTACT ME - Added notes about reader emails
    Section 2:
    2.2.2 COMBAT - Added notes to Instant-hit Weapons Combat
    Section 3:
    3.1.2 BINDS: MOVEMENT AND COMBAT - Added Bunny-hopping bind; removed Bunny-
    hopping from 2.7.11 BUGS
    Section 4:
    4.3.7 LAST COMMAND - Corrected mistake about thigh pads
    4.4.2 HIGH SPEED - Corrected mistakes in Car numbers
    4.5.4 HYPERBLAST - Added notes to MISCELLANEOUS
    Version 1.4 completion - 16 November 2006
    Section 4:
    4.2.9 METALDREAM - Added Inhuman test score
    4.4.4 OVERLORD - Added notes to ATTACK
    Version 1.5 completion - 01 February 2007
    New disclaimer
    Section 1:
    1.2 USING THIS GUIDE - Improved information
    1.5 CONTACT ME - Improved information
    Version 1.6 completion - 31 July 2007
    New disclaimer
    Section 2:
    2.4.11 REDEEMER - Added notes
    2.6 SPAWN-POINTS - Corrected mistake about AS maps
    2.7.1 DOORS - Corrected mistake about upper doors in AS-Frigate
    2.7.2 LIFTS - Added reference to section 2.7.11
    2.7.10 OBLIVION - Corrected mistakes about DM-HyperBlast
    2.8.1 BEFORE / AFTER GAME - New section; Open Tournament Ladder
    Section 4:
    4.2.9 METALDREAM - Added notes to Controlling The Map
    Corrected typing, grammar and formatting errors
    Version 1.7 completion - 14 Feb 2008
    Corrected typing, grammar and formatting errors; improved formatting
    Version 1.8 completion - ?
    Corrected typing, grammar and formatting errors; improved formatting
    Version 1.9 completion - Oct 2016
    Updated many sections with lots of new information. Guide is now considered 
    Thank-you for using this walkthrough. I hope it helped you out, or at least
    taught you how _not_ to play the game. At the very least, I hope you found it
    If you enjoy UT Assault and feel like experiencing it online with the other
    Assault fans, please go to www.utassault.net and sign up to the forums.
    This guide was written and formatted with the excellent Metapad:

    View in: