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FAQ by MLam

Version: 1.02 | Updated: 09/20/02

Unreal Tournament 2003 - FAQ
v1.02 (Sep 20, 2002) - For UT 2003 Demo
by Matthew Lam of www.chibiknights.com

1.02 - Fixed revision numbering (should have been 1.01, not 1.1)
 Added double jump/elevator combo info - Thanks to rumit
 Updated Booster info - Thanks to Z-Force
 Added info on targeting Bombing Run ball passing
 Added brief section on weapons
1.01 - Added/fixed info on Invisibility, Berserk, and adrenaline point 
rules/scoring. - Thanks to Damage

Table of Contents
1. Introduction
2. Advanced Movements
 2.1. Dodging
 2.2. Double Jump
3. Adrenaline
 3.1. Speed
 3.2. Booster
 3.3. Invisible
 3.4. Berserk
4. Weapons
 4.1. Translocator
 4.2. Shield Gun
 4.3. Assault Rifle
 4.4. Shock Rifle
 4.5. Link Gun
 4.6. Bio-Rifle
 4.7. Minigun
 4.8. Flak Cannon
 4.9. Lightning Gun
 4.10. Rocket Launcher
 4.11. Ion Painter
 4.12. Redeemer
5. Bombing Run
 5.1. Rules
 5.2. Scoring
 5.3. The Radar
 5.4. Carrying the ball
 5.5. Tips
6. Communication
7. Credits

1. Introduction
This FAQ is a quick write up targeted for players of the Unreal Tournament 
2003 demo. I haven't had the demo that long, and already I can see that this 
game will easily surpass the level of addicition that the original Unreal 
Tournament had for me.

Unfortunately, the demo version comes with no instructions, and the readme 
file mostly contains technical info on running the game. The full game doesn't 
come out until October 1st, according to EBgames.com, so we may not see 
official instructions until then. There's a fair amount of things that are 
new, so I want to pass on what I've learned.

Please keep in mind that whatever is stated here is based solely on my 
observations. It's quite possible that I have some information wrong. Feel 
free to send additions/corrections to ut2003@chibiknights.com. If I make a 
change to this FAQ, I will try to credit individuals to the best of my 

2. Advanced Movements
Advanced moves include dodging and double jump, and can be incredibly 
important during play.

2.1. Dodging
To dodge, double tap one of the four directions (forward, backward, strafe 
left, strafe right). This should cause your character to make a small but 
quick leap or roll in that direction. While your character is performing this 
dodge motion, you cannot move in any other direction.

Some players may find dodging to be annoying when trying to outstrafe an 
opponent back and forth, but note that you cannot otherwise move as quickly 
as you can while dodging. Dodging creates a slight pause at the end of your 
motion, so you cannot use forward dodging to quickly run faster.

2.2. Double Jump ***Very important!***
To double jump, press the jump key once (spacebar by default), and press it 
again quickly at any point AFTER reaching the peak of your jump.

This technique is extremely important to master as not only can it make you 
more difficult to hit, but also allows you to reach some places that are 
otherwise inaccessible.

If you double jump while being lifted by an elevator platform, you will be 
boosted even higher.

It is almost impossible to score a "touchdown" in Bombing Run without 
performing a double jump.

3. Adrenaline
Adrenaline is probably the most unusual change to Unreal Tournament. When 
you get your adrenaline up, you can press a key combination to generate 
different "powers" that I will describe below.

To increase your adrenaline, collect the adrenaline pills scattered around 
the map. They are big red and white pill capsules. Each pill increases 
adrenaline by 3, and your total adrenaline count is displayed in the 
upper-right corner of the HUD (conveniently, with a picture of a pill).

You can also increase your damage by killing opponents. It appears that you 
get 5 adrenaline points for killing a basic opponent, but the value increases 
based on certain factors. For example, killing the ball carrier in Bombing 
Run nets you 12 adrenaline points. Killing basic opponents in Bombing Run 
seems to only net 3 adrenaline points.

As far as I can tell, you CANNOT use any of your "powers" until you have full 
100 adrenaline. You also cannot collect more than 100. However, while a power 
is in effect, your adrenaline will quickly drain, but the effects can be 
prolonged by picking up more pills to keep your adrenaline up. 

Power effects end when your adrenaline reaches zero (0), and I do not know 
of any method to cancel a power once it is in effect, short of dying. If you 
die while using a power, the power effect ends and your adrenaline resets 
to 0.

So long as you're not currently using a power, your adrenaline count stays 
that same when you die (if you had 33 adrenaline and died, you will still 
have 33 when you respawn), which is good because collecting full adrenaline 
can take a while.

Here are the powers I have found so far:
- Speed (press forward 4 times)
- Booster (press backward 4 times)
- Invisibility (press strafe right 2 times, then strafe left 2 times)
- Berserk (press forward 2 times, then backward 2 times)
Remember you must be at 100 adrenaline before these will work.

3.1. Speed
To activate Speed, press the "Forward" direction quickly four (4) times at 
full adrenaline. By default, "foward" is the 'W' key, this is the key that 
makes you move in the direction you're facking. 

While speed is in effect, you move at a quicker rate, probably at or below 
twice normal speed. I do not believe that you fire quicker.

3.2. Booster
To activate Booster, press the "Backward" direction quickly four (4) times 
at full adrenaline.

While Booster is in effect, your health regenerates at a rate of about 5 hit 
points per second. Your health will max out at 199, at which point your shields 
will increase, to max of 150. While your stats will no increase beyond this 
point, the effect will not wear off until your adrenaline runs out. So if 
you get shot while Booster is still working, you will quickly regenerate lost 
hit points.

You can tell Booster is in effect by an "aura" of small green plus (+) signs 
that appear around its user. It is not impossible to kill someone with Booster 
in effect, though definitely more difficult, for obvious reasons.

3.3. Invisible
To activate Invisible, press "Strafe Right" twice and then "Strafe Left" 
twice quickly. Strafe left and right are the 'A' and 'D' keys by default.

Invisibility makes you (mostly) invisible. You appear as a ghostly shimmer, 
which is pretty much impossible to see unless you are looking for it, and 
still incredibly difficult to pick out in a fight even when you are.

I'm pretty sure that if you're carrying the ball in Bombing Run that everyone 
will still see the ball carrier aura, which might be a bit eerie, but not 
very effective. =)

3.4. Berserk
To activate Berserk, press the "Forward" key twice, and then "Backward" twice 

Berserk increases your firing rate, so that your weapons take less time 
between shots.
"Berserk + Chaingun = Swiss Cheese. =)" - Damage

4. Weapons

Here's a quick description of each weapon in the game. Of particular interest 
may be the Link gun's "team linking" capability, as well as some of the uses 
of the shield gun (jackhammer). Players should also read up on the highly 
useful translocator as well if they are unfamilar with how it works.

4.1. Translocator
Technically speaking, the translocator isn't a weapon, but a transportation 
device. Fire a translocator with the primary fire key, and then hit the 
secondary fire to teleport to where the translocator is located. In terms 
of physics, Translocators act similar to a launched grenade.

After a translocator device has been deployed, you can press the same key 
used to equip the translocator (the 'Q' key by default) to switch your 
viewpoint to that of the deployed translocator, as if it were a remote camera. 
Hit the key again to switch out of the camera view. Alternatively, you can 
hit primary fire to recall the translocator, or secondary fire to teleport 
to its location.

You start with an inventory of 5 translocators. One is used up each time you 
teleport. At this point a bar begins to fill in your weapon ammo display in 
the bottom right corner of the HUD. When the bar fills, a translocator is 
regenerated. If you use up all of your translocators in inventory, you won't 
be able to fire one until one has regenerated.

4.2. Shield Gun
The shield gun is the 2003 version of Unreal Tournament's original jackhammer. 
By holding down the primary fire, a bar fills in the weapon ammo display in 
the bottom right corner of the HUD. A close range burst of energy is released 
when you run into another individual or when the primary fire is released. 
At full power, the shield gun does extreme damage, enough to instantly kill 
most unshielded opponents.

If you point the shield gun at the floor and release a burst, you can propell 
yourself into the air, a trick borrowed from UT. In UT 2003, double jump is 
usually just as effective, however.

The secondary fire of the shield gun projects (surprise!) a shield. This field 
protects you from most basic damage from projectiles and explosions. While 
in use, the weapon's charge will quickly drain. The charge begins at 100, 
and regenerates when the shield is not in use.

The shield can be a very effective tool, particularly in Bombing Run. It can 
be used to act as, well, a shield for the ball carrier. Firing back may 
distract defenders and send them back to their spawn points, but being able 
to intercept projectiles and weapon fire can be extremely useful too.

4.3. Assault Rifle
The assault rifle is the basic offensive starter weapon. Primary fire acts 
as a machine gun. The secondary fire acts as a grenade launcher. You start 
with 4 grenades. Holding down secondary fire determines how force is used 
to propell the grenades.

4.4. Shock Rifle
The primary fire of the shock rifle is a high powered laser. It does slightly 
less damage than the lightning gun sniper weapon, but has a higher rate of 

The secondary fire projects a sphere of energy. Energy spheres move in a 
straight line in the direction they were fired, and aren't very quick. The 
sphere will burst when it contacts an object for moderate damage. You can 
also set off a sphere by hitting it will the primary laser fire of the shock 
rifle, which causes a much larger and more damaging explosion.

4.5. Link Gun
Similar to the plasma gun in the original UT, the Link gun's primary fire 
consists of rapid firing bullets of green plasma energy. At close range, the 
damage is comparable to that of the minigun, but it can be easier to hit the 
target due to the width of the projectiles.

The secondary fire projects a green plasma beam of medium length. The button 
must be held down to be used effectively, and the beam damages any opponents 
that come in contact with it. Think of the beam as a long lightsaber or focused 
flamethrower. Damage is somewhere between low and medium, but can kill an 
opponent relatively quickly when constantly focused upon them.

In a team based effort, link guns can combine powers between teammates. Just 
fire the secondary beam fire at a teammate equiped with another link gun. 
The beam should be the color of the team you're on. This will increase the 
power of the person being linked, and will not use up any of your link gun 
ammo. The person being linked will shoot a yellow beam of plasma than does 
intense damage.

4.6. Bio-Rifle
The Bio-Rifle shoots out blobs of damaging ooze. The blobs cannot be projected 
far at all (maybe 10 feet max), but do extreme damage to anyone who is hit 
by them. Blobs that hit the ground will stay there for a few seconds before 
dissolving, but anyone who walks over them before then will take damage.

Holding down secondary fire will fill the Bio-Rifle's chamber with the ooze, 
and will be released in one big burst when released. If hit, this will kill 
most unshielded opponents instantly. Be very careful however, as the burst 
will almost definitely kill you as well if you are at actual melee range when 
fired. Practicing enough to know the range of the weapon can make it quite 
effective, particularly on defense. Most players ignore it for weapons with 
better range, however.

4.7. Minigun
The minigun is just as the name implies. It acts as a quick firing high powered 
machine gun.

I'm not sure what the difference is between the fire modes. The primary fire 
uses up ammo at a much quicker rate than the secondary fire, which is the 
opposite of how the minigun worked in original Unreal Tournament. Assuming 
it's the total opposite, primary fire shoots more quickly, but is less 
accurate, while secondary fire is slower but more accurate.

4.8. Flak Cannon
The flak cannon is a high powered variation of a shotgun. Primary fire 
projects a burst of flak projectiles in a shotgun-type spread. Flak bullets 
will bounce slightly off walls. At close range, this attack will do extreme 

The secondary fire launches a flak grenade, which explodes and does decent 
splash damage when it hits an object, including the ground. Flak grenades 
are effected by gravity, and must be heavy because they won't go very far. 
A direct hit by a flak grenade does extreme damage, and splash damage is 
somewhere above medium.

The primary and secondary fire modes both use 1 unit of flak cannon ammo.

4.9. Lightning Gun
The lightning gun is the new variation of a sniper weapon. Primary fire shoots 
a burst of lightning that is completely accurate over a long distance. 
Secondary fire activates the scope. Hold secondary fire down to zoom, and 
release at the desired setting. Click secondary fire again to leave the zoom 

The lightning gun can do insane damage, and is an instant kill when fired 
at the head of an unshielded opponent. It has a very low rate of fire.

The lightning gun is considered to be a balanced sniper weapon, because while 
it continues to be effective over long distances, the arc of lightning is 
quite visible in the air, preventing snipers from hiding in corner where no 
one can see them while they constantly pick off players.

4.10. Rocket Launcher
The primary fire of the rocket launcher fires a rocket. Rockets travel at 
a medium rate, and do high damage and medium to high splash damage. As it 
can be hard to hit a player dead on with a rocket, it is usually a good strategy 
to aim for where their feet will be. The splash damage will also push them 
away from where the blast occured, which can be helpful to keep someone away 
from a certain target.

Holding down secondary fire will load up to 3 rockets into the launcher. Once 
3 rockets are loaded, ammo is used up, or the secondary fire is release, the 
rockets will fire simultaneously. 3 rockets will spread out slightly to do 
damage over a larger area, unless the targeting cursor is kept over the target 
for a short period of time, at which point the launcher will lock onto that 
target. When locked on, rockets will spiral in towards the target.

4.11. Ion Painter (not in demo)
According to descriptions, the ion painter is used to "mark" a target. Shortly 
after a target has been marked, an *orbital weapon* will vaporize the target!

4.12. Redeemer (not in demo)
The ultimate weapon of UT returns! The redeemer can be fired only once, but 
launches a small, slow moving nuclear warhead. When runs into an object, a 
blast the size of a small house does insane damage to anything in its radius.

Secondary fire can be used to switch a fired nuke's camera, at which point 
it can be guided around using the same controls for player movement.

5. Bombing Run
Bombing Run is basically Unreal Football. And as silly as that might sound, 
it's insanely addictive!

5.1. Rules
- The ball appears in the center of the map, players in their base
- There is a gateway in each team's base, these serve as Goals
- When the ball is scored, the ball reappears in the center, and players are 
teleported back to their bases
- If the ball is somehow lost (ex: falls into a bottomless pit), it will 
reappear in the center WITHOUT resetting player positions. The announcer will 
declare when this is about to happen

5.2. Scoring
- You score 7 points for carrying the ball through a goal
- You score 3 points for shooting the ball through a goal

5.3. The Radar *** VERY IMPORTANT! ***
- At the very top of the screen between the team scores is the radar.
- The picture of a ball will be orange if no team has the ball, red if the 
red team has it, and blue if the blue team has it.
- A yellow dot indicates what direction the ball is from you, like a compass. 
If the dot is at the top of the circle, the ball is in the direction you are 
facing. If it is at the bottom of the circle, you must turn around.

5.4. Carrying the ball
- Run over a loose ball to pick it up
- Kill an enemy ball carrier to make him/her drop the ball
- While carrying the ball, you cannot use weapons or the translocator
- While carrying the ball, you will slowly regenerate up to 100 health
- Firing will shoot the ball. This can be used to pass to another player or 
shoot the ball into the goal. You can use secondary fire to target a teammate. 
This will help auto-aim a pass to a limited degree. Targeting does NOT work 
on the goal.
- The ball IS affected by gravity! You cannot shoot it very far. Fire like 
you would a grenade.
- While you cannot use weapons, you CAN use your adrenaline powers while 
carrying the ball!
- Ball carriers are worth 12 adrenaline points if you kill them

5.5. Tips
In the Bombing Run map included with the UT 2003 demo, it is almost impossible 
to score a "touchdown" through the goals without double jumping! And to make 
matters worse, below each goal is a pit of death. 

If you are not sure you can make it through, you should strongly consider 
shooting the ball through the goal for less points. I'm not sure there's quite 
anything more humiliating than running towards the goal to win the game and 
falling to your death instead. But remember that the ball is affected by 
gravity, so take this into consideration when aiming.

It is incredibly difficult to score a "touchdown" without falling into the 
bottomless pit below immediately after. If you die, you lose any weapons 
you're carrying. If you shoot the ball through the goal, so long as you survive 
the next 3 seconds before the board resets, you'll start out with your weapons 
and ammo stores intact. Keep in mind that if you're using an adrenaline power, 
you reset to zero adrenaline when the board resets after scoring, regardless 
of who and how it was scored.

When defending, pick up the shields in the last arena before the goal room. 
It's not very bright to let an enemy ball carrier pick up your own shields 
on his run to your goal. 

Consider using the jackhammer (weapon 1) when you don't have a better weapon. 
The jackhammer's secondary fire is a shield you can use to screen ball 
carriers on your team, and the primary weapon does excellent melee damage 
while also knocking the enemy away. This can also be helpful when defending 
a ball carrier because it screws up the enemy's aim, compared with most other 
weapons that simply do health damage.

5. Communication
I believe by default, 'T' is the global chat key, and 'Y' is for team chat. 
Press the key, type a message, and press Enter to send it.

Since it can be hard to pay attention to text messages during the heat of 
battle, you can use the 'V' key to bring up the pre-recorded voice chat 
commands. By cycling through the menus, your character will "speak" an audio 
message to other players. Orders will only be heard to the players on your 
team they are directed to.

The voice command menus are rather poor compared to games like Tribes. Order 
types aren't categorized separately from each other (no defensive or 
offensive categories). Perhaps worst of all, when sending a message to All 
players on your team, the "All" group is not the first selection on the target 
list. This prevents you from memorizing a voice key combination, as you must 
pay attention to see who is getting the message. I do believe you can rebind 
these commands however, although I have not tried this yet.

6. Credits
This FAQ was written by Matthew Lam. His website is accessible at 

- Thanks to Damage for information on Invisibility, Berserk, and some 
adrenaline point rules.
- Thanks to rumit for info on elevator double jumping.
- Thanks to Z-Force for pointing out that Booster Adrenaline increases 
shields when health is maxed out.

Send any comments/feedback/contributions to ut2003@chibiknights.com

Please do not expect a response, I'm not sure how much effort will continue 
to go into this FAQ at the present time, but I would like to do what I can 
to help out the gaming community. Playing Bombing Run is always more fun with 
players who know what they're doing =)

I will credit any contributions where appropriate, as best I can.

Thanks for reading!

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