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    Unreal Tournament III: FAQ/Walkthrough by OmniaVanitasVersion 1.0, Last Updated 2008-04-02 View/Download Original FileHosted by GameFAQsReturn to Unreal Tournament III (X360) FAQs & Guides

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    ===Table of Contents===- [1] Introduction- [2] Getting Started-- [2.1] Menus-- [2.2] Recommendations-- [2.3] Tweaks- [3] Gameplay-- [3.1] Game Modes-- [3.2] Movement-- [3.3] Weapons-- [3.4] Pickups-- [3.5] Awards & Sprees

    -- [3.6] Vehicles-- [3.7] Bots-- [3.7.1] Bot List-- [3.7.2] Bot Tactics- [4] Campaign-- [4.1] Act I: Ronin-- [4.2] Act II: With Caesar's Coin-- [4.3] Act III: The Liandri Conflict-- [4.4] Act IV: Calculated Losses-- [4.5] Act V: Disposable Assets-- [4.6] Mission Index- [5] Cheats & Secrets- [6] Version History

    - [7] Legality, Contact & Credits

    === [1] Introduction ===This is my first FAQ. The strategies and tactics employed are a detailing of mypersonal experience playing through the Campaign. I have played each chapterseveral times to discover what works best. Even so, I may have missed things.There may be situations unique to your experience which I cannot account for.The strategies may be obsolete with UT3 v1.1 and v1.2. My advice may requireprerequisites that I am not aware of. Any of those cases require a degree ofself-sufficiency, by you, which I cannot impart.

    It has been my intention to write this guide in a way that minimizes the amount

    of individual 'raw skill' required. It would be all too easy to write a guidethat assumes a difficulty of 'Casual' and instructs you to 'just kill 50 guys.'Such a guide would be worthless to many. For that reason, the missionstrategies detailed in this guide are assuming a difficulty of "Insane."

    When I began writing this guide, I was skeptical that I would be able to beatthe game on Insane. Any strategy that worked for me on Insane should at leasthypothetically work on lower difficulties. It is the only way to write a guidethat might work for everyone. To that end, I have played every level on thehardest difficulty, and under the hardest circumstances possible for that map.There are three missions which I could not beat this way without playing a cardso I apologize if I cannot provide a solution for you, should you find yourselfstuck fighting Loque 4 vs. 6 on HeatRay with a locked Dark Walker. Remember

    that you can always play a card, select another mission, lower the difficultyand\or replay the chapter to take a different path.

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    This is a first edition and as such there is likely to be a great deal of roomfor improvement. I've already begun work on several, but if I wait until it'sperfect I will never release anything.If you have any questions, corrections or suggestions on how to improve theguide, you can contact me at [email protected]

    === [2] Getting Started ===

    Before you can do anything else, you'll need to create a profile. This is veryannoying, I know, but if you do not create a profile the game will not saveyour progress. Once you have done that, you will be taken to the main menu.

    === [2.1] Menus ===Campaign- New Campaign-- Skill Level-- LAN Game- Continue Campaign- Replay Chapter- Join Campaign

    Instant Action- Game Mode- Map- Settings-- Bot Skill Level Choose the skill level of the AI bots.-- Number of Opponents If there are not this many humans, add bots.-- Goal Score Game score limit. 0 means none.-- Time Limit Game time limit in minutes. 0 means none.-- Force Respawn Force players to respawn?-- Record Demo Record a demo of the match?-- Mutators Specify which mutators you wish to load.-- Bots Specify which bots you wish to include.Multiplayer

    - Quick Match Instantly join a match of a specific type.-- Match Type Internet or LAN?-- Game Mode Desired game mode.-- Pure Server Exclude servers running mods\mutators?- Join Game Search for all servers with these settings.-- Match Type Internet or LAN?-- Game Mode Desired game mode.-- Pure Server Exclude servers running mods\mutators?-- Show Full Servers Show servers without open player slots?-- Show Empty Servers Show servers without any current players?-- Locked Server Show servers with password protection?- Host Game Create a server for others to join.-- Server Options Change the settings for your server.--- Server Type Internet or LAN?--- Dedicated Server Uncheck if the host wants to play too.--- Max Players Maximum number allowed players.--- Min Players Minimum number of players to start the match.--- Description Description to display on the server browser.--- MOTD Message of the Day shown to joining players.--- Server Password Password protection. Leave blank for none.Community- News View the latest UT3 community news from Epic.- Friends View\manage your friends list.- Messages View messages you have received.- Leaderboards View the online leaderboards.

    - Demo Playback Play back previously recorded match demos.Settings- Video

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    -- Screen Resolution Change the number of pixels to process.-- Screen Mode Full screen, or windowed?-- Brightness Increase\Decrease the screen's brightness.-- Post Processing Change the type of post processing to use.-- Reduced Gore Toggle whether or not to have reduced gore.-- Subtitles Toggle whether or not to enable subtitles.-- Hardware Physics Enable or disable physics acceleration.

    -- Screen Percentage Change the amount of screen space to render in.-- Texture Detail Change the detail of textures in-game.-- World Detail Change the detail of world geometry in-game.-- Enable V-Sync Toggle whether or not v-sync is enabled.- Audio-- Hardware OpenAL Toggle whether or not to use hardware OpenAL.-- SFX Volume Weapons & Character sound effects.-- Music Volume Background music.-- Voice Volume Player\Bot voice reports.-- Ambience Volume Background & environmental sound effects.-- Announcer Volume The in-game-event announcer.-- Announcement Type Frequency of announcements in the game.

    -- Automatic Taunts Automatically play taunts?-- Mute Voice Disable voice chat in multiplayer.-- Text-to-Speech Mode Control which text is converted to speech.- Input-- Invert Y Inverting the Y axis when aiming.-- Auto Aim Toggle whether or not to aid aiming.-- Mouse Smoothing Enable or disable mouse movement smoothing.-- Mouse Sensitivity Tweak mouse sensitivity for the game.-- Configure Keys Customize controls.- Player-- Clan Tag Clan Tag displayed by your name.-- Network Connection Select your internet connection.-- Dynamic Netspeed Is your netspeed is dynamic?

    -- Allow Custom Characters Allow custom characters?-- Customize Character Create a custom character model for multiplay.- Weapons-- Crosshair Type Weapons use uniform or unique crosshairs.-- Weapon Switch on Pickup Automatically switch weapons upon pickup?-- Weapon Hand Select which hand you hold weapons with.-- Small Weapons Shrinks the weapons displayed in First-person.-- Display Weapon Bar Display your weapon bar.'-- Only Show Available Weapons Display the empty slots of your weapon bar.-- Weapon Priority- HUD-- Zoomed Minimap Default to a zoomed-in rotating minimap?-- Show Map Display the map on the HUD?-- Show Clock Display the match clock on the HUD?-- Show Scoring Display the scoring table on the HUD?-- Show Leaderboard Display the leaderboard on the HUD?-- Show Vehicle Armor Display the vehicle armor count on the HUD?CreditsExit

    Most of these probably don't need further explaining, but some of them might:'Force Respawn' forces players who have died to respawn immediately.'Mutators' are packaged code modules which alter the game mechanics.'Post Processing' adjusts the way color and lighting effects are displayed.'Hardware Physics' reduces the workload on the CPU by using a PhysX card.

    'Screen Percentage' How much of your screen is dedicated to quality rendering.'Texture Detail' controls the resolution of textures on surfaces.'World Detail' controls the number of polygons, objects, and ambient effects.

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    'V-Sync' makes your monitor display only complete, rather than partial frames.'Hardware OpenAL' is like Hardware Physics, only for 3D audio.

    Note that there is currently a problem with OpenAL which can cause UT3 to crashso it is recommended that this be turned off if you encounter any problems.

    === [2.2] Recommendations ===

    - Video-- 100% Screen PercentageLower percentages create a blurry seam around the edges of your vision whichcan be disorienting and artificially reduces your peripheral vision.

    -- Texture & World DetailAs low as you can tolerate, to prevent unnecessary rendering hiccups.

    -- V-SyncShouldn't make a huge difference, but turning it off may help maintain asmooth framerate.

    - Sound-- VolumeI like to turn down music & ambience, while turning up SFX. It's importantto hear when you are being fired at, or when the enemy has picked up an itemnearby. Announcements are also important, particularly in warfare, since theykeep you up-to-date on Core, Node, and Orb (or Flag) status.

    -- Automatic TauntsAnnoying for other players if you're playing online. It makes your characterverbally taunt after every kill. If everyone did this, it would be constantspam, and even one player doing it can be pretty severe. It's also verybot-esque and carries a 'noob stigma' similar to the name 'Player' since it wasa default option which most novice players neglected to turn off in previous UT

    incarnations. Worse still, there is no way for other players to ignore yourtaunts without muting their voice volume. I suggest leaving this off if youplan to do any serious online playing, or if you are even the least bitinterested in being polite.

    - Controls-- Auto-AimI strongly suggest leaving Auto-Aim off. Becoming dependant on such handicapsis not a reliable way to accomplish anything, and it actually interferes withyour ability to aim in some cases.

    -- Mouse SmoothingIsn't useful if you have a decent mouse, and it can also reduce yourperformance so it's generally best turned off.

    -- Mouse SensitivityPersonal preference. I have mine set at default so that I don't go into shockif I play someone else's computer and that generally aligns my character'smovement with my own, but some people swear by a 360 degree wrist rotationwhich is arguably more efficient.

    -- Key Bindings-- Crouch = L-Shift.Having C set to crouch makes no sense. C is only a crouch button in games wherecrouch is a toggle. It isn't practical to hold down C while moving forward and

    strafing to the right, and it's really better to avoid situations where movingisn't practical. Left Shift can easily be held down while your other fingersare moving your character and it's on the side with the other non-essential

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    keys. This also frees the C key to be bound to something else.

    -- Flak Cannon = 7 & C.-- Rocket Launcher = 8 & X-- Sniper Rifle = 9 & ZIf you're using the now-standard WASD configuration, or the EDSF config thatsome people use, the 6-9 buttons used to select the better weapons all require

    you to move your hand uncomfortably far away from the movement keys.Using Z, X, & C for this purpose is much more convenient. You can use V thisway as well if you move the command menu.

    - HUD-- Weapon Hand is probably best set to 'Hidden' to avoid the weapon modelblocking your view. This can happen a lot when you are shooting up at thenodes, unable to see the defenders shooting rockets at you because yourgigantic weapon & map are blocking your view at ground level. You can use smallweapons as an alternative compromise.

    -- Weapon Bar

    I prefer my weapon bar to only show available weapons since it clears up screenspace and keeps it reserved for useful information.

    -- Weapon Switch on PickupThis can be annoying, but if you've got your priorities arranged properly it'snice to avoid having to manually change from the enforcer every time yourespawn.

    -- Zoomed MinimapI don't like this. I find it easier to learn map layouts if I have anobjective & directional point-of-reference rather than a rotating & subjectiveone. I also find it more useful to have an overall view of the battlefield thanonly my immediate area.

    -- Clock & LeaderboardI don't find much use for either of these. Both are accessible by opening thescoreboard and that way you get to choose when they clutter your interface.Scoring is useful and compact enough to leave up though.

    -- Vehicle ArmorThis is equivalent to health when you're in one, and it's useful for knowingwhen to eject.

    -- Weapon Priority1. Redeemer You only get it when you intend to use it.2. Rocket Launcher Good, well-rounded weapon. Usually safe to switch to.3. Flak Cannon Good weapon, but may not want to auto-switch from Rocket.4. Stinger Minigun Good weapon, but may not want to auto-switch from Flak.5. Link Gun Effective, but more useful as a tool than the Stinger.6. Shock Rifle You only want to use it when you intend to.7. Sniper Rifle Less reliable in mid-range than the Shock Rifle.8. Bio Rifle Too circumstantial to auto-switch. Maybe #7.9. Enforcer Starting weapon. Maybe better as #6 instead.10. Longbow AVRiL You don't want to auto-switch to this. Ever.

    This may be more efficient to see it as matter of weapon range. If you're notin-combat it's safe to switch to any weapon and priority doesn't matter. If youare in combat, you probably won't want to auto-switch to longer range weapons.

    Those are specialized for long range combat and have corresponding behaviors.You might want to switch to closer range weapons though since most fights don'tinvolve both players running backwards.

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    === [2.3] Tweaks ===For further (and more advanced) settings, you'll want to edit the INI files. Tothat end, TweakGuides has compiled a very thorough collection of options,including descriptions and their changes. I suggest checking it out andemploying some of the adjustments to further optimize your system'sperformance.

    http://www.tweakguides.com/UT3_1.html

    === [3] Gameplay ====== [3.1] Game Modes ===- Deathmatch- Team Deathmatch- Duel- Capture the Flag- Vehicle Capture the Flag- Warfare

    === [3.2] Controls ===Moving(W) Move Forward(S) Move Backward(A) Move Left(D) Move Right(C) Crouch(Space) Jump

    Attacking(Mouse 1) Primary Fire(Mouse 2) Secondary Fire

    AdvancedDouble Jump: Press space again at the apex of a jump to jump slightly higher.Dodge: Quickly tapping twice in any direction will cause the player to dodge.- Dodging is faster than strafing.Wall Dodging: Performing a dodge next to a wall performs a wall-dodge.- Wall dodges can be performed in the air, even after a double-jump.Boost Jump: Press jump at the top of a lift to increase your vertical momentum.Impact Jump: Use concussion to advantage by attacking the ground while jumping.- Also known as 'Rocket Jumping'.- Impact Jumping is best done with the Impact Hammer.- Combine the various Jumps & Dodges, to reach areas otherwise inaccessible.(F) Feign Death: Causes the player to ragdoll as if they have died.- Feigning players drop the flag\orb if they are carrying one.- Attackers do not receive a kill message.- Feigning players do not drop (or appear to drop) a weapon.- Feigned players can still be killed.- In version 1.0, feign death does not trick bots.

    === [3.3] Weapons ===Impact HammerThe Impact Hammer, originally designed for sub-surface drift mining, can focusseveral hundred metric tons of pressure into the space of a few squarecentimeters. The impact, and resulting shock wave, easily destabilizes solidstone to speed ore separation and excavation. After several mining accidentshighlighted the Hammer's devastating effect on the human body, the N.E.G.

    military took interest. To improve the Hammer's effectiveness against vehicleswith shock-absorbing armor, an alternate electromagnetic pulse (EMP) mode wasadded. The EMP violently scrambles onboard computer systems, quickly leading to

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    engine failure. Field testing showed the EMP has a similar effect on infantrypowerups, knocking them off soldiers and enabling battlefield recovery.

    EnforcerFor decades, the Enforcer pistol was the combat sidearm of choice. Veteransoldiers appreciated the lightweight handgun's power, accuracy, and balance. Inrecent years, the ever-burning desire for greater firepower led to general

    issue of the AR770 assault rifle. Military procurement officers were drawn tothe AR770's higher cyclic rate and underslung M355 grenade launcher, butseasoned combatants missed the dependability of the Enforcer. Axon Researchlistened to the soldiers, and their new Enforcer MP ('Machine Pistol') modelprovides the best of both worlds. Side-fed magazines provide greater capacity,while balancing the shooter's aim when wielding two pistols. With a deadlyaccurate semi-automatic mode, and a selectable burst fire mode, the Enforceris back, and the modern battlefield will never be the same.

    Bio RifleThe GES BioRifle processes Tarydium from its stable crystalline form into areactive mutagenic sludge. It can rapidly disperse these toxins for wide-area

    coverage, or fire a virulent payload of variable, but usually lethal, capacity.In layman's terms, this means the BioRifle can pepper an area with small globsof biosludge, or launch one noxious glob at the target. The BioRifle's abilityto carpet an area with a toxic minefield makes it a notoriously effectivedefensive weapon.

    Shock RifleThe ASMD Shock Rifle has changed little since its first incorporation into theLiandri Tournament. The ASMD sports two firing modes: a thin photon beam, anda sphere of unstable plasma energy. These modes are each deadly in their ownright, but used together they can neutralize opponents in a devastatingshockwave. The energy spheres can be detonated with the photon beam, releasingthe explosive energy of the anti-photons in the plasma's EM containment field.

    Link GunRiordan Dynamic Weapon Systems is best known for their all-purpose combatengineering weapon system, the Advanced Plasma Rifle v24. Its primary mode isa standard rapid-fire plasma weapon. But the alternate mode beam also serves amultitude of engineering uses on the battlefield, from repairing friendlyvehicles to constructing power Nodes. The beam lens incorporates IFF detection,so that its dynamic energy matrix automatically switches to a deadly plasmastream when contacting an enemy vehicle or soldier. Contact with a friendlytarget switches to a harmless carrier stream, offloading energy from theonboard cells to the target. This boosts the output of any teammate who islinked to the rifle -- hence its nickname, the "Link Gun".

    Stinger MinigunReplacing the Minigun in this year's Tournament, the 'Stinger' is actually aLiandri mining tool converted into military service. The Stinger fires shardsof unprocessed Tarydium crystal at an alarming rate, raking opponents with astorm of deadly needles. The alternate fire shoots larger hunks of crystal thatcan knock back an opponent, sometimes even pinning them to walls.

    Flak CannonTrident Defensive Technologies continues to tweak and refine the flak cannonwith their newly released Mk4 "Peacekeeper." In spite of its new name, the flakcannon remains banned from most military conflicts for high incidences ofmaiming and collateral damage. Still, the flak cannon is the weapon of choice

    for unconventional warfare in urban terrain. The primary mode detonates theflak shell in the barrel, launching shrapnel forward in a deadly shotgunpattern but often deafening the operator. The cannon also lobs an explosive

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    flak shell that detonates on contact, sending shrapnel in a dangerously wideand unpredictable radius.

    Rocket LauncherEach year, more accidental deaths are caused by the Trident Tri-barrel RocketLauncher than in vehicular accidents and extreme sports combined. The killradius for its standard dumbfire rocket is surprisingly high by design -- so

    accidentally firing upon a nearby wall, or a nearby enemy soldier, can bequite fatal for the operator. The alternate fire adds to this suicidallethality by loading and firing up to three rockets at once, in a spread,tight spiral, or lobbed like grenades. Regardless of the grim statistics,veteran soldiers still consider the 'old 8 ball' the most expedient way to putexplosive ordnance on target.

    Sniper RifleThe venerable Axon Research long-range target interdiction rifle is the weaponof choice for the discerning sniper. Acquisition of a target at distancerequires a steady hand, but the rewards merit the effort: the high-caliberround is lethal at any range. With a precise headshot, the target will be

    neutralized by the super-sonic bullet long before they hear the report. Asthey say in the N.E.G. Marines: 'any shot you hear is nothing to be worriedabout.'

    Longbow AVRiLThe Longbow Anti-Vehicle Rocket Launcher, a.k.a. the AVRiL', gives dismountedinfantry a fighting chance in an armored conflict. Its solid fuel missile canbe 'dumbfired' as an unguided rocket, but the AVRiL's famed kill percentagescome from its optical tracking system. The alternate fire zooms and locks onto a vehicle, guiding the missile towards its target at inescapable speeds. Themissile's microdappled control planes use increased surface area to giveunprecedented turning radius, guaranteeing delivery of its shapedPolyDiChlorite charge into all but the most nimble vehicles. The AVRiL is

    notoriously slow to reload, so it should be employed with caution in a pitchedbattle. Note, the Longbow's targeting laser is standardized for most Axonmilitary equipment, so it can be used in other battlefield applications suchas directing spider mines.

    Redeemer'Even your least effective soldiers will earn a respectable body count withthis tactical nuclear device.' So said the original brochure for the Redeemer,still unchallenged in its role as the most powerful man-portable weapon systemknown throughout the galaxy. The slow-moving but utterly devastatic missile,affectionately known as "Lola" by veteran soldiers, now uses an EnhancedRadiation payload. This ensures maximum tissue failure without undue propertydamage, perfect for modern assault-and-capture tactics. The Redeemer'salternate fire mode fires the missile using the disposable fly-by-wireguidance system, though the manual recommends using this mode only in areas ofrelative safety.

    TranslocatorThe Translocator was originally designed by Liandri R&D for rapid rescue ofexpensive mining equipment during tunnel collapses and related emergencies.The technology also saved countless lives, but not without cost; rapidderesolution and reconstitution led to synaptic disruptions, and thedebilitating symptoms like Teleportation Related Dementia (TReDs). Today,after years of lucrative military development contracts, portableteleportation technology has been declared "sufficiently safe" for regular use

    by front-line infantry.

    === [3.4] Vehicles ===

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    - Infantry 100 Health 600 Speed ( 25 MpH)Standard infantry still have a place. Without access to a vehicle, the playercan still pick up weapons, such as the AVRiL, Link Gun, or Sniper Rifle, whichallow them to serve a valuable purpose even on a battlefield dominated byvehicles. They also have a tactical advantage in their ability to usepowerups, exploit terrain, escape notice, and infiltrate areas inaccessible byvehicles. They are the only ones who can pick up or destroy Orbs, Build Nodes,

    or carry a Flag. The hoverboard and the ability to use teleporters helpsensure their speedy deployment to any area of the battlefield. Still, cautionmust be taken to avoid the crushing firepower of the new Necris and upgradedAxon technology.

    - Hoverboard 100 Health 900 Speed ( 38 MpH)Allies beat you to the Manta? Did that jerk drive off alone with theHellbender again? Are you stuck between nodes after that idiot flipped yourtank upside down? In place of a translocator, vehicle based game modes use theportable Hoverboard to quickly transport players from one area to another at150% of their base movement speed. The primary fire creates a tow cable whichlatches onto friendly vehicles for even faster movement, allowing non-

    passenger (including flying!) vehicles to assist in transporting troops. Usingthe crouch key and the direction keys allows the rider to perform stunts. Thehoverboard can be used to speedily transport flags and orbs. Be aware that anydamage sustained while hoverboarding will cause a humiliating crash which mayalso lead to death and loss of flags.

    - Manta 200 Armor 1500 Speed ( 64 MpH) 30 Second RespawnThe fast and maneuverable Manta hovercraft has long been a favorite for quicksurprise attacks and it's various tactical applications. Aside from being ableto endlessly harass nodes with it's shock cores or literally crush entire linesof infantry into the ground, a skilled Manta pilot can bring down a Goliathtank, or even a Leviathan with it's superior mobility. The primary fire shootsminiature balls of plasma, similar to the Shock Rifle. Crouch or the Alt Fire

    cause the manta to invert it's upward thrust and pull itself downward instead,bringing it down upon the head of an enemy in a maneuver affectionately calleda 'Pancake' or lowering it enough to collide with them directly in one smoothmotion. The jump button allows it to quickly boost it's thrust and propelitself upwards for a brief time and enabling it to traverse rough terrain evenmore quickly, reach areas otherwise inaccessible, or avoid projectiles andother obstacles. Unlike it's wheel-based counterparts, the Manta can also glideacross water without sinking. Unfortunately, the Manta's light frame makes itspilots vulnerable to attacks by enemy snipers, and it's apparent lack of aseatbelt can cause the pilot to fall out when under the influence of a DarkWalker horn.

    - Scorpion 300 Armor 950 Speed ( 40 MpH) 30 Second RespawnThe Scorpion has undergone some revision since it's last appearance. Gone areit's linked energy orbs, which have since been replaced by a grenade-likeprojectile globs. It's trademark retractable blades have been relocated ontothe front bumper, somewhat decreasing their ability to find unsuspecting kneesto sever. Additionally, due to the scorpion's popularity in community racing &stunt events, turbo boosters are now standard. Activating the boost (jump) canincreases it's speed by 210%, enabling it to reach 2000 units per second (or 85MpH). This drastically decreases it's handling, however, so it is best used onstraight-aways.

    - Hellbender 600 Armor 800 Speed ( 34 MpH) 30 Second RespawnThe Hellbender, too, has undergone revision to a more 'modern' style (which is

    centuries old in the Unreal timeline but whatever.) The twin laser turret hasbeen replaced with a single non-charging one and the modified shock riflemount has been integrated into the driver's seat, no longer requiring a co-

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    pilot to man it. As a result, the Hellbender now only supports 2 crew membersfor full potential. The driver's primary fire sends out shock coreprojectiles. The driver can then detonate them with the alt fire, causing achain reaction which detonates other nearby shock cores for wide-spread damagewhile the passenger's primary fire is a concentrated energy blast which dealsmore focused damage to a single target.

    - Raptor 300 Armor 2500 Speed (106 MpH) 30 Second Respawn?The Manta's big brother, analogous to the helicopter of today, and one of thefew vehicles capable of flight and the fastest average speed of any vehicle,the Raptor remains mostly unchanged. Using the standard movement keys the pilotis able to move the Raptor in any direction, including up (jump) & down(crouch). The primary fire rapidly launches energy projectiles to constantlyharass targets over long distances, while the alt fire sends out a guidedmissile which can lock onto other vehicles.

    - Circada 500 Armor 2000 Speed ( 85 MpH) 45 Second RespawnThe Circada is essentially a flying missile battery. It was originallyreleased as a bonus vehicle in UT2004. The primary fire rapidly launches

    missiles at the crosshair, while the alternate fire locks onto a specificlocation while it loads up to 16 missiles in a firing chain and when released,the missiles will travel to that location. The passenger's primary fire is abeam similar to a laser turret, while it's alternate fire drops an energygrenade.

    - Paladin 800 Armor 700 Speed ( 30 MpH) 45 Second RespawnAnother vehicle released as part of a bonus pack in UT2004, This one has nopassenger seats. The primary fire shoots a large shock core which detonatesupon contact. The alt fire is an energy shield which absorbs up to 1200 damage.The shield recharges in about 3 seconds if it's not being used. Using theprimary fire while the shield is up causes a large explosion in an area aroundthe tank. This allows the Paladin to clear a path through enemy forces while

    simultaneously shielding itself and any allies following in behind. The primaryfire is extremely slow, but very powerful, allowing it to demolish nodes andvehicles with a few well placed shots.

    - Hellfire SPMA 800 Armor 650 Speed ( 28 MpH) 45 Second RespawnThe third of the 3 vehicles released in the UT2004 bonus pack. The Hellfire istank, with stats almost identical to the Paladin. Although it has two seats, itonly actually uses 1 at any given time. The primary fire shoots a shock coreand the alt fire shoots a shock beam. Essentially a larger version of the shockrifle, the shock beam can of course detonate the shock cores in a shock combo.The Hellfire's main purpose is fulfilled when it switches into artillery mode(jump). This part can be a little confusing, and there are few things moreannoying than a newbie hijacking the artillery and then using it like aHellbender. When the Hellfire is in artillery mode, the primary and alt fireboth fire an artillery shell. When a shell is fired, the camera follows thetrajectory of the shell to show the driver a trace of where their shots arelanding. Pressing either button a second time while the shell is in flightwill make the shell convert itself into a floating (stationary) camera. Atthis point, the alt fire will bring the camera back down. Otherwise, thestandard crosshair becomes a target marker on the ground (in the shape of acircle) with a line showing a prediction of the next shot's trajectory. You nolonger have to adjust the angle of the barrel, as the gun will do that for youbased on your desired target. Any new shots with the primary fire will arc tothe marker and, at the apex, explode into a cluster bomb which rains shellsdown on the enemy like an extremely large Flak Cannon from space!

    - Goliath 800 Armor 520 Speed ( 22 MpH) 45 Second RespawnAlthough the Necris bring some new weapons to the table, the Goliath is still

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    the king of the hill in most levels. It's been left mostly unchanged fromUT2004 and even though it appears to have received a handling upgrade it'sactually slower than it used to be, relative to infantry. The driver gets toman the main turret, the primary fire shoots a shell which is possibly thefastest projectile in the game, and does a tremendous amount of damage. (360in a 40 ft. radius, enough to kill anyone within 10 feet of the blast.) Thepassenger controls a machine gun which is decidedly less exciting. The machine

    gun is still useful to offset the slow rotation of the main turret though, andthe two compliment each other well. Both guns can also zoom in with theiralt-fire.

    - Leviathan 6500 Armor 600 Speed ( 25 MpH) 120 Second RespawnThe only one to earn the designation of 'Super-Vehicle'. The Leviathan is huge.Effectively a mobile battle platform, sporting 4 passenger turrets *and* it'smain cannon. Each of the 4 turrets have their own Armor (1000) independent ofthe main vehicle, and each comes equipped with a shield (alt fire) thatprotects it from damage for 4 seconds. The front-left turret has a shock beam,similar to the Shock Rifle primary fire. The front-right turret fires 4rockets in rapid succession. The back left turret fires stinger shards similar

    to the minigun, and the back right turret fires shock cores similar to theManta. The main cannon fires a series of slow-moving bolt projectiles. It's alittle tricky to hit infantry but it rips through larger targets with lessmobility. The alt fire zooms the cannon in and out. The Leviathan also has theability to transform into an Ion Cannon (jump). It cannot move while in thismode, and it takes 2 seconds for it's targeting laser to finish 'painting' butwhen it does, the primary fire becomes a devastating area-effect blast similarto a redeemer explosion.

    - Viper 200 Armor 1500 Speed ( 64 MpH) 30 Second RespawnThe Necris Viper is analogous to the Axon Raptor and it's features are nearlyidentical. Instead of miniature shock-cores, the Viper fires a series of smallyellow bolts which bounce off nearby walls. Very strange. The viper also has a

    self-destruct feature (activated by holding the jump button and pressing thealt fire) which causes it to hover in the air for a moment before it ejects thepilot, spirals forward, and detonates on contact.

    - Scavenger 200 Armor 700 Speed ( 30 MpH) 30 Second RespawnThe Scavenger is perhaps the most unique of the New vehicles. It's a small(comparatively) walking tripod with a rotating body. The Scavenger can jumpfairly high, allowing it some extra mobility. It can also crouch, which serveslittle purpose. They should have left in it's ability to climb walls. Oh well.The primary fire locks onto a target and sends out a light saber trainingremote which then orbits the target and zaps it with a laser. The alt-firecauses the tripod to curl up in a ball, which increases it's speed by 215% (to1500, or 64MpH). Using the primary fire While in this mode causes theScavenger to extend it's legs and use them as rotating blades to cut downinfantry, much like the Scorpion's bumper-mounted retractable blades.

    - Nightshade 600 Armor 900 Speed ( 38 MpH) 45 Second RespawnThis is an interesting one. It controls similar to the Manta, only much slower.The Nightshade becomes invisible whenever it is being driven, and can only beseen when it fires. The primary fire uses a link gun which can be used torepair nodes & vehicles or damage enemies. The alt fire toggles the cloak onand off. When the cloak is off, the Nightshade is visible (duh) and moves atfull speed. When the cloak is on, the Nightshade only moves at 45% of it'snormal speed (405 units/second or 17 MpH). In addition to the Link Beam, theNightshade can also switch to 'Deploy Mode' (jump) and lay a number of

    different types of mines: The 'Spider-Mine Trap' releases several explosiverobotic spiders which chase down and face-hug any enemies who come withinrange of the trap. The 'Slow Field Generator' causes anyone caught within it's

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    radius to move in slow motion. The 'EMP Mine' disables any vehicles which passnearby (including hoverboards) and the 'Energy Shield' intercepts any attackswhich enter nearby (up to 4000 damage worth). The Nightshade cannot move whileit is deploying mines, nor can it lay mines too close together. It alsodisables it's cloak in this mode. The Nightshade isn't a combat vehicle, it'sprimary fire is extremely weak but with infinite link gun ammo, traps, and theability to avoid unnecessary combat, the Nightshade is easily among the most

    useful vehicles in Warfare mode.. If only it were on more maps.

    - Fury 400 Armor 1500 Speed ( 64 MpH) 30 Second RespawnThe Fury is the Necris equivalent of the Raptor & Circada and it controls thesame way. The primary fire uses a recharging energy beam which locks onto thetarget, dealing 200 damage over 1.5 seconds, but must cool down for 0.5 secondbetween blasts. The alt fire activates a speed boost which increases theFury's speed (in any direction) by ~2x for 1 second.

    - Nemesis 600 Armor 500 Speed ( 21 MpH) 30 Second RespawnThe Nemesis is the Necris' attempt at creating a Tank. As such, it controlslike an Axon tank. Additionally, this vehicle has 3 modes which somewhat alter

    it's statistics. By default, it moves at 500 units/second, roughly equivalentto 21 MpH. It's alternating lasers do 50 damage per shot and are capable ofreleasing almost 2.8 rounds per second. (138 Damage per Second). By pressingthe crouch button, the driver is able to lower the turret of the Nemesis,nesting it between the treads. This increases it's speed by 220% (to 1100 or47 MpH) but disabling the ability to rotate the turret independent of thevehicle. Pressing jump will raise the turret back to default. Pressing jumpwhen the turret is at it's default position will cause the turret to raise up,diverting power from the engines and reallocating it to the lasers instead.This decreases the tank's speed by 250% to a measly 200 (9 MpH), but increasesit's rate of fire by 33%, to 3.7 rounds/second (185 Damage per Second). Thisshould make it's function obvious: Low to travel, default for light skirmishes,and high for defense & assault.

    - Dark Walker 1000 Armor 350 Speed ( 15 MpH) 45 Second RespawnWar of the Worlds isn't even a subtle theme here. Easily one of the mostintimidating vehicles, the Dark Walker towers over the battlefield. Along withit's little brother, the Scavenger, the Dark walker encompasses an entirelyunique class of vehicles. Below the surface and cosmetic differences, the DarkWalker pilots much like a Tank. The 'body' of the Dark Walker functions as aturret, allowing it to rotate in 360 degrees. The Dark Walker can crouch,which actually does come in handy at times due to it's enormous height. Theprimary fire sprays a beam of molten metal which deals 120 damage over 1.5seconds with a 1.5 second recharge rate. IE, it's damage is largely front-loaded, making it immensely powerful in a series of short exchanges, butsomewhat average in prolonged encounters. The alt-fire is an ominous horn.Yes, a horn. The horn creates some kind of force around the Dark Walker whichthrows enemies backwards and creates temporary paralysis which causes them tofall down. This can even eject the pilots of some vehicles. The Dark Walkercan also carry a passenger which gets access to a rapid-fire energy turretbuilt with technology that suspiciously seems to have been present on theSkaarj mothership. Like the Goliath machine gun, the energy turret provesitself complimentary to the primary seize weapon and makes up for the DarkWalker's most obvious weakness.

    - StealthBender 900 Armor 900 Speed (38 MpH) 45 Second RespawnUnfortunately, the Stealthbender was not included with the game. Originally, itwas intended to be part of the WAR-ColdHarbor mission. You were supposed to use

    the Stealthbender to sneak into the base, but the mission was never included onrelease and the Stealthbender was never completed. The game's source doesn'tprovide many details about what the Stealthbender was supposed to be able to

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    do, other than that it could cloak and moved at 1/3 speed while doing so. Itmay have gone on to become the Nightshade, but that's just speculation.

    === [3.5] Pickups ===- Health Vial +5 Health, 199 Max. 30 Sec Spawn.- Health Kit +20 Health, 100 Max. 30 Sec Spawn.- Super Health +100 Health, 199 Max. 1 Min Spawn.

    - Helmet +20 Armor, Protects against 1 Headshot. 30 Sec Spawn.- Armor Vest +50 Armor, 30 Sec Spawn.- Thighpads +30 Armor, 30 Sec Spawn.- Shield Belt +100 Armor, 1 Min Spawn.- Jump Boots Double-Jump Higher, Reduce Fall Dmg. 3 Uses. 30 Sec Spawn.- UDamage Double Damage. 30 Sec. 90 Sec Spawn.- Invisibility Player becomes transparent. 30 Sec. 90 Sec Spawn.- Berserk Full Ammo & Double Rate-of-Fire. 30 Sec. 90 Sec Spawn.- Invulnerability Immune to all attacks. 30 Seconds. 2 Min Respawn.

    === [3.6] Awards & Sprees ===- First Blood Be the first person in the match to score a kill.

    - Double Kill Kill 2 people within 4 seconds of each other.- Multi Kill Kill a 3rd person within 4 seconds of a Double Kill.- Mega Kill Kill a 4th person within 4 seconds of a Multi Kill.- Ultra Kill Kill a 5th person within 4 seconds of a Mega Kill.- Monster Kill Kill a 6th person within 4 seconds of an Ultra Kill.- Killing Spree Score 5 Kills without dying.- Rampage Score 10 kills without dying.- Dominating Score 15 kills without dying.- Unstoppable Score 20 kills without dying.- Godlike Score 25 kills without dying.- Massacre Score 30 kills without dying.- Jackhammer 15 Kills with the Impact Hammer.- Gun Slinger 15 Kills with the Enforcer.

    - BioHazard 15 Kills with the Bio Rifle.- Combo King 15 Kills by Shock Combo.- Shaft Master 15 Kills with the Link Gun alt fire.- Blue Streak 15 Kills with the Minigun.- Flak Master 15 Kills with the Flak Cannon.- Rocket Scientist 15 Kills with the Rocket Launcher.- Head Hunter 15 Kills by HeadShot with the Sniper Rifle.- Big Game Hunter 15 Kills with the AVRiL.- Hat Trick Score 3 flag captures.- Node Buster Capture 10 Nodes with the Orb.- Bullseye Kill someone with the Viper self-destruct.- Headshot Score a kill by headshot with the Sniper Rifle.- Denied Kill a Flag\Orb carrier near an objective.

    (Also destroying Viper\Redeemer pre-detonation.)- Juggernaut Simultaneously control two Mega-Powerups.- Hit & Run Run over someone.- Road Rage Hit & Run with a killcount divisible by 4 (-2)- Vehicular Manslaughter Hit & Run with a killcount divisible by 4 (-1)- Road Kill Hit & Run with a killcount divisible by 4.- Road Rampage Run over 10 people.- Pancake Land on top of someone with a vehicle.- Carjacked Steal an abandoned enemy Car.- Hijacked Steal an abandoned enemy Vehicle.- Top Gun Shoot down one flying vehicle with another.- Eagle Eye Shoot down a flying unit with a tank projectile.

    === [3.7] Bots ====== [3.7.1] Bot List ===

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    Ronin Agg CS Tac SA Acc Jump Favorite Weapon- Reaper 0.4 0.5 0.0 1.0 0.5 0.0 Rocket Launcher- Bishop 0.4 0.2 0.0, 0.0 0.0 0.0 Sniper Rifle- Othello 0.6 0.3 0.3, 0.0 0.0 0.0 Stinger- Jester 0.4 0.5 0.0, 0.2 0.0 0.4 Rocket Launcher- Arashi 0.4 0.2 0.0, 0.0 0.0 0.0 None- Kensai 0.4 0.2 0.0, 0.0 0.0 0.0 None

    - Rook 0.4 0.2 0.0, 0.0 0.0 0.0 None- Ushido 0.4 0.2 0.0, 0.0 0.0 0.0 None- Connor 0.4 0.2 0.0, 0.0 0.0 0.0 None- Harkin 0.4 0.2 0.0, 0.0 0.0 0.0 None- Hunter 0.4 0.2 0.0, 0.0 0.0 0.0 None- Cassidy 0.4 0.2 0.0, 0.0 0.0 0.0 None- Kira 0.4 0.2 0.0, 0.0 0.0 0.0 None- Kai 0.4 0.2 0.0, 0.0 0.0 0.0 None- Metridia 0.4 0.2 0.0 0.0 0.0 0.0 None

    Iron Guard Agg CS Tac SA Acc Jump Favorite Weapon- Lauren 0.4 0.2 1.0 1.0 0.5 0.0 Shock Rifle

    - Barktooth 0.5 0.2 0.0 0.0 0.0 0.0 Flak Cannon- Harlin 0.4 0.2 0.0 0.0 0.0 0.0, None- Slain 0.4 0.2 0.0 0.0 0.0 0.0, None- Cain 0.4 0.2 0.0 0.0 0.0 0.0, None- Johnson 0.4 0.2 0.0 0.0 0.0 0.0, None- Karag 0.4 0.2 0.0 0.0 0.0 0.0, None- Wraith 0.4 0.2 0.0 0.0 0.0 0.0, None- Blain 0.4 0.2 0.0 0.0 0.0 0.0, None- Drake 0.4 0.2 0.0 0.0 0.0 0.0, None- Kregore 0.4 0.2 0.0 0.0 0.0 0.0, None- Talan 0.4 0.2 0.0 0.0 0.0 0.0, None- Ariel 0.4 0.2 0.0 0.0 0.0 0.0, None- Avalon 0.4 0.2 0.0 0.0 0.0 0.0, None

    - Blackjack 0.4 0.2 0.0 0.0 0.0 0.0, None- Desiree 0.4 0.2 0.0 0.0 0.0 0.0, None

    Liandri Agg CS Tac SA Acc Jump Favorite Weapon- Matrix 0.4 0.2 1.0 1.0 0.4 0.25 Stinger- Aspect 0.4 0.2 0.0 0.0 0.0 0.0 None- Cathode 0.4 0.2 0.0 0.0 0.0 0.0 None- Enigma 0.4 0.2 0.0 0.0 0.0 0.0 None- Collossus 0.4 0.2 0.0 0.0 0.0 0.0 None- Entropy 0.5 0.2 0.0 0.0 0.0 0.0 Flak Cannon- Monarch 0.4 0.2 0.0 0.0 0.0 0.0 None- OSC 0.4 0.2 0.0 0.0 0.0 0.0 None- Evolution 0.4 0.2 0.0 0.0 0.0 0.0 None- Mihr 0.4 0.2 0.0 0.0 0.0 0.0 None- Raptor 0.7 0.2 0.0 0.0 0.0 0.0 Shock Rifle- Syntax 0.4 0.2 0.0 0.0 0.0 0.0 None- Torque 0.4 0.2 0.0 0.0 0.0 0.0 None

    Krall Agg CS Tac SA Acc Jump Favorite Weapon- Scythe 0.4 0.2 0.5 0.5 0.4 0.5 Link Gun- Cerberus 0.4 0.2 0.0 0.0 0.0 0.0 None- Gnasher 0.4 0.2 0.0 0.0 0.0 0.0 None- Scorn 0.4 0.2 0.0 0.0 0.0 0.0 None- Lockjaw 0.4 0.2 0.0 0.0 0.0 0.0 None- Scar 0.4 0.2 0.0 0.0 0.0 0.0 None

    - Sharptooth 0.4 0.2 0.5 0.5 0.25 0.5 Rocket Launcher- Worg 0.4 0.2 0.0 0.0 0.0 0.0 None- Claw 0.4 0.2 0.0 0.0 0.0 0.0 None

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    - Bargest 0.4 0.2 0.0 0.0 0.0 0.0 None- Blackfang 0.4 0.2 0.0 0.0 0.0 0.0 None- Hellhound 0.4 0.2 0.0 0.0 0.0 0.0 None

    Necris Agg CS Tac SA Acc Jump Favorite Weapon- Akasha 0.4 0.2 1.0 1.0 1.0 0.25 Shock Rifle- Loque 0.4 0.2 1.0 0.5 1.0 0.25 Sniper Rifle

    - Damian 0.4 0.2 0.0 0.0 0.0 0.0 None- Kragoth 0.4 0.2 0.0 0.0 0.0 0.0 None- Malakai 0.4 0.2 0.0 0.0 0.0 0.0 None- Grail 0.4 0.2 0.0 0.0 0.0 0.0 None- Judas 0.4 0.2 0.0 0.0 0.0 0.0 None- Nocturne 0.4 0.2 0.0 0.0 0.0 0.0 None- Samael 0.4 0.2 0.0 0.0 0.0 0.0 None- Harbinger 0.4 0.2 0.0 0.0 0.0 0.0 None- Pagan 0.4 0.2 0.0 0.0 0.0 0.0 None- Thannis 0.4 0.2 0.0 0.0 0.0 0.0 None- Alanna 0.4 0.2 0.0 0.0 0.0 0.0 None- Arachne 0.4 0.2 0.0 0.0 0.0 0.0 None

    - Freylis 0.4 0.2 0.0 0.0 0.0 0.0 None- Malise 0.4 0.2 0.0 0.0 0.0 0.0 None- Raven 0.4 0.2 0.0 0.0 0.0 0.0 None- Visse 0.4 0.2 0.0 0.0 0.0 0.0 None

    === [3.7.2] Bot Tactics ===Before I go into the campaign, I want to detail some differences betweenplaying against bots and humans. This is important because strategies which arecommitted to instinct when playing online are obsolete when playing against abot. The reverse is also true. A number of factors can be easily misunderstoodas 'cheating' and are difficult to figure out by observation alone. This reallycomes down to the way the bots perceive the world.

    A bot does not have eyes or a monitor. While they do have a 'field of vision'the same way a player does, they don't have human limitations on that vision -such as reduction in quality over distance, camouflage, etc. What this means isthat peeking out from behind an obstruction on the furthest reaches of the mapdoes not make you any harder to see than you would be standing completely outit in the open. If they see you, even a small part of you, they see you.

    A bot does not have ears or a speaker. Yet they do 'hear' you. This is animportant detail to be aware of. Whenever you do something in the level - Firea shot, pick up ammo, jump, etc. The bot can 'hear' you. If you make a soundand they hear it, they will know exactly where you are (through walls, floors,etc) for the next several seconds. If you round a corner just in time to meetrocket that was fired before the bot had even seen you, that is why: They heardyou and knew exactly where you were, and what direction you were headed.

    A bot does not have arms or a mouse. They do not much care how fast you aremoving when they aim at you. They do not aim at where you are, they aim atwhere you are going to be based on vector calculations. Players do not haveaccess to the coordinates & velocity of their target, nor can we do complexmath in the middle of combat. This is one of the biggest gameplay differences.When you Dodge\Jump against a player, the sudden movement throws them off andthey have to realign with your new location. If you time your attacks or adjustto your movement accurately, this gives you an advantage. A human may be smartenough to wait to fire until you commit to a jump\dodge in order to lead youmore accurately, but this is an exception rather than the rule. With bots, it's

    the exact opposite. When you move in a specific direction, you become *more*vulnerable and the bot's prediction comes true. They intuitively wait until youcommit to a dodge\jump and time their shots accordingly. It's not much harder

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    for a bot to hit you while you are moving than it is to hit you when you'restanding still. Moving before the bot fires just tells the bot -where- to fire.

    The game is running a script that tells the bots to increase their difficultyunder different circumstances and decrease it under other circumstances.In deathmatch, this means that the better you do, the harder the enemy teambecomes. This can quickly spiral out of control. Sometimes it is better to try

    *not* to get points, but to evade the enemy to avoid giving them points orincreasing their difficulty (and indirectly giving them points) while youdistract them so your allies can get points. In version 1.0, the bots alsoprioritize the player over other bots, which can become problematic when youare outnumbered, on a high difficulty, and\or playing with vehicles. There areseveral weapons (such as the redeemer alt fire) which transfer the player'sidentity into a camera. The bots will focus-fire on this as if it were theplayer, leading to them shooting down the redeemer or artillery camera withamazing consistency while more or less ignoring them when used by a bot (orwith the primary fire). Bots also time the powerups much as a skilled playermight. They know 5 seconds in advance when a powerup is going to spawnregardless of who picked it up last, when, or where the bot was when it

    happened. They do not understand the level layout, they only travel alongpre-specified path nodes. Most of these things have a weakness which balancethem out so equality isn't the problem. The reason these things matter is notbecause the bots are better than a human, but because the bots are differentthan a human, and require a different approach.

    To summarize:Don't attack targets simply because you see them. Avoiding unnecessary combatis extremely useful in Warfare & Capture the Flag. Even in Deathmatch,attacking at the wrong time just alerts the enemy to your presence. Don't makeunnecessary noise outside of combat. Purposeless jumping gives away yourlocation and is ultimately counter-productive. Don't put yourself out in theopen, where you will be seen by many enemies, if you can avoid it. Don't try

    to move erratically against a bot. It doesn't trick them. Don't expose yourselfto vehicle fire if you are not in a vehicle yourself. Don't put valuablevehicles in danger by trying to pilot them yourself. Never use the Redeemeralt-fire.

    Instead, try to sneak up on (or past) the bots. Only jump when it serves apurpose worth exposing yourself for. Stick to back alleys and hallways wherethe bots have trouble functioning intelligently. Strafe rapidly back and forthwhen fighting. - The bots can't predict your location if you keep changing yourmomentum. Offset the bot->player focus by using a quick & evasive fightingstyle, attacking from obscure locations where they can't reach you. Avoidlopsided combat and focus your efforts on the Orb & the Nodes to provide yourallies with more vehicles, and your enemies with less.

    === [4] Campaign ===DifficultyIn theory, the difficulty you select for your campaign roughly corresponds withthe difficulty of the bots you will be facing:

    Casual ExperiencedNormal SkilledHard InhumanInsane Godlike

    However, this is not concrete. A number of factors can change the difficulty of

    the bots:If they outnumber you, their skill decreases by 0.5If you outnumber them, their skill increases by 0.75

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    If you are losing their skill decreases per point difference. (Min -1.25)If you are winning, their skill increases per point difference (Max +1.25)Loque receives an additional bonus of +0.75Akasha receives an additional bonus of +1.50Your allies only receive half the benefit of the handicap. (IE, Max +0.625)Your allies do not get any bonus/penalty for the number of opponents.

    Different game modes increase\decrease (based on score) at different rates.Deathmatch: 1 Point = +/- 0.25, 2 = 0.17, 3 = 0.12, and 0.1 for each thereafterCapture the Flag: 0.5 per point difference.Warfare: 0.0125 per 1% difference between PowerCores.The difficulty does not raise if you are losing, or lower if you are winning.

    Because of this, even on casual playing against Akasha means you will befighting a Masterful bot after about 13 kills. On Normal she starts off as aMasterful bot and is Godlike after 13 kills. This is an incredible jump indifficulty considering the entire rest of the campaign you will be fightingAverage-Skilled bots so keep that in mind when you begin.

    During the campaign you will get cards which can be played to influencesettings on the next map. These are effectively mutators which can beselectively activated. I will list these in the appropriate chapter. You willalso unlock characters and their meshes for use in customizing your owncharacter model in multiplayer. Not all of the characters can be unlocked byplaying through the campaign. For more details on those characters, see theCheats & Secrets section.

    In the following sections I will detail each chapter of the campaign and thechoices available to you for directing your course through the story. The mapI have provided contains the map name and mission I.D. in parenthesis. Use thesearch function to quickly scroll between the chapter index and thecorresponding mission ID. It's clumsy, I know. In future revisions I would like

    to rearrange the mission index to make it more organized and less redundant.

    === [4.1] Act I: Ronin ===- Rising Sun (Mission 001)

    I'm not sure how they get away with calling this Act I. This is an introductionor prelude. They should have smashed this together with Act II and called*that* Act I, or let us play out TwinSouls. Actually they should have done thatanyway. Whatever. There are 5 acts and 2 of them are disproportionately short.This is one of them.

    === [4.2] Act II: With Caesar's Coin ===002003004005006

    ----------007--------------008---- 122111 009 ----123----

    -112- 010 124 130113 118 011 125 131114 120 -012- -126- -132-116 119 013 107 127 126 133 136115 121 014 109 128 120 134 137

    117 015 108 129 119 135 138110 121

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    (002) Shangri La(003) Reflection(004) Sinkhole(005) Market District(006) Tank Crossing(007) Kargo

    The first 6 missions are always the same. After that, you get to choose betweenHydrosis and Torlan Delta. Hydrosis represents attacking Axon, while Torlanbasically represents fortifying the Izanagi.

    (008) Hydrosis(111) vCTF-Suspense (009) Torlan (D)(112) WAR-Downtown (010) Suspense

    (113) Defiance (118) Diesel (011) Serenity(114) Serenity (120) Kargo (012) Downtown(116) Kargo (119) Serenity (013) Defiance (107) Diesel(115) Diesel (121) Torlan (D) (014) Kargo (109) Kargo(117) Torlan (L) (015) Torlan (L) (108) Serenity

    (013) Defiance (110) Torlan (D)

    (122) Torlan Delta(123) Hydrosis

    (124) Suspense (130) Serenity(125) Downtown (131) Suspense(126) Defiance (132) Downtown

    (127) Serenity (126) Diesel (133) Defiance (136) Diesel(128) Kargo (120) Kargo (134) Kargo (137) Kargo(129) Torlan (L) (119) Serenity (135) Serenity (138) Serenity

    (121) Torlan (D)

    The first two choices determine how you conduct the war against Axon.Because you make this choice twice, you basically have four options betweenOffense\Defense, Aggressive\Reserved. The third choice determines whetheror not you accept Axon's surrender when you defeat them.

    Doing Hydrosis first means the enemy will be slightly stronger on Hydrosis.Hydrosis-Torlan means the enemy will be slightly stronger on Suspense.Doing Torlan first means an easy fight in Torlan (now and later).Torlan->Serenity means the enemy can't invade Torlan. Helps in later missions.Diesel gives you the 'Iron Guard Reinforcements' Card.Defiance gives you access to a Leviathan on the final Torlan mission.

    The hardest mission is Serenity #108. It's 4 vs. 8!The easiest path overall is Torlan #122, Serenity #13, and Diesel #136. Thisbypasses a 4 vs. 6 on Kargo, Torlan and Serenity in addition to the 4 vs. 7 onTorlan and the 4 vs. 8 on Serenity. This is also the best path, providing youthe Iron Guard Reinforcements card, and makes the most sense in the context ofthe story.

    CardsTactical Diversion: Beat Kargo (007)Reduces the # of opponents in the next match by 2.

    Enhanced Respawners: Beat Diesel (118, 107, 136)Increase your starting health by 25.

    Iron Guard Reinforcements: Beat Defiance (013, 133) or Serenity (114, 127)Gain 2 Iron Guard team members in the next mission.

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    Unlockable CharactersLauren Beat DM-Diesel (107, 118, 136)

    === [4.3] Act III: The Liandri Conflict ===(016) Arsenal

    (017) HeatRay (083) Dusk(018) Dusk (063) Islander (084) PowerSurge(019) PowerSurge (064) Dusk(020) Coret

    (020) Coret(021) HeatRay (057) CarbonFire

    (022) Islander (053) Containment (058) Containment(023) Strident (054) Strident (059) Islander

    (010) Gateway (052) Containment (060) Strident(055) Islander (056) Gateway (062) Gateway

    (061) HeatRay

    (064) Dusk(065) PowerSurge (072) Coret(066) Coret (073) Heatray (078) Containment

    (067) Containment (074) CarbonFire (079) HeatRay(068) HeatRay (075) Strident (080) CarbonFire(069) Strident (077) Gateway (082) Gateway

    (070) CarbonFire (071) Gateway (081) Strident (081) Strident

    (084) PowerSurge

    (085) Heatray (095) Islander(086) Coret (096) HeatRay(087) CarbonFire (097) Coret

    (088) Containment (093) Islander (098) Containment (103) CarbonFire(089) Islander (094) Containment (099) Strident (104) Strident

    (090) Strident (100) CarbonFire (106) Gateway (092) Gateway (102) Gateway (105) Containment(091) HeatRay (101) Containment

    This chapter's layout is terribly confusing and seems to be unfinished. Thereare many junctions which give you the illusion of choice, many differentmissions which - although unique - are exactly the same as others. Some choicesto visit containment which should be available aren't, and only one instance ofHeatRay was done properly. You have dozens of options mostly pertaining to theorder in which you play the missions. Unfortunately I was forced to separatethe chapter map into three segments in order for it to fit.

    The most important choice you will make is whether or not you will playContainment before you attack Hyperion. You are also given severalopportunities to play Gateway, but this isn't necessary or meaningful.Dusk, CarbonFire, Coret, Islander, Strident, Gateway, and Containment arepretty much always the same. PowerSurge and HeatRay are the only missions withmajor variations.

    HeatRay #017 -> Islander #063 leads to either PowerSurge #065 (a 4 vs. 8) or alocked Dark Walker on HeatRay #073 - the two hardest missions in the chapter,and among the hardest missions in the game.

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    (035) Sandstorm(036) Sanctuary (042) Fearless(148) Fearless (044) Sanctuary

    (038) Necropolis(039) Vertebrae(040) FloodGate(041) Sentinel

    Your only choice here is whether you do Fearless or Sanctuary first. If you doSanctuary first, you'll have a lower kill limit and some different bots, butFearless is exactly the same regardless of which order you play them in.

    CardsInstagib: Beat CTF-NecropolisNext mission is played using Instagib rifles. (Must be played now, if at all.)

    Unlockable CharactersLoque Beat CTF-OmicronDawnAkasha Beat DM-Sentinel

    === [4.6] Mission Index ===Mission 001 - Rising Sun ( DM-RisingSun )Goal: 10 KillsFaction: TwinSoulsAllies: NoneEnemies: Jester

    Map DetailsTokaido, Ghost Legion training grounds.The legendary Samurai of Earth's Lotus Guard used to train within the walls ofthe Imperial Palace. This small section of the Kimpu Market District was builtto mirror those courtyards, and now serves as the entrance to the Ghost Legion

    training grounds.

    Briefing

    Objectives- Keep enemies in check until their Respawner charges are depleted.- Maintain battlefield control by holding the high ground.- Use audio cues to track enemy movement.

    Strategy & TacticsYou start off in a secluded area that functions as a brief tutorial which youcan skip by pressing ESC. Jester is waiting for you in the arena. If she weresmart she would be collecting weapons and powerups while you're trapped inyour cage. Anyway, take some time to get a feeling for the controls if youneed to. When you're ready, double jump over the curbs and grab the shockrifle. Shoot the switches next to the door with your primary and thenalternate fire. The door opens. Crawl under the door, and switch to yourImpact Hammer. Smash the droid and continue on to another door that you mustopen with your shock rifle. At this point, Jester will activate and the matchbegins.

    Grab the link gun and head down the hallway to your left. Jester spawns on theopposite side of the courtyard where you entered, and will run straight forthe rocket launcher in the center of the stage. This is a good opportunity to

    kill her before she can even leave the first hallway. From then on she willprimarily run a Square or Triangle route between the Stinger, Link Gun, andRocket Launcher (Her favorite weapon) via the trench or the corner buildings.

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    The level puts a lot of focus on the mid range weapons, and she ignores theShock Rifle for the most part. This creates tactical opportunities at bothlong & short range, which can be exploited.

    Like the briefing says, you'll want to monopolize the center of the map. TheBody Armor, the Health Kits, the Flak Cannon and the vials up top. From here,you can also restrict her access to any of the weapons. There is no particular

    reason to visit the extreme edges of the map except the Flak Ammo near theLink Gun. There are health vials in the front side of the trench which shouldalso be claimed. You can quickly run a circuit through the trench, up thestairs, loop through the left building to the Flak Ammo, and then elevatorjump up to the vials above the Flak Cannon, or to the underside to collect thearmor. You can also extend it to a half circle and integrate the vials in bothhallways if you so choose but those hallways are vulnerable. By leaving thehealth vials in them, you encourage her to enter them. Once she enters she isvery susceptible to splash damage and has to effectively walk into yourprojectiles in order to shoot back. I found the Bio Rifle and Flak Cannon tobe particularly useful, but the Stinger can also be very effective.

    The game will continue regardless of whether you win or lose.

    Mission 002 - Shangri La ( DM-ShangriLa )Goal: 40 KillsFaction: Iron GuardAllies: Jester, Kensai, UshidoEnemies: Talan, Kregore, Drake, Blain

    Map DetailsTokaido, Shangri La sectorThe springtime blossoms of the Shangri La sector are universally renowned for

    their beauty and serenity. But the district sits along the northern shore ofTokaido, and the locals are forced to retreat into the sweltering heat of theunderground mines to avoid the fierce cold snaps that leave the groundslargely abandoned during winter months.

    Briefing"Looks like we're stuck doing some crap jobs before the Izanagi trust us.We're headed up north to investigate some 'disturbances' along the coast. Axonscouts have been sneaking across the bay and setting up shop inside Tokaido.We've got a field respawner and a full weapons compliment, but the Izanagi setup some random captain to baby-sit us. Keep your cool and try not to use theUDamage against them. Much."

    Objectives- Keep enemies in check until their Respawner charges are depleted.- UDamage powerup is located in the central courtyard.

    Strategy & TacticsThis is one of the maps released for the UT3 beta demo. If you played it, thenyou already know the map layout. The main courtyard connects to the 2ndcourtyard, the rooftops, and the Flak Room. The Flak Room connects with theCourtyard and the Rocket Launcher Room, which in turn connects to the 2ndCourtyard, and out to the Courtyard & Rooftops. There are also lots ofacrobatic maneuvers you can do to take shortcuts. The main feature of the mapis the UDamage which spawns in the main courtyard. You can reach it by dodging

    or double jumping from the bridge, from the rooftops, or by jumping up theridges on the platform itself. You can also impact jump over the platform.There is a shield belt above the 2nd courtyard.

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    I find it most useful to run straight to the Shield Belt - sometimes it spawnsby the time you get there - and then circle around (in either direction) tothe Armor\Jump Boots between the Rocket & Flak rooms. The Flak room is a goodplace to roam since it's roughly the center of the level. There is healthnearby, and the ramp gives quick access to the rooftops, the 2nd courtyard, orthe Rocket Launcher. The UDamage is nice, but the bots can be very annoying

    with precision weapons and they haunt the courtyard so I tend to avoid itunless I'm playing on Novice-Skilled.

    Because this is Team Deathmatch, your goal is about kills vs. deaths - notjust kills, so teamwork is important. If you leave your allies to their owndevices they will feed the enemy points. If you tell them to hold position,they will cluster together, run out of health\ammo, and lose by attrition. Thebest strategy seems to be to put your team on 'Cover Me' and quickly (butcautiously) lead them around the level. This should keep them reasonablyhealthy and well-equipped. It also ensures that if the enemy attempts topursue you, they will have to do so one at a time, from the doorways wherethey are more vulnerable.

    Knowing how to time the powerups is very useful here. On Masterful and higher,the bots have a 5-second head start on powerup timing, so keep that in mind.

    Mission 003 - Reflection ( CTF-Reflection )Goal: 3 CapturesFaction: Iron GuardAllies: Jester, Othello, BishopEnemies: Cain, Johnson, Karag, Wraith

    Map Details

    Tokaido border territoriesSurrounded by tranquil waterfalls and traditional architecture, these groundsare known as the Reflection Gardens. They're buried deep in the heart ofdowntown Tokaido, where people can retreat to a place of quiet meditationamidst the bustle of a popular mining colony.

    Briefing"The Izanagi may not like us, but they like results. Bishop, Othello, welcometo the team. Intel picked up another Axon cell inside Tokaido. This one's dugin, with a field lattice generator powering their respawner. We need to workas a team to retrieve the enemy FLaG units, power down their respawner, andclear them out."

    Objectives- Disable the enemy Respawner by removing its FLaGs.- Link with a teammate to multiply the power of your Link Gun.- Translocators can teleport you across short distances. FLaGs can not beteleported.- The Helmet will give you 20 extra armor and protect you from a single sniperheadshot.

    Strategy & TacticsThis map is also fairly small and straight-forward. There are upper and lowerlevels, and a few diverging (and converging) side-paths. The bots willprimarily stick to the main paths to and from the base. Jester is set to flag

    capture by default. She won't be much use on the lower levels so it may bebetter to put her on defense in that case to prevent her from running to herdeath and getting the enemy flag lost in the wilderness somewhere, but she can

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    succeed on higher levels. Regardless, you'll want to stick to the outer-mostpaths for the most part. You can get all the way into the enemy's base withoutbeing noticed and, in some cases, all the way back out again. The Flak Cannonis particularly useful since the enemies will try to literally tackle you,begging you to lodge burning shrapnel in their face. Even though they took outdodge jumping, standard dodging and wall dodging seems to help speed up theegress.

    There is a 'Super Health' in the center of the map between the two bases, andan Armored Helmet up above it. I didn't find either especially useful sinceeveryone else is so fixated on them that they actually became a distractionand a liability. There is no doubt that the extra health would be useful, soit may be wise to follow the main path to the entrance and check for it beforecrossing over to the outer path. I'm not sure I'd risk it on the returnjourney. Crossing center-field with the flag is almost guaranteed to result ina morbid display of affection.

    If you find yourself holding the flag without a flag to return it to - whichis likely on such a small, fast-paced level - your best bet is to hide in the

    tunnels on either side of the flag platform and wait for your team to get theflag back. It's not particularly safe, but it gives you a little extra room tomove if the enemy finds you. There is health - or a speedy capture - nearbyfor contingency.

    Mission 004 - Sinkhole ( WAR-SinkHole )Goal: 1 Core Destroyed ( No Orbs, No Hoverboard )Faction: Iron GuardAllies: Jester, Othello, BishopEnemies: Talan, Kregore, Blain

    Map DetailsDowntown Tokaido, beneath Kimpu Market DistrictThese underground tunnels were discovered when Izanagi assessment teams firststarted their geological survey of Taryd, and they were used to housemunitions and supplies for the first wave of colonists. As the surface citiesexpanded, the caverns were forgotten until large sink holes started to form,destroying large portions of the city above.

    Briefing"Axon scouts were discovered sneaking through the tunnels, and we've tracedtheir movements to a central base of operations. Orders are simple: Destroythe base and seal the tunnels for good."

    Objectives- Link your Core to the Prime Node in the center of the sinkhole.- Destroy the enemy Core.

    Strategy & TacticsI'm not sure if it's an accident but you actually outnumber the enemy on thismission. The orders are indeed simple. Whenever Jester gets done talking abouther anus, go take the prime node in the center of the map. If the enemy hasthe prime node, you'll need to destroy it. The safest way to do this is toclimb up to the catwalk in your base and crouch. You should be able to get aclear line of fire on the node from quite a ways away, effectively safe fromretribution. Once the node falls, keep it down until your allies start to

    construct one, then move in and heal it with the Link Gun, stopping to grabthe shield if you like. Once you have a friendly node established, it's allabout maintaining the node, so just continually repair the node. If you run

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    out of link ammo and you think it's safe to do so, you can do a suicidemission into the enemy core (stealing their shield\berserk powerup on the way)and respawn in time to help protect your prime node. The Manta can help fordefending the prime node, allowing you to head the enemy off at their baseentrance and simply run them over. It also does a lot of damage to the primenode if the enemy tries to construct one. Just keep doing suicide missionsinto the enemy core to whittle away at it, or stay back and protect the

    node. - As long as you know how to stop the enemy from constructing one oftheir own, they won't have many opportunities to damage your core.

    Amusingly, you can stand idly on the Prime Node and the enemy will prioritizeattacking the Node. When the node is destroyed, a new one will immediatelybegin construction (since you're standing on it) and the bots will immediatelyattack the new node instead of you. They'll even sit a few feet away from youin a Manta blasting away at the Node, oblivious to the futility of theirexistence. You can use this to destroy them with impunity. (Almost.)

    The UDamage & Berserk powerups on either side of the base exits will allow youto quickly destroy\repair a node.

    Mission 005 - Market District ( WAR-MarketDistrict )Goal: 1 Core DestroyedFaction: Iron GuardAllies: Jester, Othello, BishopEnemies: Cain, Johnson, Karag, Wraith

    Map DetailsDowntown Tokaido, Kimpu Market DistrictLife in Tokaido relies heavily on the infrastructure of the Kimpu MarketDistrict. People purchase food there, shop, gather for social occasions, and

    even buy their fuel in this one centralized location. In a surprise move, aterrorist cell has invaded the Market, scared off the locals, and shut downall business in and out of the district.

    Briefing"Time to take down another power core. The old market centers both have nodespowering defense turrets. If we can take them both, we'll overload the enemycore shields and their core will be raised and exposed. Then we use theturrets to finish them off from a distance. We're using the 'Node Buster' Orband Hoverboards this time. Expect more intel on the field."

    Objectives- Control the Prime Node to access your enemy's Core.- Control Support Nodes to unlock mobile laser turrets.- Use the mobile turrets to protect the Prime Node.- Short Circuit the enemy Core's coolant system by controlling both SupportNodes simultaneously.- An overheated Core raises into the open air and is vulnerable to turretfire.

    Strategy & TacticsAnother Warfare mission. This one is more like normal, although still notcompletely. You now have Hoverboards and the Orb. In this mission, you have 3nodes. The prime node - in the center - needs to be under your control beforeyou can damage the enemy core. The two support nodes on the side are not

    useful in that respect, but if you have all three nodes simultaneously it willraise the enemy core up onto the top of the base where it can then be attackedby turrets as an added bonus.

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    The strategy works like this: You can focus on the prime node, but if the sidenodes are left undefended the enemy will claim them both easily. Once theyhave both nodes, all they have to do is get their Orb carrier to your primenode and your Core is completely exposed. On the other hand, if you focus onthe side nodes, the enemy can take the Prime node and assault your Coreunopposed. The logical conclusion is to have a minimal force attack the

    support nodes - to prevent the enemy from controlling both - while yourremaining forces (and the orb carrier) focus on taking and holding the primenode. If the enemy removes forces from the support nodes to fortify the primenode, you've successfully reversed the situation. You'll have the Prime Node,and both support nodes as a matter of course. If the enemy takes forces offthe prime node to hold the support nodes, he'll still have trouble holdingboth of them and to make matters worse he won't have the necessary forces todo anything with them once he has them.

    Bishop is probably your least useful character on this level, so he'd make thebest candidate for attacking the support nodes. The bots are completely ineptwith the Orb, so your job is to carry the Orb to the Prime Node. Once the node

    is in your control, do your best to push (or sneak) into the enemy base andattack their core. Their Orb carrier will charge straight for the Prime Nodejust about every time. On the lower difficulties you can win the level by justshutting down their orb carrier, but on the harder levels it's easier saidthan done.

    It'll probably be a tug-of-war for the Prime Node, making it difficult to tellwhen to push in and when to fall back. If you go back to your base and get asecond Orb, you can use it to fortify the Prime Node and prevent the bots fromtaking it back, but not forever, and your bots aren't particularly good atinfiltrating so this is slow at best. The enemy can still kill you and rushyour core to quickly undo your gains as well. On the other hand, it's verydifficult to get into the enemy base yourself and your bots aren't very good

    at holding the prime node either. The best bet seems to be to use your 'extra'health to attack the Core. If the Prime Node looks sturdy enough to sufferyour absence for a moment, Go attack the Core. If you've just fought off awave of enemies and have a little extra health to spare before you dieanyway - attack the core. Just try to time it so that you make it back to theprime node with the orb before the enemy has a chance to make it to your core.

    If your allies manage to capture both the support nodes, you can attack theenemy core directly from the Prime Node platform with any long range weapon.(Like the Link Gun) Also, if you manage to get into the enemy base, you canstand behind the Core on the far side (Left, when facing the Core). The botssometimes get confused and don't know how to get you, so you can deal quite abit of damage before you, it, or the prime node are destroyed.

    The bots ignore the turrets. If you use them you can help defend theprime\support nodes. The west turret can attack the blue core, and any enemiesapproaching yours, while the east turret can attack the orb carrierapproaching the prime node. This isn't incredibly useful on harderdifficulties since your turret will be targeted and destroyed. The bots alsoignore most of the powerups, so if you have time, you can take advantage ofthem yourself. - Especially the UDamage in the alley across the courtyard fromthe either core.

    Mission 006 - TankCrossing ( WAR-TankCrossing )Goal: 1 Core DestroyedFaction: Iron Guard

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    Allies: Jester, Othello, BishopEnemies: Johnson, Barktooth, Harlin, Cain

    Map DetailsTokaido border territoriesThis area serves as the demilitarized buffer zone between the Axon and IzanagiCorporations. Because the bridges along this narrow strip of land are the only

    roads that connect the two territories, the isthmus is considered a keymilitary objective that must be controlled.

    Briefing"We need to blow the Axon core but - surprise - it's protected by blast doors.We can lower the doors if we can steal a heavy tank and drive it onto thepressure pad. Good news is there's a tank factory in the vicinity. Bad news?We need to get it across a drawbridge powered by the node underneath it. SoJob One: Get the tank. Job Two: Hold the drawbridge and get the tank across.Job Three: Protect the tank while we take out the core. Job Four? Watch thefireworks."

    Objectives- Activate the Bridge Node to lower the drawbridge.- Drive your Goliath tank across the bridge.- Park the tank on the pressure pad to open the blast doors.- Destroy the enemy Core.

    Strategy & TacticsThis is one of the missions they tried to make more reminiscent of Assault.There is only one Node here but rather than simply expose the core, it alsolowers a bridge that allows your tank to cross the chasm into the enemy base.Once inside, you have to drive the tank onto a pressure pad to expose thecore. Plow your turret into their core and blast it point-blank a few times todestroy it. This was a pretty easy mission even on Insane. Jester is on Orb

    duty. Normally I loathe to let bots do anything important, but it's eitherthat or let them drive the tank. That doesn't mean you can sit up topside inyour tank waiting for your bots to do all the work. Actually it probably does.But don't. That's rude. Near the bridge is a short staircase, and if you lookdown over the ledge you can see the bridge node. This is a good opportunity tointerfere with the enemy. Once Jester arrives with the Orb, the bridge willlower and you can jump directly into your tank. Drive it across the bridge anddown the left path. It's fairly linear. You'll reach a dead-end with a metalrectangle on the ground. Park on the rectangle and the core will open right infront of you. Blast it.

    There is a fence to your right and the enemy bots will annoyingly stare at youand throw things through the bars. If you have a bot in the tank with you,they can help gun down the hecklers, but otherwise you'll have to do ityourself. I'm not sure whether it's faster to switch and kill them withmachine gun or to rotate the turret and make them swallow a mortar, but eitherway they have to die since there is a chance they would destroy your tank withtheir mischief if left to their own devices.

    Mission 7 - Kargo ( vCTF-Kargo )Goal: 3 CapturesFaction: Iron GuardAllies: Jester, Othello, Bishop

    Enemies: Slain, Johnson, Talan, Drake

    Map Details

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    Alluvion river valleyThe harbors of the Alluvion River are the primary entry points for colonialsupply lines. These shipping lanes are shared by all factions, and monitoredby an N.E.G. peacekeeping force. This port is a highly contested supply pointon the edge of Axon territory, with the Izanagi mainland just across the bay.

    Briefing

    "These harbors are full of vehicles loading cargo, moving personnel, andmaintaining the perimeter. To even the odds, supply requisitioned a fewlongbows for us. The Anti vehicle rocket launcher - A.K.A. the 'AVRiLLongbow' - fires armor piercing missiles using an onboard optical trackingsystem. If all that fancy tech works as advertised, it sounds like a sniperrifle for blowing up vehicles. Bishop, have fun."

    Objectives- Disable the enemy Respawner by removing its FLaGs.- Control the boat in the mid-ground to access a Goliath.- Line up a Scorpion boost to jump from ramp to ramp across the boat.

    Strategy & TacticsThis map can be extremely irritating. The bots have this tendency toprioritize human players over other bots. Normally it's not too big of a deal,but it becomes obvious when you've got a large number of bots or in this case,a bot in a tank. The map has a neutral Goliath that spawns and travels along aconveyor before being deployed right in the middle of the level, in anenclosure. It's effectively a very large turret. Each team also hasHellbenders and Scorpions in their garage. Aside from the Tank, the middle ofthe map is also home to a shield belt and a redeemer. There are a few uniqueweapons on this level. The 'Slow Field Generator' is effectively a trap which,when activated, causes anyone caught within it's radius to move very slowly.Works for catching (or saving) flag runners. There is also an EMP mine, whichdisables vehicles.

    There are a few ways in\out of the base, but ultimately they lead to one oftwo directions. The 'Street' curves around and leads directly to the loadingdocks for which the level gets it's name. The other is more of a back-alleywhich circles behind some obstructions, making it (nearly) safe passage fromthe troll in the Tank. The back alley also has body armor - in both bases -and health along the way. You can use the Scorpion's Speed Boost to hit thepipes in the center of the Cargo bay and use them as a ramp to launch you ontothe other side of the field, but since the bots use the street almostexclusively, it wouldn't be very wise to use it regularly.

    Generally, the best way is to just get into the base as quickly as possibleand then use the back alley route as an escape. The enemy usually only has onebot defending the flag room with a link gun, flak cannon or shock rifle whichis easy enough to get past, but the others will cut you off in the parking-garage-like buildings. You can use your hoverboard, but only after you'verounded a corner where the enemy has no line-of-sight, and only for a fewseconds at a time. It's very easy to get knocked off the board when you thinkyou're safe. If you can capture the flag one time, all you have to do is holdout for the remainder of the mission.

    Another option is to mercilessly seize and exploit the tank in the center ofthe map to make it virtually impossible for the bots to leave their base. Thisbecomes most useful on the harder difficulties where flag running becomes evermore perilous. Somewhat counter-intuitively however, you don't want to

    actually kill the bots perpetually. If you kill them, they respawn in theirbase, and that means they'll attack your allies when they come to take theflag. You want to time it so that their flag gets taken while they are out

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    keep the two paths from the bases mostly separated. You can run between thechasm and the bunkers for a 'change up' but I find that dangerous andwasteful. If you don't have the flag, you can also translocate through thewindow of the bunker rather than run across the exposed bridge. The bots can(and will) do that as well.

    There are two paths, left and right, which will take you through

    separate routes before connecting in the middle (the flag room). The left pathis shorter and generally less confusing, while the right path provides bettercover, armor powerups, and a little bit of obscurity. The first room on theleft path is a winding room with generators. There is health to the left ofthe door, and a few vials up on top of the first generator. There is a rocketlauncher on top of the second generator. Beyond that room is a hallway thatleads to the Bio Rifle and immediately past that, the enemy flag room with astinger minigun on the ledge above the door and more health by the dooropposite. Beyond that, there is another hallway which leads to the Link Gun,which in turn leads to another room. This room has the Body Armor in thecenter, and the Flak Cannon along the wall. It's easy to get turned aroundhere, because the exit to the room is on the same wall you entered through.

    Once you know your way around, a dodge\translocate and a couple sharp turnswill take you through this room before the bots have time to focus on you.Past that room is a small hallway which leads to the last room - the entranceto the 'right path' - which spawns the Shock rifle and the Armored Helmet.

    I prefer the right path for a couple reasons. On the left path, there ishealth right by the entrance - or exit - to the base, but if you already needhealth when you're first entering the base, or if you're low enough that itmakes a difference when you're leaving, there is a good chance you'll die inthe long courtyard anyway, and either way you're likely to be exposed tofurther damage for a while before you find more. The left path also has easytranslocator shortcuts that you cannot use while carrying the flag, meaningthe bots will have an easier time catching you should you attempt to exit

    along that route. The right path, on the other hand, can use the windingcorridors to provide cover fire from the enemies for almost half of thejourney, provides armor pickups to keep you shielded *and* has health insidethe enemy flag room when you arrive (or to top off your health before theescape attempt). The biggest downside to this route is that you can getambushed in the corridors.

    There are a couple 'secrets' on this level. Between the left & right path,immediately behind the entrance to the sniper bunkers near where the sniperrifle spawns, there is a ventilation shaft in the 'ceiling' which you canthrow your translocator into. This will take you into the Flak\Armor room andbypass the Shock\Helmet room. On the wall behind the Bio Rifle, there is anaccess hatch which turns into the enemy Flag, allowing you to enter from'behind enemy lines.' It's not incredibly useful, but the bots will use this.Finally - and this is the game winner - there is a Shield belt above theStinger platform in either team's flag room. The stinger platform 'loopsaround' for no obvious reason, but if you look up there is a pipe runningalong the ceiling. If you translocate onto that, you'll find the shield belt.If it's already been taken, you can also wait there safely for it to respawn.

    You can get the shield belt in the red base and use it to get inside the bluebase, stock up on health and replace the broken shield, and then grab the flagand make an escape with 100/100. If you take the right path, you can sometimesgrab an Armor Vest and\or Helmet on your way out. This factor alone shouldallow you to make it outside and to the first bridge, where your team can

    (possibly) pick up where you left off if you die. Another useful trick is touse the Bio Rifle alt fire to clear the hallways if anyone tries to ambushyou. A lot of people dislike the Bio Rifle, but in situations like this it can

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    be more useful than the Flak Cannon. Quickly 'Zigzagging' is also a must,since it reduces the enemy accuracy by about 60%. If you're still havingtrouble with this, you can linger in your own base collecting the health vialson top of the generators, the armor helmet, vest, and belt until you're175/199. That should g