Table of Contents I. Introduction i. Version History ii. Contact II. The Guns Z. Translocator A. Shield Gun B. Assault Rifle Ba. Dual Assault Rifles C. Bio Rifle D. Mine Layer E. Shock Rifle F. Link Gun Fa. Onslaught Link Gun G. Minigun H. Flak Cannon I. Grenade Launcher J. Rocket Launcher K. AVRiL L. Lightning Gun M. Sniper Rifle N. Redeemer O. Target Painter P. Ion Cannon III. The Vehicles 1. The Manta 2. The Raptor 3. The Scorpion 4. The Goliath 4a. Driver's Seat 4b. Gunner's Seat 5. The Hellbender 5a. The Driver's Seat 5b. The Side Turret 5c. The Rear Turret 6. The Leviathan 7. The Human Fighter 8. The Skaarj Fighter IV. Credits and Conclusion
I. Introduction It's funny. When I first downloaded the Unreal Tournament 2004 demo I was prepared to be dissapointed. Yet somehow Epic had redeemed themselves. Onslaught was amazing, and assault was similar to how I remembered it (from five minutes prior since I still have UT installed). After I saw nothing being posted I made this guide. Well, there you go.
i. Version History Version 0.45 This was the first submitted version of this FAQ. It was made during the days after the release of the demo. All guns were complete and listed (as far as they were known at the time). Vehicles were not yet started.
Version 0.85 This was the second submitted version, and contained the Translocator, as well as all vehicles in the demo. This version is complete and will not be updated until the full game is released (or somebody tells me I forgot something). And of course, I then have to purchase it.
Version 0.90 A few formatting changes were made.
Version 0.95 Added the Grenade Launcher (not sure how I forgot that), fixed the Target Painter/Ion Cannon, and a few other small errors. Also updated the list of sites allowed to host this guide.
ii. Contact If you need to contact the author, please send an e-mail to Gundato@hotmail.com and put "UT2k4 Weapon Guide" as the subject. I make no guarantee that I will respond, but if you seem to not be a complete moron I will at least try. If you wish to add this guide to your own website, please send an e-mail to Gundato@hotmail.com and put "OMFG!! I LOVE YOUR GUIDE" as the subject. What? I like to get a bit of an ego trip. Anyway, please include the URL of your website and I will most likely let you host the guide. NOTICE: If you see this guide anywhere other than the following websites please contact the author. You will be added to the credits. http://ogw.topcities.com http://www.gamefaqs.com http://www.actiontrip.com
II. The Guns Z. Translocator Primary Fire: Fires off your translocator beacon. Secondary Fire: Teleports to your translocator beacon. Select Translocator Button: Activates a camera on your translocator beacon. Special Techniques: Do I even have to say this? You use it to get to places faster, and to obtain various power-ups that are otherwise unobtainable.
A. Shield Gun Primary Fire: This will charge up the shield for a single burst of energy. A full charge is an almost guaranteed kill, but it can only be used at melee range. Secondary fire: This will generate a shield at the cost of fifteen charges initially, and then one charge for every point of damage sustained. Special Techniques: The Shield Gun can be used to augment your jumping ability, at the cost of some health. Simply fire off the primary fire while jumping. This same technique can be used when landing to lessen the falling damage.
B. Assault Rifle Primary Fire: This will fire off bullets at the enemy. Secondary Fire: This will fire off a grenade, the charge time determines the distance the grenade travels. Special Techniques: Pick up a second Assault Rifle for Dual Assault Rifles Ba. Dual Assault Rifles Primary Fire: Fires bullets at a faster rate. Secondary Fire: Fires grenades at a faster rate.
C. Bio Rifle Primary Fire: This fires a single blob of tarydium by-product. Secondary Fire: This will charge up a large shot of tarydium-by- product. A full charge is an instant kill should it hit the enemy, and a miss will just break apart, spraying the goo from the point of impact.
D. Mine Layer Primary Fire: Releases a mine. Secondary Fire: Points a targetting beam that allows for control of the mines.
E. Shock Rifle Primary Fire: Fires a beam that knocks the enemy back while doing damage. Secondary Fire: Fires an orb of energy. Special Techniques: Hit the secondary fire with the primary to shock combo. This causes large amounts of damage and has a good damage radius.
F. Link Gun Primary Fire: Launches plasma darts. Secondary Fire: Fires an arc of plasma that can be sustained as long as the gun has enough ammo. Special Techniques: By firing the secondary fire at your teammates, you can strenghthen their secondary fire. A chain of this can result in instant death for any enemy. Fa. Onslaught Link Gun Primary Fire: Launches plasma darts. Secondary Fire: Fires an arc of plasma that can be sustained as long as the gun has enough ammo. Special Techniques: In addition to allowing for chains, the secondary fire can repair power nodes and vehicles. G. Minigun Primary Fire: Rapidly fires bullets. Secondary Fire: Rapidly fires explosive bullets.
H. Flak Cannon Primary Fire: Fires a blast of shrapnel. Secondary Fires: Fires a shell which releases shrapnel upon impact.
I. Grenade Launcher Primary Fire: Fires a sticky grenade. Secondary Fire: Detonates a sticky grenade. Special Techniques: You see those vehicles chasing you? Slap a few grenades on them, detonate, they die. This can also be used to set up traps (sneak into the enemy base, grenade a Hellbender, wait for them to hop in, blow it up).
J. Rocket Launcher Primary Fire: Fires a rocket Secondary Fire: Loads up to three rockets Special Techniques: By keeping the crosshair upon an enemy for long enough, the rockets can lock onto the target.
K. AVRiL Primary Fire: Fires a slow moving rocket with much recoil. Secondary Fire: Locks onto an enemy vehicle with line of sight. Special Techniques: Not so much a special technique, but for the rocket to have any chance of hitting an enemy you need to keep your crosshair on them until it hits.
L. Lightning Gun Primary Fire: Fires an arc of electricity that is easily traced back to the source. Secondary Fire: Zooms in. Special Techniques: Again, not really a special technique, but do NOT stop moving when you fire this. The arc of electricity will lead right back to you, and you will be shot. Oh, and I will laugh at you when it happens.
M. Sniper Rifle Primary Fire: Fires a high powered slug and a puff of smoke. Secondary Fire: Zoom in Special Techniques: Wow, when was the last time I actually wrote down a special technique? Anyway, this is what you should try to use for stationary sniping. While the puff of smoke is visible, only another sniper and somebody who is actually looking for you will notice it. So stay moving, but feel free to take a few shots at each stop.
N. Redeemer Primary Fire: Fires a nuclear missile. Secondary Fire: Fires a remote controlled nuclear missile. Special Techniques: You can easily shoot down an incoming missile (if you see it). Also, this is effective for destroying the enemy base in Onslaught for obvious reasons. If you see a missile, use your minigun. The high rate of fire will give you a better chance of actually taking out the missile.
O. Target Painter Primary Fire: Fires a targetting laser. Hold on a location for a few seconds, watch as a Pheonix Bomber bombs the area. Secondary Fire: Zoom in
P. Ion Painter Primary Fire: Fires a targetting laser, Hold on target for a few seconds, watch as an Ion Cannon blasts the area. Secondary Fire: Zoom In
III. The Vehicles 1. The Manta Primary Fire: Fires a plasma gun. Secondary Fire: Hug the ground. Jump: Well, your vehicle jumps. Crouch: Your vehicle crouches. This is the same as Secondary Fire Special Techniques: Hmm, those blades look sharp. I wonder what would happen if you ran into somebody while crouching or, even better, landed on them...
2. The Raptor Primary Fire: Fires a plasma gun. Secondary Fire: Fires a missile that will home in on Raptors and Mantas. Jump: You gain altitude. Crouch: You lose altitude. Special Techniques: The Raptor is great for defending a node. If there are enemy raptors and mantas, it may prove more effective to take a quick trip back to your base and grab a Raptor. It's primary fire is great for taking out infantry, and it's secondary fire is designed to take out enemy Raptors.
3. The Scorpion Primary Fire: Fires a string of plasma cores. By charging this, you can add more cores to the string. This is good for stopping a mass of infantry and attacking the enemy power nodes. Secondary Fire: *SHWING*. Err, what I mean to say is this deploys a blade on each side of your Scorpion. These blades can easily cut down infantry, but are nigh useless against everything else. Your blades can break off, so make sure to retract them when they are not in use. Jump: Your Handbrake. Crouch: None? Special Techniques: Is a Hellbender attacking your power node? Ram them and fire off your plasma cores. This also works against Goliaths, but you will probably be shot.
4. The Goliath 4a. The Driver's Seat Primary Fire: Fires off a shell. Secondary Fire: Zoom in Jump: None? Crouch: None? 4b. The Gunner's Seat Primary Fire: Fires your minigun. Secondary Fire: Zoom in Jump: None? Crouch: None? Special Techniques: Shoot vehicles with the big gun, take out infantry with the minigun. Also, it is best to target Raptors with the minigun, and power nodes with the big gun.
5. The Hellbender 5a. The Driver's Seat Primary Fire: Honk your horn. No, I am not joking. Secondary Fire: Honk your horn. No, I am not joking. Jump: Handbrake Crouch: None? 5b. The Side Turret Primary Fire: Fire off floating shock balls. Secondary Fire: Similar to the primary of the shock rifle. Jump: None? Crouch: None? 5c. The Rear Turret Primary Fire: Charge up your twin ion cannons, release to fire. Secondary Fire: Zoom in Jump: None? Crouch: None? Special Techniques: The primary fire of the Side Turret can be used to create a chain of explosions by hitting one ball with the secondary fire of the Side Turret. Also, the heavy armour of the Hellbender makes it ideal for charging a heavily defended power node.
6. The Leviathan *NOT IN DEMO*
7. The Human Fighter *NOT IN DEMO*
6. The Skaarj Fighter *NOT IN DEMO*
IV. Conclusion I hope you enjoyed this FAQ, because I enjoyed writing it.
Credits: I thank Epic for pulling the UT2k# series out of the gutter. I thank Waffnuffly and Eightball Maniac for making me feel like a moron after I bought UT2k3. I know it was wrong, but I learned my lesson. No matter how shiny a game is, I should not buy crap. And that is about it for now. WishCow for pointing out the difference between the Target Painter and Ion Cannon.