Unreal Tournament 2004 чит-файл №2

Unreal Tournament 2004: Weapons FAQ


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.



Copyright 2004 Robert Pavel