Unreal Championship - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Unreal Championship - Strategy Guide (Page 02).
4) The only race that truly requires triple rocket shot to
kill is the juggernauts. I often only load dual rockets,
as it is adequate to severly cripple any other race. If
the dual rockets miss, I saved myself an extra rocket.
If it hits and I did not see the glow of a shield, I
switch to something else (link gun if I have it) to
finish them off.
DAMAGE: 68 a rocket, 204 triple rockets
BERSERK DAMAGE: 136 single rocket, 408 triple rockets
AFFINITIES:
AMMO: 24 start, 96 max
DAMAGE: 82 single rocket, 244 triple rockets
FIRE RATE: Very noticeable, in primary fire and secondary.
Makes secondary fire extremely deadly.
6.7 SHOCK RIFLE
MANUAL DETAILS: The ASMD Shock Rifle has changed little since its
incorporation into the tournaments. The ASMD sports two
firing modes capable of acting in concert to neutralize
opponents in a devastating shockwave. This combination attack
is achieved when the weapon operator utilizes the secondary
fire mode to deliver a charge of seeded plasma to the target.
Once the slow-moving plasma charge is within range of the
target, the weapon operator may fire the photon beam into the
plasma core, releasing the explosive energy of the anti-
photons contained within the plasma's EM field.
COMBO: Shooting the projectile from the secondary fire, with a
blast from the primary fire, will result in a large blast
with an explosive force.
PRIMARY FIRE: A quick burst 'laser' shot that travels a straight
line instantly.
SECONDARY FIRE: A ball of plasma that travels in a straight line
at a decent speed, although somewhat slow.
STARTING/MAX AMMO: 20 start, 50 max
PLAYING TIPS:
1) Holding down the tirgger is not the best method of
employing this gun. Aim and then fire. When up real
close, use the alternate fire. Both deal the same amount
of damage, but the secondary is a "wide" shot. It also
moves slow, so an enemy moving around alot has a very
good chance of running into it. Also, when the secondary
hits someone, it "throws" them somewhat. This can
disorient players easily.
2) Use the shock combo if you can! But don't WASTE ammo of
you don't think you will hit anything. Again, "hoping"
you will hit something here is a bad idea. The combo
takes a total of 5 ammo, not 2. Although secondary fire
is 1 munition, as well as primary, the explosion
requires extra.
3) Lead your enemies.. make them follow you around a
corner. Backpedal around it, fire the alternate shot,
then explode it in their face when they come around the
corner. They won't see it coming til it's too late. Most
people will fall for this from time to time, but they
aren't dumb.. they don't fall for it ALL the time.
4) People waiting around a small corner that can't get away
but you know are waiting to hit you are prime targets of
a shock combo. Use the explosive range to kill them. But
you need to decide if it's worth that 5-15 ammo to kill
them without seeing them.
DAMAGE: 30 damage primary. 30 secondary, 130ish combo
BERSERK DAMAGE: 60 primary, 60 secondary, 260ish combo
AFFINITIES:
AMMO: 40 start, 100 max
DAMAGE: 36 primary, 36 secondary, 180ish combo
FIRE RATE: Very noticeable difference here as well. Can
also perform combos much sooner due to being able to
fire primary soon after secondary.
6.8 T.A.G RIFLE/ION CANNON
MANUAL DETAILS: The T.A.G. Rifle seems innocuous enough at first
glance, emitting a harmless low-power laser beam when the
primary firing mode is engaged. When it hits, a small glow will
appear for a brief period, "painting" the target. If there is a
direct line of sight to the orbiting Ion Cannon satellite, the
Cannon will orient itself to the target. Several seconds later
the multi-gigawatt orbital ion cannon fires on the target,
neutralizing any combatants in the vicinity. The T.A.G. Rifle
is a remote-targeting device used to orient and fire the VAPOR
Ion Cannon. The T.A.G. Rifle offers increased targeting
accuracy via its telescopic sight, easily activated by the
secondary fire mode of the weapon. Once the T.A.G. Rifle has
been used to designate a target, it is highly recommended that
the user put considerable distance between themselves and the
weapon's area of effect.
PRIMARY FIRE: Emits a red targeting laser. Hold it still on a
target for several seconds until it vanishes. The blast will
follow shortly.
SECONDARY FIRE: Same scope as the lightning gun. The bar on the
right of screen will fill up when pressing the primary fire,
indicating how long to "paint" the target.
STARTING/MAX AMMO: 1 start, 1 max
PLAYING TIPS:
1) Good for blasting an entire base or entrance when an
opponent you need to kill is heading for it.
DAMAGE: Varies. Very high.
BERSERK DAMAGE: Unsure if it affects.
AFFINITIES:
AMMO: None applicable.
DAMAGE: None applicable.
FIRE RATE: None applicable.
6.9 TRANSLOCATOR
MANUAL DETAILS: The Translocater was originally designed by the
Liandri Corporations R&D sector to facilitate the rapid
recall of miners during tunnel collapses and other
emergencies. The technology has saved countless lives, but
not without cost. Rapid deresolution and reconstitution of
the subject organism can have several unwelcome effects,
including increases in aggression and paranoia, as well as
increased probabilities of respiratory and cardiac arrest.
Artifacts of synaptic disruption accumulate in the biological
snapshot of the individual, leading to Teleportation Related
Dementia (TReDs), an incurable disease that has stricken some
of our greatest champions. In order to prolong the careers of
today's contenders, limits have been placed on Translocater
use. The was deemed necessary to prevent new recruits from
become too reliant on the device, thereby sealing their own
doom. The latest iteration of the Translocator features a
remotely operated camera, exceptionally useful when scouting
out areas of contention. It should be noted that while
viewing the camera's surveillance output, the user is
effectively blind to their immediate surroundings.
PRIMARY FIRE: Projects a small disc in an arc forward. Switches
to camera mode if disc is already out. Third press destroys
the disc.
SECONDARY FIRE: Teleports to the disc currently out.
STARTING/MAX AMMO: 5 start, 5 max
PLAYING TIPS:
1) The translocator recharges steadily when used to a
maximum of five. It travels in the air faster than most
races can walk, so it is a valid method of travel to
fire it then translocate while walking.
2) Translocating to your disc when an opponent is on top of
it results in their immediate death, regardless of
health and armor total. Telefrag!
3) Many people don't use the camera.. it does have some
uses, however, but mainly when playing defense. Most
levels that have a translocator available have a "choke-
point" somewhere that the enemy has to pass to get to
your base. You can place this at your end of the choke
point and return to your flag/bombing gate and watch
through the camera. To switch out of camera without
destroying the disc, change weapons.
BERSERK DAMAGE: Not applicable.
DAMAGE: Not applicable.
AFFINITIES: Not applicable.
AMMO: Not applicable.
DAMAGE: Not applicable.
FIRE RATE: Not applicable.
6.10 BALL LAUNCHER
MANUAL DETAILS: A new addition to the Tournament, the Ball
Launcher is only available in Bombing Run Mode. Once you've
picked up the ball, the Ball Launcher is automatically
selected from your arsenal. While you're in possession of the
ball, you cannot use any other weapon. Pressing the Fire
button will launch the ball, either at another teammate for a
pass, or through the opposing team's goal.
PRIMARY FIRE: Launches the ball at the nearest bombing gate, or
to whomever you are locked onto.
SECONDARY FIRE: Locks onto an fellow teammate for passing with
the primary fire.
STARTING/MAX AMMO: Not applicable.
PLAYING TIPS:
1) Teamwork is key in Bombing Run. While you can be
effective without it, two or more people working
together will totally destroy any people NOT working as
a team. Pass it back and forth!
2) The carrier of the ball is granted massive regenerative
abilities. If near your own base, let a juggernaut carry
the ball (their massive life will keep them alive
longer). Have a faster race, such as the Automatons/Gen
Mo'Kai/Anubans/Mercenaries, move towards mid-field to
receive a pass when all of the opponent's team is trying
to kill the big juggernaut. This will generally result
in a score, especially when a Gen Mo'Kai receives the
pass with their amazing speed).
BERSERK DAMAGE: Not applicable.
DAMAGE: Not applicable.
AFFINITIES: Not applicable.
AMMO: Not applicable.
DAMAGE: Not applicable.
FIRE RATE: Not applicable.
6.11 BIORIFLE 2.0
MANUAL DETAILS: The GES BioRifle continues to be one of the most
controversial weapons in the Tournament. Loved by some,
loathed by others, the BioRifle has long been the subject of
debate over its usefulness. Some Tournament purists argue
that the delayed detonation of the mutagenic sludge, coupled
with the ability to quickly carpet an area with a highly
toxic substance, has reduced the weapon to the equivalent of
a minefield, a barbaric and cowardly weapon employed during
past human conflicts. Proponents of the weapon argue that it
enhances the tactical capabilities of defensive combatants,
allowing participants to cover multiple choke points more
efficiently. Despite the debate, the weapon remains
historically accurate, providing rapid-fire wide-area
coverage in primary firing mode, and a single-fire variable
payload secondary firing mode. In layman's terms, this
equates to being able to pepper an area with small globs of
Biosludge, or launch one large glob at the target,
PRIMARY FIRE: A quick, small glob of green sludge is shot forward
in an arc, sticking to whatever surface it hits (walls,
ceiling, floor, etc). It explodes in a small pop after two to
three seconds, damaging anyone nearby.
SECONDARY FIRE: Hold to prepare a super-charged sludge shot that
requires up to 10 ammo, depending on how long you charge it.
Release to expell a huge ball, that spreads on impact unless
it hits a player. Very painful.
STARTING/MAX AMMO: 20 start, 50 max
PLAYING TIPS:
1) Like the assault rifle, you can charge the secondary
fire on this and have another weapon selected. When you
release the secondary, the game will automatically
change to the weapon you chose.
2) Very easy to commit suicide with this gun. Be careful
not to be near the shots that don't hit an enemy when
they explode. For the faster moving targets, spray the
ground around their feet.
3) When a target is hit by the BioRifle, whether primary or
alternate fire, they are sent flying (fly further from
secondary than primary). A good chance to change weapon
and finish the task.
4) Due to the only character affinities being faster fire,
this weapon is not really a good choice for main weapon.
When you hit an enemy, it knocks them around, so you
need to re-aim after each successful shot anyway. Faster
fire will waste your ammo. Possible reason for lack of
ammo affinity is the sheer power of this gun...
5) Try shooting at the exact same spot repeatedly. The sludge
collects in a pile and starts exploding everywhere, making an
effective mine field with the center shot doing excessive damage.
BERSERK DAMAGE: 60 primary, 346 secondary
DAMAGE: 30 damage primary direct hit, 166 secondary (full charge)
AFFINITIES:
AMMO: Currently no characters with ammo affinity.
DAMAGE: Currently no characters with damage affinity.
FIRE RATE: Noticeably faster, but due to low ammo capacity,
you run out extremely fast.
6.12 THE LINK
MANUAL DETAILS: The Link looks like a high-tech laser and is
similar to a Shock Rifle in its functionality, but delivers
less damage. This is more of a team weapon and it's real
power comes when used in a team. If this weapon is fired at a
teammate, it creates a link between the two for as long as
the firing player presses their fire button and as long as a
direct line of sight is maintained between the players. This
link will allow the linked player's weapon to do extra
damage, with a faster rate of fire. If another player is
added to the link, the firing rate will increase again, and
the beam will deal a devastating blow.
PRIMARY FIRE: A green projectile is shot forward at a fairly good
speed. Will push an enemy it hits slightly if they are on
ground, severely knocking them aside if in air.
SECONDARY FIRE: Holding the secondary fire will maintain a steady
green beam of energy that will damage any enemy it comes in
contact with. Will also 'link' with fellow teammates if they
are wielding the link gun at the same time.
STARTING/MAX AMMO: 40 start, 120 max
PLAYING TIPS:
1) First of all, the main fire is not a narrow shot. Since
it has some width to it, stepping left and right when
firing is a very deadly tactic. This effectively creates
a wide spread area of danger for enemies. Firing in a
straight line makes this weapon easy to dodge, as the
projectile is NOT instant, but must travel from gun to
target. Plenty of time to side step at a mid to long
distance. But not close range.
2) This weapon's true power really is in a team game. If
you have any doubts, get together with a friend and both
of you try the character Mandible (automaton with extra
link gun ammo). I'll explain EXACTLY what happens when
two or more link gun users work together.
A) Damage multiplier. When the person being linked to
fires, they deal get an addition 1x the normal
damage they deal for each person linked to them.
Look below at the damage and then imagine this
multiplied. Keep in mind, ANY person being berserk
in a link affects the attacking person.
B) Damage split. Basically it's a fraction. If there
are two people linked, assuming the shot that hits
one or the other isn't a lethal shot, the damage
is split half and half to both. If three people
are linked, if ANY one of them takes damage, all
three receive a third of it (noone receives the
FULL brunt of an attack). In my opinion, this is
why no juggernauts were given link gun affinities.
A shame, but a good call by DE.
C) Ammo sharing. The person LINKING to someone else
will have their ammo used by the one who can
attack the enemies first. The person BEING linked
will not use their own ammo until all people
linked to him/her have ran out.
D) The beam connecting any linked players is a weapon
as well. Use it! If you are fighting multiple
enemies, keep the beam steady between you and your
teammate, but run the connecting beam through as
many enemies as you can. It DOES hurt them!
3) Note that berserk secondary beam has a higher multiplier
than berserk primary. Use it. It takes about 2 seconds
secondary fire to kill a freshly respawned juggernaut on
berserk. When playing with friends and someone is linked
with berserk.. death is almost instant for a juggernaut,
let alone anyone else.
4) Nightmares + Team Link. This is more of an advanced
tactic, but a couple of Subversa's working together are
a beautiful thing to see. If they take turns linking
each other and dishing out the damage.. They already
have damage affinities, plus a 1x added into it, with
the life gain when dealing damage.. Sadly, the life gain
isn't shared like the damage loss is among link members,
but that's alright. They just take turns and it's
sooooooooooooo sweet,
5) If you have good aim, use the secondary fire on jumpers.
This will throw them around in mid air BADLY. You can catch
someone in a corner indoors with it and keep them plastered to
the ceiling until they die. Charge a secondary shot from AR,
have it ready to switch to link gun, and when it throws the target
up into the air, pin them there. Not really a useful strategy against
good players, but fun to do anyway.
BERSERK DAMAGE: 46 primary, 22 secondary
DAMAGE: 23 primary, 9 secondary (4.3 seconds steady stream does
190 damage or more)
AFFINITIES:
AMMO: 80 start, 240 max
DAMAGE: 28 primary, 11 secondary
FIRE RATE: Noticeable in primary fire.
7. POWERUPS, PICKUPS, AND IMPORTANT ITEMS
7.1 HEALTH VIAL
APPEARANCE: A small blue stoppered vial that stands upright
EFFECT: Increases current health by 5, up to a limit of 199 (or
twice starting health, whichever comes first).
7.2 HEALTH PACK
APPEARANCE: A floating green cross that rotates slowly and is
transparent
EFFECT: Heals 25 hit points of damage. Will not go over starting
health.
7.3 MEGA HEALTH
APPEARANCE: An extra large green transparent cross
EFFECT: Increases current health by 100. Will not go over 199
health, or twice starting health.
7.4 SHIELD PACK
APPEARANCE: A small golden shield
EFFECT: Increases shield count by 50.
7.5 SUPER SHIELD PACK
APPEARANCE: A large golden shield with a diagonal lightning bolt
EFFECT: Increases shield count by 50
7.6 DOUBLE DAMAGE
APPEARANCE: A rotating purple icon; similar to bat wings
EFFECT: Doubles all damage dealt by any weapon
7.7 ADRENALINE
APPEARANCE: A red and white pill that loads on the ground upright
EFFECT: Increases adrenaline count by 5 each (excepting Anubans)
7.8 BOMB GATE
APPEARANCE: A large rectangular object with a glowing circle in
the middle
EFFECT: Shoot the ball through for 3 points, run it through for 7
7.9 DOMINATION POINT
APPEARANCE: A pad on the ground with a Letter (A or B) floating
above it
EFFECT: Walk over point A or B to gain control of it
7.10 FLAG STAND
APPEARANCE: A platform with a stand for flag poles
EFFECT: Holds the flag for each team.
8. SPECIES INFORMATION
8.1 GEN MO'KAI
MANUAL GUIDE: Faster and more agile than their human
counterparts, the lithe Gen Mo'Kai lack the vitality of
robust opponents like the Juggernauts. They more than
compensate for this handicap with their ability to distance
themselves from the enemy with great haste.
STARTING HEALTH: 80
JUMPING: 3/10
RUNNING: 8/10
BONUSES: Super speed, gives them amazing maneuverability when
feet are on the ground
8.2 AUTOMATONS
MANUAL GUIDE: Lightning-fast reflexes and a powerful synthetic
musculature allow Automatons to jump higher and dodge faster
than any other race in the arena. Limitations in the
gyroscopic stabilizers require that jumping maneuvers have
decreased horizontal motion, in order to ensure a stable
landing.
STARTING HEALTH: 110
JUMPING: 8/10
RUNNING: 5/10
BONUSES: Superior jumping ability makes them hard to keep an eye
on or keep up with
8.3 MERCENARIES
MANUAL GUIDE: Somewhat more rugged than their earthly
counterparts, the Mercs of the 7th Fleet suffer from none of
the vulnerabilities that make their opponents easier targets.
STARTING HEALTH: 120
JUMPING: 4/10
RUNNING: 5/10
BONUSES: No bonuses or maluses.
8.4 JUGGERNAUTS
MANUAL GUIDE: Hampered by the bulk of their genetically boosted
physiques, the Juggernauts move ponderously through the
arenas, shrugging off enemy fire as if it were a mere
annoyance. They may not be fast, but they tend to keep coming
long after others have retreated to lick their wounds.
STARTING HEALTH: 190
JUMPING: 1/10
RUNNING: 2/10
BONUSES: High life makes them harder to kill, giving them time to
dish out damage.
8.5 ANUBANS
MANUAL GUIDE: The Anubans carry with them a long-standing
tradition of acrobatic maneuvering and stimulant use in
battle, possibly inherited from the ceremonial combat rooted
deep in their planet's history. Deemed showoffs by some, they
have shown their prowess repeatedly by using their unique
skills to navigate even the most treacherous arenas safely.
Because of their unique affinity for stimulants, their bodies
absorb the adrenaline ampules with considerably more
efficiency than other races.
STARTING HEALTH: 85
JUMPING: 6/10
RUNNING: 6/10
BONUSES: Get 15 adrenaline for every two pills instead of 10. Get
15 adrenaline per kill instead of 10.
8.6 NIGHTMARE
MANUAL GUIDE: The pleasure these foul creatures derive from the
pain of their wounded enemies triggers the release of
powerful regenerative drugs secreted from their heavily-
modified glandular systems. The more pain they inflict, the
harder they become to kill.
STARTING HEALTH: 70
JUMPING: 2/10
RUNNING: 3/10
BONUSES: Gain 50% of all damage dealt as life. Can go over
starting health with this ability to their race max of 140
(no need for health powerups, vials, etc).
8.7 CHARACTER AFFINITIES
8.7a AMMO (A): Doubles normal ammo capacity of preferred weapon
8.7b DAMAGE (D): Increases damage of preferred weapon (about 20%)
8.7c FIRE RATE (F): Increases rate of fire with preferred weapon
9. MUTATOR INFORMATION
NOTES: When choosing the map in any game type, press the X button
to go into settings. Press X again from there to access the
Mutator settings. You can enable or disable a mutator by pressing
the A button while it is highlighted. The Arena mode is the only
mutator with extra options (also accessed by pressing X when
highlighted). When done with anything, press B to return to the
previous menu. When ready to begin the game, just select the
map and continue like normal. For simple strategies, check
section 12 of this Guide (incomplete at this time).
9.1 ARENA
ICON: Basketball court with arrows pointing to four corners.
DESCRIPTION: Replace all weaponsand ammo on level with one chosen
from a list (excludes shield guns, T.A.G. Rifles)
9.2 FLOATY CADAVERS
ICON: Corpse floating above a close with a skull and crossbone
DESCRIPTION: Bodies float upwards when killed.
9.3 INSTA GIB
ICON: Hang-man type figure exploding with a gun at bottom
DESCRIPTION: One-hit kills, using modified shock rifles
9.4 LINK GUN MEDIC
ICON: Link gun inside a health (cross) symbol
DESCRIPTION: Using the secondary fire on a teammate who is using
the link gun also will heal them.
9.5 LOW GRAV
ICON: Figure with vertical stripes beneath feet
DESCRIPTION: Low Gravity effects. Jumping goes far higher up,
falling is very slow, etc.
9.6 NO ADRENALINE
ICON: A pill crossed out with an X
DESCRIPTION: No adrenaline capsules will load on the level, nor
will you gain adrenaline for killing anyone
9.7 BIG HEAD
ICON: Figure with a huge head
DESCRIPTION: The higher your efficiency rating, the bigger your
head. The more kills you earn without dieing, the bigger your
head grows.
9.8 COMPETITION MODE
ICON: Graphing chart crossed out with an X
DESCRIPTION: All characters are equal and start with the same
weapon (100 health, run same speed, jump same height, start
with AR rifle)
9.9 REGENERATION
ICON: Health (cross) symbol half full with horizontal lines and
an arrow pointing upwards inside it
DESCRIPTION: You regenerate health when beneath your starting
amount at all times, about 10 health per second.
9.10 SLOW MOTION CORPSES
ICON: A figure falling left with a clock in top right corner
DESCRIPTION: Bodies take longer to vanish once dead
9.11 VAMPIRE
ICON: Vampire teeth!
DESCRIPTION: 50% of all damage you deal is added as life to you
current total (not to exceed starting life unless a
Nightmare)
10. PLAYING THE GAME
10.1 USING THE TAUNTS/ORDERS MENU EFFECTIVELY
DEATHMATCH: When you press the taunts/orders button in a
Deathmatch game, a taunt is automatically sent. No menu
appears.
TEAM DEATHMATCH: In this mode, a menu pops up with three options
in it. Freelance, Follow, and Taunt. Freelance orders any
bots to do whatever they want. Follow orders a bot to follow
you around and provide support to you. Taunt sends a taunt
just as in Deathmatch mode. To choose a command, after
bringing up the menu, press the button shown beside the
command you want.
A) Issuing a follow/freelance order will only apply to ONE
bot. To get 2, 3, etc bots to follow you or stop
following, you must issue the command multiple times.
B) The follow command can be more harm than good at times.
Bots have a tendency to crowd together following you,
making them an easy target to an explosive attack for
multiple kills. If you engage in combat with someone or
see someone coming towards you, fall back within the ranks
of the bots following you. Think of yourself as scout
leader for the squad, not as a solo player. When you find
an enemy, retreat and ambush.
C) Never order Novice level bots to follow you. They have a
huge speed malus, as well as a damage cap to what they can
deal. A headshot from the lightning gun from a bot is 30
damage.. the chances of a Novice bot landing a headshot
are very rare, so expect to take 15 damage total from a
Novice bot with an LG. The fact they move so slow and in a
group will get them slaughtered like cattle.
SURVIVAL: Same as Deathmatch.
CAPTURE THE FLAG: Four commands are available. Freelance, Attack,
Defend, and Taunt. Taunt is always the same, as is Freelance.
Attack orders a bot to attempt to get the other team's flag.
If someone on your team is carrying the flag, attack actually
orders bots to defend the one with the flag. Defend orders
bots to stay near the base and protect the flag, or chase any
opponent carrying your flag.
A) Try to order juggernauts to defend and fast races to
attack.
B) If someone has your flag and you are at your base waiting
to score, order all bots to defend. This will send them in
search of YOUR flag as a TEAM together. If some bots are
on attack and some on defend, order them all to attack
first so they gather around you, THEN order them all to
defend. The reasoning is to ensure they hunt for the flag
together, increasing their chances of a successful return
without dieing. However, keep in mind that trying to team
a juggernaut and Gen Mo'Kai together is a bad idea, as the
juggernaut will fall far behind in the hunt.
BOMBING RUN: Same commands as Capture the Flag, but with Attack
and Defend having slightly different results. Ordering a bot
to defend makes them stay near your team's gate and attempt
to kill any enemy that comes near it. Attack has them seek
out the ball carrier and kill them, or try to get the ball
into the enemies gate for a score.
A) Ordering bots to attack is not a good idea. Running the
ball through the goal and shooting it gives different
amounts of points, so it's better to try for a run through
it.
DOUBLE DOMINATION: Freelance and Taunt commands are here also,
with Attack and Defend being replaced by Attack A and Attack
B. Use these to tell a bot which point to attack/defend. Once
they've takena point they switch to defend mode and stay
there guarding it til they die, then they attack it again.
A) Bots follow a pattern that becomes ridiculously easy.
First, order all bots on your team to attack the same
place, then you attack the other. If it's extremely hard
to take the side you're after, order the bots to try and
take it and you attempt the other side. The enemy bots
seem to be "Assigned" a point to take. They go straight
for that point. If two are assigned the same point, one
will stay to defend once it is captured, and the other
attempts to take the alternate point. If both points are
controlled and defended, the bot goes into Freelance and
will head towards an enemy to kill, or their spawn point.
Basically, find the side with the least bots that will
come to it, and if you're unsure of you're skill, defend
it. Have your team bots take the other.
10.2 SINGLE PLAYER CAMPAIGN
Basically, you have to fight your way through Seven team battles,
increasing in amount of players (bots) in each of 4 game modes.
Team Deathmatch, Capture the Flag, and Double Domination, and
Bombing Run. At the end, Survival mode is unlocked and you must
defeat your entire team, 1 by 1, all in a row, on the level
Gael.
When you win the third game of Team Deathmatch, CTF is
unlocked. After winning the third CTF, Double Dom is unlocked.
After the third Double Dom is won, Bombing Run is unlocked.
10.3 OFFLINE MULTIPLAY
A good place to play with friends, simply press start on any
extra controllers plugged in to go to splitscreen mode. The
new player will be prompted to choose a profile to use
(cannot create a new one from here, must choose an existing
one) and then will begin just like normal. You may also
select 'Random', which will choose a character (from all
characters in the game, not just the profiles) at random. Up
to four people may play on one Xbox at a time.
10.4 XBOX LINK PLAY
As stated far above in section 3.2 of this Guide:
After loading a profile, select System Link from the main menu.
The screen that comes up will have a list of all games being
hosted with available room. If none are listed, you can host
one.
10.5 XBOX LIVE PLAY
First, you need to get an Xbox Live Starter Kit if you haven't
already. After creating your account, choose Play Live from
the main menu. From the new screen, you'll choose your
account (or to create a New Account). An "Authenticating"
message will appear while you sign on and it checks to make
sure none of your hardware or software has been modified,
then you go to the Live menu.
10.5a QUICK MATCH
MANUAL GUIDE: Search for any server available to play on.
10.5b OPTIMATCH
MANUAL GUIDE: Set specific server options to search for, such as
specific game types, number of players, etc.
10.5c CREATE MATCH
MANUAL GUIDE: Set up a server for others to connect to online.
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