Unreal Championship Prima Official eGuide.pdf

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PRIMA’S OFFICIAL
STRATEGY GUIDE
This game has received the
following rating from the ESRB
primagames.com ®
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prim a’s of ficial s trate gy gu ide
®
Dan Egger
Prima Games
A Division of Random House, Inc.
con ten ts
Heads-Up Display
2
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc., registered
in the United States and other countries. Primagames.com is a registered trademark
of Random House, Inc., registered in the United States.
The Weapons of Unreal Championship
3
Power-Ups
9
Deathmatch Strategy
11
Deathmatch Maps
16
Antalus
16
Asbestos
18
© 2002-2004 by Prima Games. All rights reserved. No part of this book may be reproduced or trans-
mitted in any form or by any means, electronic or mechanical, including photocopying, recording, or
by any information storage or retrieval system without written permission from Prima Games. Prima
Games is a division of Random House, Inc.
Compressed
20
Curse 3
22
Flux 2
24
Gael
26
Insidious
28
Associate Product Manager: Jill Hinckley
Project Editor: Michelle Trujillo
Editorial Assistant: Matt Sumpter
Design and Layout: Derek Hocking
Molten
30
Osiris 2
32
Vidona
34
Capture the Flag Strategy
36
Unreal® Championship ©2002-2004 Epic Games Inc. Raleigh, N.C. USA Unreal and the Unreal
logo are registered trademarks of Epic Games, Inc. ALL RIGHTS RESERVED Unreal Championship
was created by Digital Extremes in collaboration with Epic Games Inc. Manufactured and marketed
by Infogrames, Inc., New York, New York, under license from Epic Games, Inc. The Atari trademark
and logo are the property of Infogrames. Manufactured and marketed by Infogrames, Inc., New
York, New York, under license from Epic Games, Inc.
Capture the Flags Maps
38
Chrome
38
Citadel
40
Geothermal
42
Grim Smote
44
Lava Giant 2
46
All products and characters mentioned in this book are trademarks of their respective companies.
Maul
48
Orbital 2
50
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and “RP” are
copyrighted works and certification marks owned by the Entertainment Software Association and
the Entertainment Software Rating Board and may only be used with their permission and authority.
Under no circumstances may the rating icons be self-applied or used in connection with any
product that has not been rated by the ESRB. For information regarding whether a product has
been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For infor-
mation regarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB
ratings only apply to the content of the game itself and does NOT apply to the content of this book.
Lost Faith
52
Bombing Run Strategy
54
Bombing Run Maps
56
Adrift
56
Disclosure
58
Endagra
60
Eye of Jahan
62
Important:
Prima Games has made every effort to determine that the information contained in this book is
accurate. However, the publisher makes no warranty, either expressed or implied, as to the
accuracy, effectiveness, or completeness of the material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that may result from using the
information in this book. The publisher cannot provide information regarding game play, hints and
strategies, or problems with hardware or software. Questions should be directed to the support
numbers provided by the game and device manufacturers in their documentation. Some game
tricks require precise timing and may require repeated attempts before the desired result is
achieved.
Kalendra
64
Temple of Anubis
66
Double Domination Strategy
68
Double Domination Maps
70
Deserted
70
Frigid
72
Scorched Earth
74
Sepukku Gorge
76
Sun Temple
78
ISBN: 0-7615-3969-7
Library of Congress Catalog Card Number: 2002113288
Single-Player Strategy
80
Building the Perfect Team
81
Single-Player Team Members
85
Mutators
94
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®
PRIMA S OFFICIAL STRATEGY GUIDE
HEADS-UP
DISPLAY
The Heads-Up Display
Before you start playing, get comfortable with the game
controls. Here is a guide to the Heads-Up Display.
Deathmatch
RANKING: UPPER-LEFT CORNER
The smaller number is your ranking, or position, on the scoring
ladder. The larger number indicates how many points separate you
from the leader. If you’re the leader, it tells you how many points
you’re ahead of your nearest competitor.
ADRENALINE: UPPER-RIGHT CORNER
When your adrenaline value reaches 100, you can turn on one of
your special abilities and play at a higher level. You get 10 points
for each kill and five points for each adrenaline pod.
HEALTH: LOWER-LEFT CORNER
This is your life meter. The maximum amount of health that you can
gain from picking up health vials depends on your character’s species.
SHIELD: LOWER-MIDDLE
This is your shield meter. It can climb as high as 150 if you load it
up with +50 shield packs and +100 super shield packs.
AMMO: LOWER-RIGHT CORNER
This is your ammo counter. Watch it carefully. If you get near zero,
switch weapons.
Other Modes
SCORE INDICATOR: UPPER-MIDDLE
Find out who’s ahead—your team or theirs.
SITUATION INDICATOR:
UPPER-LEFT CORNER
The Situation Indicator tells you
who has the flag in Capture the
Flag, who’s controlling the
domination points in Double
Domination, and who’s
controlling the bomb in
Bombing Run.
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W eap ons
THE
WEAPONS OF
UNREAL
CHAMPIONSHIP
enough to anyone armed with a flak cannon to
use the shield gun’s primary fire.
The shield gun is used best as a last resort. Other
weapons are better offensively. Still, learn to use the
secondary shield. It occasionally comes in handy.
TIP
The shield gun jump gets you places that your opponents
never think about. Charge up your primary fire, run in the
direction that you want to jump, face the ground, pull the
trigger, and immediately hit your jump button.
If you time it right, you jump incredibly high. It takes practice,
but once you learn to use it you won’t believe the cool
places you can go.
You need to learn the guns before you learn the maps—each
weapon is more suitable to some maps than others.
This section shows you the advantages and disadvantages
of each weapon and suggests the best ways to use it. Choose
your favorite, but learn to use them all effectively.
Shield Gun
The advantages of a shield gun are that it’s always with you and
that it constantly replenishes its ammo. Also, its primary fire can
be deadly.
The disadvantages are that you must be very close to your
opponent to use the primary fire, and its secondary fire is not an
offensive weapon.
Assault Rifle
The assault rifle is with you at all times. It’s by your side even if
you can’t find any other weapons on a map. Unfortunately, neither
its primary nor its secondary fire is very powerful compared to the
other weapons. Still, it’s a useful weapon when used skillfully.
The primary fire is a single,
charged blast of energy that
discharges when you hit an
opponent with the end of
the gun. It’s best to hit
your opponent in the
back. If you try frontal
attacks, your foe’s
weapon is likely to do
you in before you get
close enough to use the shield gun.
The assault rifle’s primary
fire is a simple spread of
bullets. Hold down the
fire button for a
continuous stream of
fire, or tap for short
bursts. Although you'll
see more blood when
you hit your target in
the head, you'll do equal damage all over the body. So aim at the
torso, it's the biggest target.
The shield gun’s secondary
fire creates a shield in front
of you to block energy
weapons. If your timing is
right, it can even stop
rockets. Using the shield
depletes ammo rapidly.
Use the secondary fire
in flag-running or
bomb-running situations as a last-ditch way to break through enemy
defenses or escape when you have what you came for.
The assault rifle’s secondary
fire is a grenade that fires
at a velocity determined
by how long you hold
down its trigger. If you
tap, the grenade pops
out gently. Hold down
the trigger and the
grenade flies for a long
distance. Unless you’re trying to lob a quick grenade to protect
yourself or to hit someone immediately, hold down the trigger as
long as possible. The speeding grenade can be almost as
deadly as a rocket.
The shield gun is most useful on maps where energy weapons are
prevalent. It’s least useful on maps with many flak cannons. In the
first place, its secondary fire shield is not very effective against
shrapnel or bullets. In the second place, you’d be lucky to get close
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®
PRIMA S OFFICIAL STRATEGY GUIDE
Assault rifles are most useful on maps where weapons are not
very accessible. If you have superior knowledge of its use, you’ll
wipe out someone who doesn’t know it very well and can’t find a
bigger gun.
It’s least useful where where weapons are easily accessible. If
everyone else has bigger weapons, you won’t stay alive long with an
assault rifle even if you’re a certified expert in its use.
When you’re stuck with the assault rifle and run into an
opponent, hold the secondary trigger, charge up the grenade, and
launch it like a rocket. Follow that up with a blast of bullets to the
head, and you’ll take down your surprised enemy before he knows
what hit him.
Wide-open maps are best for shock rifle’s primary fire. Enemies
can’t stay in place and nail you from a distance. Open levels also
make it easier to pull off the shock combo.
However, the ability to use the shock combo at corners and
junctions allows you to inflict damage on players that you cannot
otherwise see. Knowing that an opponent will have to traverse a
specific corridor or junction in a small map can make for the
perfect combo setup.
The key to using the shock rifle effectively is knowing when to
use each type of attack. If you master the shock combo, it can be
one of the most deadly weapons in the game.
TIP
Shock Rifle
The shock rifle can hit a foe a long distance away almost instantly,
and its shock combo trick (see Tip) is lethal. The disadvantages are
that its primary and secondary attacks can’t deliver an instant kill,
and it doesn’t provide much knockdown power in close quarters.
Use the shock rifle’s secondary fire. As the ball of energy flies
away, hit it with the primary fire. The resulting blast is
impressive—and deadly. It’s called the shock combo, and the
best players use it often.
The shock rifle’s primary
fire delivers a straight ray
of energy that can travel
long distances. It’s not
nearly as powerful as
the lightning gun, but
it can be effective.
Use the primary
attack when you are
being harassed at range. You can outfire weapons such as the
rocket launcher from a distance.
Link Gun
The link gun works well in multilevel environments and the lock-in
ability of its secondary fire is also very good for pursuing enemies
in tight places. It doesn’t have the stopping power of the heavier
weapons, but it’s still deadly when used correctly.
On the downside, its primary fire is slow compared to those of
other weapons, and its glowing green signature makes you a
visible target for a distant enemy.
The secondary fire
releases a glowing ball of
energy that not only
damages your opponent,
but also impacts. On
the downside, the
secondary fire is slow
and easy to dodge.
Use the secondary fire
to blast enemies close up. It won’t hurt them much, but it
disorients them and knocks them out of the way. Or use it to knock
foes into lava and other dangers.
The primary attack fires
glowing green light pulses.
These are more effective
than bullets, and retain
their lethal punch over
distance. Use the
primary attack when
your target is either far
away or so close that
you know you can’t miss. The primary attack is more deadly than
the secondary fire, but not as accurate at close range.
TIP
Charge up a grenade, launch it, and then quickly launch a
softer, one-tap grenade for a double punch.
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