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Submitted by System on 09/03/2006, 09:50. Print file.
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3.) There are two ways to access the Quad Damage, one by switch and one by warper. To access it by switch, you'll need to blast the red button in the middle of the room preceding the Quad. This will open the double-door and give you access. To get there by warper, you'll need to walk up the stairs near the
Lightning Gun, and follow them backward through the small passage that leads to a warper. Either way, when you get the Quad, be prepared for a trap. A series of Grenade Launchers will activate and begin lobbing grenades at you!
Get in, get the Quad, and get out of there fast!
4.) Don't forget about the secret room with the gold health right across from the shotgun/teleporter!

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*Q3DM12-THE DREDWERKZ*
This map is great for TDM and FFA, but doesn't lend itself well for a one on one skirmish. DM12 is another one of those sprawling maps (both vertically and horizontally), so guarding the whole map can be quite a chore. Doors play a huge role in this level, as they can give away someone's position by the very distinct open/close sound that they make. Be aware...

WEAPONS                               ARMOR
4 Shotguns                            8 Armor Shards(5 points)
2 Plasma Guns                         4 Yellow Armor (50 points)
1 Lightning Gun                       1 Red Armor (100 points)
2 Grenade Launchers
1 Rocket Launcher
2 Rail Guns
1 BFG-10K

HEALTH                                POWER-UPS
12 Yellow Health (25 points)          1 Personal Teleporter
6 Gold Health (50 points)             1 Regeneration
1 Quad Damage

EXTRAS
5 Boxes Machine Gun Bullets (x50)
4 Boxes Shotgun Shells (x10)
1 Box Plasma Cells (x30)
2 Boxes Lightning Cells (x60)
2 Boxes Grenades (x5)
2 Boxes Rockets (x5)
1 Box BFG Cells (x15)

TECHNIQUES
1.) The BFG is the focal point of the map, and being in its own little room makes it quite easy to guard effectively. There are only two ways into the room. First, is to swim through the underwater passage. And second, is through the warper in the room with the Red Armor. During Teamplay, I've seen guys just camp in there, waiting for the other team to come wandering in. Every single time, the team that stormed the BFG got wasted. It's tough to fight a
BFG with only RLs or PGs. The best bet is to get armored up and get a Quad before rushing that room. Even then, it's best to have one guy take the water route while the other guy heads through the warper. Overall, the BFG totally ruins this level...
2.) It pays to be well-rounded and have a back-up weapon strategy in case you can't get to the BFG. Don't forget about the Rail, LG, or RL on this stage.
All of them have their time and place.

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*Q3TOURNEY4-VERTICAL VENGEANCE*
Named quite cleverly, Vertical Vengeance is a great one on one map that plays both fast and furious. There aren't any hiding spots, and there's only one piece of armor located in the center of the map. Make sure to use your rocket splash through floors! Strategy strategy strategy...

WEAPONS                               ARMOR
1 Shotgun                             4 Armor Shards (5 points)
1 Plasma Gun                          1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun

HEALTH                                POWER-UPS
4 Health Bonuses (5 points)           N/A
6 Yellow Health (25 points)
1 Mega Health (100 points)

EXTRAS
2 Boxes Machine Gun Bullets (x50)
1 Box Shotgun Shells (x10)
1 Box Plasma Cells (x30)
1 Box Rockets (x5)
1 Box Rails (x10)

TECHNIQUES
1.) As the name implies, vertical combat plays a huge role on this map, and so does the Rail Gun. Since the level is laid out as one big room (broken up with multiple layers of cover), you'll need to learn how to predict enemy position.
Railing from awkward angles that you never dreamed possible seems to be the trick to getting good at this map.
2.) Remember that you don't have to run all the way around the outside of the level when you want to pick up a specific item. The middle section of the map is a key area to use during a one on one, since it offers health while providing a shortcut to the other side. If you're at the RL, and you're curious about the Mega Health, then take a shortcut and use the middle section instead of wandering across the whole damn level.
3.) Don't forget about the splash damage through thin walls/floors. On this stage, you can actually blast the floor above or below you and inflict damage on your opponent (with rockets). Sometimes, it's even enough to bump them from their current position and off onto the lower levels. This is great for setting up a one-two rocket combo.

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*Q3DM13-LOST WORLD*
Probably one of the best "out-of-the-box" maps for one on one, Lost World has plenty of caverns, hallways, and chasms to keep even the hardcore Deathmatcher happy. Check out the tips below for some cool tricks.

WEAPONS                               ARMOR
2 Shotguns                            7 Armor Shards (5 points)
1 Lightning Gun                       1 Yellow Armors (50 points)
1 Grenade Launcher                    1 Red Armor (100 points)
1 Rocket Launcher

HEALTH                                POWER-UPS
4 Health Bonuses (5 points)           1 Medkit
6 Yellow Health (25 points)           1 Quad Damage
4 Gold Health (50 points)
1 Mega Health (100 points)

EXTRAS
1 Box Machine Gun Bullets (x50)
3 Boxes Shotgun Shells (x10)
1 Box Lightning Cells (x60)
3 Boxes Grenades (x5)
1 Box Rockets (x5)

TECHNIQUES
1.) This map offers shortcuts aplenty. Try and plan out a good loop where you can get at least two pieces of armor, a couple weapons, and swing by the Mega
Health in one swoop. Even if you bump into your opponent during the middle of your run, you'll have plenty of power to keep you going. If you can "bring" the battle to your area (that is, the area with all of your planned out goodies), you'll have the edge.
2.) You can nab the Medkit without having to go all the way back up and around the side passage. Just hit the bounce pad (below it) and push over to the right wall. If done correctly, you'll just make it over the edge and be able to grab it. This will save you those valuable seconds when in a one on one situation.
3.) Since there are so many crevasses and cavernous rooms, the Grenade
Launcher can be a bit more important than usual. I often lob grenades into areas that I think my opponent may be running around in. This is key when testing to see if anyone's hiding below the main deck alongside the Red Armor (a campers dream). RL works well too, but you'll need to be up on top the main platform to see down that far.
4.) If you're in a FFA, and someone is perpetually camping the Red Armor, try an alternate approach (as opposed to repeatedly falling to your death using the little hatchway along the wall). Instead, fall all the way to the bottom of the level (near the lava) and rocket jump up to the second floor. Usually, this is enough to startle the player and induce them to make a silly move (whether it be blasting themselves with a rocket, or simply falling off the edge).
5.) Now here's a weird one, and it even has it's own console command. First off, you'll need to type in \com_maxfps 120 at the system console. This will raise the setting from the default of 85. Once you've typed it in, try jumping up to the Mega Health with a regular jump (not a rocket jump). With a little practice to get the feel for it, you should be able to get up to the ledge without having to go all the way up and around for it.
6.) There's a nifty little shortcut when trying to climb that twisty flight of stairs near the LG. Instead of running all the way around them, try jumping through the back of it, then boosting yourself up onto the stairs on the other side. Just a time saver, that's all...

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*Q3DM14-GRIM DUNGEONS*
DM14 is a very complex level, and it's also one of the few levels that's home to a BFG10K. Without the BFG, it is wicked for Teamplay, FFA, and one on one.
DM14 is an instant classic in my book.

WEAPONS                               ARMOR
2 Shotguns                            5 Armor Shards (5 points)
1 Plasma Gun                          3 Yellow Armor (50 points)
1 Lightning Gun                       1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun
1 BFG10K

HEALTH                                POWER-UPS
4 Yellow Health (25 points)           1 Personal Teleporter
8 Gold Health (50 points)             1 Quad Damage
1 Mega Health (100 points)

EXTRAS
6 Boxes Machine Gun Bullets (x50)
2 Boxes Shotgun Shells (x10)
5 Boxes Plasma Cells (x30)
2 Boxes Lightning Cells (x60)
4 Boxes Rockets (x5)
3 Boxes Rails (x10)
1 Box BFG Cells (x15)

TECHNIQUES
1.) In TDM, the best room to camp is the RA room (without a doubt). You've got
RA, two boxes of Plasma Cells, and the Quad respawn all in one little area.
This room is so good, that once you're tanked up, it even lends itself to FFA camping. Right outside the main door is access to a whole slew of health, more armor, and tons of ammo refills. The only problem is the amount of entrances into this area. There are the two bounce pads, and the two doors. Four entrances into one little room. So yeah, it WILL be tough to hold effectively.
Once you get the Quad though, it turns into a killing spree in your favor.
2.) In a FFA, don't overlook the BFG ammo pack right outside the Quad room. It gives you 15 shots and is prone to far less traffic than the BFG itself. Once you get a BFG, return to the ammo pack for refills instead of the gun itself.
3.) Plasma kicks ass on DM14, especially since there are 5 boxes of cells spread throughout the level (giving you 30 shots each). You can pretty much run around everywhere with your fire button depressed and still have ammo left over to frag MaStAH kiLLa!

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*Q3DM15-DEMON KEEP*
The Demon Keep reminds me of a somewhat freaky-ass fortress on one half, with the wide open courtyard area on the other. The weirdo swinging cross thingies are right out of the movie "The Pit and the Pendulum." Hehe... you learn to appreciate Quake for this kind of weird stuff.

WEAPONS                               ARMOR
1 Shotgun                             9 Armor Shards (+5)
1 Plasma Gun                          3 Yellow Armor (+50)
1 Grenade Launcher                    1 Red Armor (+100)
1 Rocket Launcher
1 Rail Gun
1 BFG10K

HEALTH                                POWER-UPS
7 Yellow Health (+25)                 Battle Suit
7 Gold Health (+50)                   Quad Damage
1 Mega Health (+100)                  Personal Teleporter

EXTRAS
2 Boxes Machine Gun bullets (x50)
2 Boxes Plasma Cells (x30)
4 Boxes Rockets (x5)
2 Boxes Rails (x10)
4 Boxes BFG cells (x15)

TECHNIQUES
1.) To get up to the BFG10K, you'll need to rocket jump from the center platform up onto the bounce pad above. If you're centered when you hit it, you'll be thrown back at the castle and you'll pass through the BFG and then land on the Red Armor. Not a bad reward for a single rocket jump...
2.) Take notice of the little doorway out on the lava in the main room, as it leads to a small room housing 3 packs of BFG ammo (that totals 45 cells for those of you who can't add). Seriously though, if you have a Battle Suit (which protects you from lava damage), then make sure not to forget about this little passage.
3.) In FFAs, the RL can be a dangerous thing to go for. It's located in the central room on the map, with tons of different ways that lead in. Try hitting the bounce pads out in the main room, then falling on the RL from the upper level. At least you won't be so predictable.
4.) It is possible to rocket jump up to the Red Armor. So if you feel like you'll be railbait when you try to rocket jump using the bounce pad, approach the Red Armor from a different angle. Sneak up to the side and rocket jump.
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