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Home » PC » Quake 3 - Arena » Quake 3 - Arena FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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roles of these items actually play during Tournaments, FFA, and TDM games.
Each Power-Up lasts for only 30 seconds (as noted by your timer on-screen),
but the last two *'ed items are actually holdables. Holdables can be held then
activated on command with the "Use Item" skill. Don't forget that certain maps
offer the chance to hold more than one Power-Up at a time, in which case both
of the special abilities will be activated at once. It's also very possible to
have a combination of both Power-Ups and Holdables. *The Overall Ratings are
meant to give the reader an idea of how useful the specific item is in-game,
with 0 being the worst and 10 being the best.

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BATTLE SUIT- When holding this Power-Up, you'll be immune to any and all forms
of splash damage (i.e. lava, acid, cratering, rocket splash, plasma splash,
and even drowning). Because of this, your opponent will have to hit you
directly with both rockets and plasma shots to damage you. If your opponent is
a resident rocket-jockey, this can be a HUGE advantage. If you're good with
rockets, and somewhat talented at keeping your opponents at short/medium
range, then this Power-Up should be a big help to you.

PRIMARY EFFECT: Invulnerability from splash damage
VISIBLE EFFECT: Glowing orange shield around player
OVERALL RATING: 7
MAPS: Q3TOURNEY3, Q3DM15
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FLIGHT- The Flight Power-Up is ridiculous. It's a novelty that's only used on
one level. That level (Q3DM19) sucks anyway, so it doesn't really matter much.
Other than the ability to avoid splash damage by flying around, I don't
understand its practical use, therefore I won't even try to explain it. HAH!

PRIMARY EFFECT: To make your player fly like a canary
VISIBLE EFFECT: Player trying to "walk" as he flies through the air
OVERALL RATING: 0
MAPS: Q3DM19
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HASTE- Haste is arguably the second best Power-Up in the game, next to the
Quad Damage of course. It considerably increases both the rate at which you
move, and the rate at which you fire. Even weapons like the Gauntlet can now
dish out damage twice as fast! If you use weapons that already have high rates
of fire, expect to throw lightning fast trails of projectile thunda' at your
opponent in seconds flat. It's best coupled with weapons like the PG, or MG
which already have a decent rate of fire at normal speed. Hasted, these
weapons can cause fear in even the most skilled opponents. One of the most
overlooked Haste abilities is the hit and run. If you're in trouble health-
wise, the Haste will let you play "keep away" from your opponent while scoring
an occasional hit as you run backwards.

PRIMARY EFFECT: Speeds up both rate of fire and player movement
VISIBLE EFFECT: Smoking trail left behind players feet
OVERALL RATING: 8
MAPS: Q3DM2, Q3DM11
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INVISIBILITY- The Invisibility Power-Up isn't so much about domination as it
is about sneakiness. You can knock out a whole room full of players in a FFA
with just one of these - but unlike the Quad Damage, you'll need to be a bit
more devious about it. Since you won't be completely transparent when you hold
the Invisibility (a blurred image is still visible at close range), enemies
may still home in on your position. Also remember that the only other primary
visible effect will be from your muzzle flash/projectiles. If you mix and
match other Power-Ups with the Invisibility (like Quad or Regen), the effect
will be completely visible. So yes, it's impossible to be Invisible with Quad
Damage. D'oh! I found the Invisibility most useful on players who insist on
camping or guarding important areas in FFAs. Sneaking up on them while
unleashing a Shotgun storm will finish their reign real quick.

PRIMARY EFFECT: Makes player nearly invisible
VISIBLE EFFECT: "Predator-like" motion blur
OVERALL RATING: 7
MAPS: Q3DM8, Q3DM10
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QUAD DAMAGE- The highly coveted Quad Damage reigns supreme in the world of Q3A
power-ups. Strangely enough, the Quad only grants 3X damage. You'd be with the
rest of us if you thought that Quad should equal 4X, but apparently this isn't
the case. Damage aside, it's a wicked power-up that takes control of FFAs
quickly, and can switch the flow of a Teamplay event in seconds flat. Make
sure to turn the Quad locations into one of the most important things to
memorize in Q3A, along with the timing of the power-up itself.

WHEN BEARING THE QUAD
A.) Although Rockets seem tempting, the self-inflicted splash damage can
sometimes be too damaging for comfort. It takes a wide open map and some
decent rocket control to deal death with Quad-RL. Once you get this
control down however, you'll notice a considerably higher frag count in
FFAs.
B.) The Railgun also seems like a tempting weapon to use when you pick up the
Quad (300 damage, anyone?), but the low rate of fire and precise control
actually make it one of the worst. You'll find yourself fiddling around
with the aim when you should be more concerned with getting some flak into
your opponents faces. Remember, you only have 30 seconds to get as many
frags as you can get with this thing -- so make use of that time!
C.) The BFG is another weapon that almost fares better without the Quad. Sure,
it can inflict massive amounts of damage in the blink of an eye (Quadded
up, it can do about 1,800 points of damage per second). But can't the BFG
inflict massive damage without the Quad? Heck yeah! My advice is to save
your BFG until your Quad expires, and all the freshly re-spawned players
will be throwing hundreds of little Machine Gun bullets at you. Revenge!
D.) Realize that when you have a Quad in a FFA, you're basically one big
glowing target. Most players don't know what's best for them and they
decide to attack you instead of running or hiding. This isn't a problem
when it's only one or two guys, but when five or six dudes are ready to go
with Machine Guns plinking away, it can be over for you REAL quick. Just
make sure to be aware of this in wide open levels.
E.) So just what weapons should I use when I have the Quad, you ask? The Quad-
Plasma Gun or Quad-Lightning Gun are god-like -- equally so is the Quad-
Shotgun. These weapons tend to deal out massive damage without being
harmful in any way to the bearer. Don't be afraid to use the Quad-Machine
Gun if you're completely out of ammunition with your other more powerful
weapons!

WHEN PLAYING AGAINST QUAD
A.) If your opponent picks up the Quad in a level that lends itself well to
hiding, by all means -- DO IT. This is in no way considered cheap or
stupid to do, since the person with the Quad should be able to find you
within the 30 second time limit of the power-up.
B.) Get armor fast! If you don't, and the guy with the Quad has some, he'll be
dealing out 9X more damage than you! With the armor absorbing 2/3 of the
damage you can deal out on him, plus his 3X quad damage.
C.) If all else fails, RUN LIKE HELL!

PRIMARY EFFECT: 3X damage for all weapons
VISIBLE EFFECT: Glowing blue orb around player
OVERALL RATING: 10
MAPS: Q3DM4, Q3TOURNEY1, Q3DM6, Q3DM7, Q3DM8, Q3DM10, Q3DM11, Q3DM12, Q3DM13,
Q3DM14, Q3TOURNEY5, Q3DM15, Q3DM17, Q3DM18, Q3DM19

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REGENERATION- Nabbing the Regeneration will grant the bearer between +5-15
health per second for 30 seconds. It will still max out at 200 health (like
the Mega Health), although it will keep you up there without degradation until
the time expires. So if you have more than 100 health, it will add 5 health
per second. And if you have less than 100 health, it will add 15 health per
second. In both situations, this can be crucial for building up the necessary
power (and confidence) for a strike on your opponents position. You'll be able
to tell who has the Regeneration Power-Up from the red flashing pulse that
illuminates from the bearers body.

PRIMARY EFFECT: Slowly adds between 5-15 health per second
VISIBLE EFFECT: Flashing red pulse as player gains health
OVERALL RATING: 8
MAPS: Q3TOURNEY1, Q3DM10, Q3DM12

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MEDKIT*- The Medkit will restore you back to 100 health no matter what your
current value below 100. Knowing that, it's only natural to want to get the
most out of it (and more often than not, you end up screwing yourself by
waiting too long). I found that many players spent too much time watching
their health instead of trying to concentrate on the battle at hand when they
have a Medkit. This is bad. Most players who use it during a duel tend to
delay its use until the last possible second, therefore getting the advantage
on their less fortunate opponent. This can be dangerous, since there are a lot
of weapons that can kill an unarmored man on the first shot - let alone a guy
with only 50 or 60 health. Pick it up as a precaution, and remember that it
won't change the outcome of battle for you. It's a last resort, and you should
use it as an insurance policy to bring you back up to 100% health when you're
in trouble.

PRIMARY EFFECT: Brings user back to 100% health on command
VISIBLE EFFECT: N/A
OVERALL RATING: 6
MAPS: Q3DM11, Q3DM13

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PERSONAL TELEPORTER*- The Personal Teleporter can be cool in Teamplay events,
but can also be rather annoying during a tournament game. For Teamplay or FFA,
these can save your life. If you're falling into a bottomless void or lava
pit, use the Teleporter! If you're outnumbered by three or four members of the
opposite team (take a guess) teleport! As for tourneys, anyone who tries to
convince you that it's useful is an idiot. It's stupid to spend a minute or
two just to find your opponent, then just watch him teleport himself out of
danger when he feels like he's in trouble. Cheap and tasteless -- much like a
bottle of MD 20/20.

PRIMARY EFFECT: Teleports user to a random location on command
VISIBLE EFFECT: N/A
OVERALL RATING: 6
MAPS: Q3DM6, Q3DM7, Q3DM12, Q3DM14, Q3DM15, Q3DM18, Q3DM19, Q3TOURNEY6

==============================================================================
6.)LEVEL BREAKDOWN/ANALYSIS===================================================
==============================================================================
This section was designed as a resource (item & stat wise) for each of the
levels in Q3A. All info is based on the FFA version of the map (not the TDM
one), although TDM level breakdowns may be coming in the future. This section
is helpful to those aren't entirely familiar with a specific map, and
sometimes it just helps to look it over on paper before you actually enter it
with a strategy. Try to use this info when planning strategies for Tournament
games, or even FFAs. An occasional TDM tactic or two have been thrown in for
good measure, but this will change as the new sections arrive.

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*Q3DM1-ARENA GATE*
A somewhat simple (and small) level overall, so any more than two players and
this map turns into a nightmare. There's only one level, so elevation won't
play a factor. And there really aren't any good hiding spots (less the two
statues in the RL room as cover).

WEAPONS ARMOR
1 Shotgun 6 Armor Shards (5 points)
1 Plasma Gun 1 Red Armor (100 points)
1 Rocket Launcher

HEALTH POWER-UPS
5 Yellow Health (25 points) N/A

EXTRAS
1 Box Machine Gun Bullets (x50)
1 Box Shotgun Shells (x10)
1 Box Plasma Cells (x30)

QUICK TECHNIQUES
1.) Re-spawn frags are a must on this level, as there are only four possible
places you can re-spawn. Use footsteps/re-spawn sounds to your advantage.
2.) Red Armor is the king of the level, proving itself even more valuable than
the RL. If you're somewhat talented with the Plasma Gun, then this is your
room to guard.
3.) Collect those armor shards too! If not to boost your own armor bonus, just
do it to keep them away from your opponent. Remember the 2/3 damage rule with
armor?

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*Q3DM2-HOUSE OF PAIN*
A decent beginner map for one on one, this map is very well balanced. Because
of its small size however, a good loop can let you pick up most of the good
items within just a few short seconds. The RL is in a room of its own (a
dangerous room to get trapped in), and the Plasma Gun is in the center of the
map. Just jump around... :P

WEAPONS ARMOR
1 Shotgun 7 Armor Shards (5 points each)
1 Plasma Gun 1 Yellow Armor (50 points)
1 Rocket Launcher 1 Red Armor (100 points)

HEALTH POWER-UPS
4 Yellow Health (25 points) 1 Haste
1 Gold Health (50 points)

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

QUICK TECHNIQUES
1.) Trap opponents in the RL room. It sucks to be in there when someone
outside has the RL, trust me.
2.) Place random rockets down the water hallway. You just might hit someone.
3.) Hoard the Red Armor, for without it you are at a serious disadvantage. Use
the little blocks alongside the wall to get back up onto the main deck of the
level (as opposed to running through the water hallway and leaving yourself
both noisy and open for attack).
4.) Haste is a powerful power-up when combined with the Plasma Gun. Make a
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