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Unreal Tournament 2 XMP FAQ
Version 1.05
By the GreenBeret
-----------------------------------------------------------
Revisions
-----------------------------------------------------------
1.00 - Wrote the FAQ wee early in the morning
1.01 - added "More Tips" and "Newbie Mistakes"
1.02 - Updated introduction and fixed minor typos
1.03 - Added introduction for each class, and updated movement section.
Added "Revision History" haha, nuts.
1.04 - Added more to the "Fun stuff" and "Newbie Mistakes"
Added "Mantling" to the movements too.
1.05 - Replaced "Fun stuff" with "Fun stuff / Extra"
Added custom speech under "Fun stuff / Extra"
Added what the movements actually do (coming soon)
-Class vs Class battling strategy guide.
-----------------------------------------------------------
II-Disclaimer
-----------------------------------------------------------
PLEASE don't use this without my permission. Doing so is against the law,and will get you sued. I'm sure you don't want that, and I don't want that either, but it will happen.
Like all FAQs, I have put a lot of work into this. This guide is copywrite 2004 Chris L.
*I stole this. He spelled copyright wrong.
-----------------------------------------------------------
Table of Content
-----------------------------------------------------------
1. Introduction
2. Movement
- Jump boost
- Hopping
- Dashing
- Dash-boost
- Off-the-Wall Dash-boost
- Hop and Dash
3. Ranger
4. Tech
5. Gunner
6. More Tips
7. Newbie Mistakes
8. Fun Stuff / Extra
9. Links and Stuff
-----------------------------------------------------------
1. INTRODUCTION
-----------------------------------------------------------
If you are starting out and you do not know the first thing about first person shooters, this is not for you. This document is to provide knowledge learned from experience, from player to player. I have played both the Full Version XMP and the Demo XMP. This FAQ works well for either one.
The basic goal of the game is to capture the flag, or artifacts as they are called. Each team must fight to acquire all the flags to win.
Maintaining team energy is critical!
Please correct me if you believe I've made a mistake. If you wish to contact me, email me at Pisces3286@Hotmail.com. Also tell me if there's anything else you'd like to add. Feedback is good.
-----------------------------------------------------------
2. MOVEMENT
-----------------------------------------------------------
Yeah.. everone needs to be able to move around :D This section will to show you how to dodge and travel throughout the map. Quite useful :D pay particular attention to the HOP AND DASH
- MANTLING (Pull yourself onto a ledge)
After jumping, hold the spacebar and press against a nearby ledge. I know this is covered in the Unreal 2 instruction booklet, but alot of new people still dont know about it. Its fairly useful though, even though it's rarely used.
- JUMP BOOST (Jumping high)
Press the space bar twice (jump). This is for the newbies.
- HOPPING (Boing boing)
AKA Bunny hopping. Simply hold shift, jump in any direction, and release shift immediately after take-off (to reduce stamina drain). Bunny
Hopping is a good way to move around because it is faster than simply walking. It's better than running because running requires too much stamina to upkeep for long. This is also suitable for battles because it makes your movement quick and less predictable.
- DASHING (quick dart in any direction)
Hold shift, quickly tap forward twice (or in any direction), and release shift immediately after take-off. This is great for last moment dodges.
- DASH-BOOST (Super long/high/far jump)
Dash in a direction, and hit the space bar (jump). The Dash-boost is an amazingly useful skill since it takes you high and fast into the air.
Provides a nice boost when traveling across the map at the expense of half of your boost bar (right side). Also useful for charging forward with weapons blazing such as a shotgun or the Ranger's fragment grenade. It takes about a half of a bar to do it. In addition to providing lift, you can execute the Dash-boost extremely close to a steep slope (but not vertical) to jump incredibly high. This helps you get over those steep hills.
- OFF-THE-WALL DASH-BOOST (Rebounding off of walls)
Take a running Jump Boost toward wall (or whatever you're going to bounce off of), then Dash-Boost in the opposite direction once you hit the wall. MAKE SURE THAT YOU HOLD SHIFT UP UNTIL YOU LAND.
A usefull skill in XMP full version, not that it's essential, but it's an advanced move that's nice to know. Depending on the angle of the wall, it's also possible to Dash-Boost in other directions.
- HOP AND DASH (Fast way of travel)
Hop in any direction. immediately after landing, Dash in any direction.
Continue this pattern as a way of travel. This is the BEST way to go. Hop and
Dash is my ultimate discovery through play and experience. It's faster than
Bunny Hopping. In a battle, it makes your movement even quicker and even less predictable. Best part is that if there's danger coming your way during a
Dash, you can always boost at the last second to execute the Dash-Boost.
In addition to all of this, I believe the Hop and Dash is the key to effective charring using the gunner's flamethrower. A gunner can be fairly quick in the control of a skilled player.
The only bad thing about the Hop and Dash is that you run out of stamina sometimes if you don't do it effectively. Also, it's apparently difficult for some people to execute.
SUMMARY:
DON'T EVER WALK!!! Walking is uselessly slow. If you walk, I'm gonna come into your server and kill you! At least Bunny Hop wherever you go. My advice is to always use the Hop and Dash unless you're going up hill.
-----------------------------------------------------------
3. RANGER
-----------------------------------------------------------
The ranger is a fragile, yet dangerous fighter. His need of high precision is made up by his weapons' equally high damage. In addition, his lack of shielding is made up by his quick agility. He can out-run all the other classes easily.
Due to the nature of his weapons, the ranger can be lethal at any range.
-SNIPER RIFLE
The ability for a two shot kill at any range makes this weapon fearsome.
It should not but underestimated since a good ranger could possibly snipe at close proximity. Also, it should not be over used because it is also fairly easy to avoid, and after a while it gets really annoying to dodge. No one likes a sniper who hides all of the time.
-PISTOL
This weapon is good at a close range, but is often hard to hit with.
This is good for instant kills while someone is hacking by using secondary fire, then primary immediately afterwards. This weapon is extremely powerful.
The problem with the pistol is the same as the problem with the Rifle: necessity of accuracy keeps this weapon from being too powerful.
-FRAGMENT GRENADE
The Fragment Grenade is often underestimated because of its small splash radius. However it's plenty powerful in the hands of a skilled ranger. It's often used with the Dash-Boost or Jump-Boost. Try to predict where the enemy will be in the next second, and shoot it there. Limited ammunition of 6 keeps this weapon from being too powerful (yes too powerful).
-SHOCK LANCE
UBER WEAPON! Primary fire is used in close battles and used to destroy tanks/deployables. When the enemy is low on shields, this thing is deadly since one or two more shots would guarantee a kill. This sucks against gunners though.
Secondary fire is only good in battle when you can predict where the enemy will land, otherwise it should be used for cars and turrets. Try aiming for a headshot with this!
-HEALTH PACK
-----------------------------------------------------------
4. TECH
-----------------------------------------------------------
This is the middle man of the three classes, his weapons are not as destructive as the gunner, nor can he match the ranger in mobility. However, his balance and deployables make him a formidable enemy. Although he is at a disadvantage at long range, his defensive capabilities and flesh-ripping firepower add another appealing dimension to his class.
-ASSAULT RIFLE
Great for medium distance fighting. The Primary fire is good for chipping away life.doesn't work too well against gunners though. Without shields, they die fast to this,especially rangers. The Secondary fire might seem weak and hard to hit, but it should not be underestimated!
The ball/fragment/shard thing is extremely strong and could be used to take out snipers. Try to aim at your enemy's feet with this.
-SHOTGUN
This is the bread and butter of the tech. The Primary fire is awesome atmedium distances. At close distances, it's great for taking out small turrets too. However, in close battle, the Secondary fire should be used. Not only do the fiery shells blind the enemy, but they hurt too! An up close headshot deals lethal damage to any class. Try using this while charging in with the Dash-Boost.
-E.M.P GRENADE
The Primary fire is an awesomely powerful weapon that cuts shields down fast. This is great against gunners when used with the shotgun.
This is also used to destroy vehicles and deployables.
The Secondary fire, Toxic Gas, is usually considered a "newbie" weapon because of how incredibly cheap it seems. With a wide area of effect and powerful splash damage, this weapon is fearsome. However, it's quite useless at long distances. I like to use the Gas to flush enemies out of the manned turrets. :D
-TURRETS
These things aim and fire for you. These are your extra eyes with guns that guard deploy points. They are your defense against an oncoming stream of base invaders. However, they also DRAIN ENERGY.
Using too many of these is STUPID. They piss people off when all you do is turret too, since you're not fighting. If you can't fight and think you should fight with turrets and gas, please just DIE.
-SHIELD PACK
-----------------------------------------------------------
5. GUNNER
-----------------------------------------------------------
The gunner is unmatched when it comes to destructive weapons. Between his explosive rockets and his charring assortment of toys, he lives up to his class name well. Although he lacks mobility and is easily the slowest of the three (thus making him an unefficient "hacker"), his powerful weapons and fighting prowess easily redeem him.
-ROCKET LAUNCHER
This is the gunner's most appealing weapon. The Primary fire is strong, and it has a lot of splash damage. It's also great at destroying pretty much anything, such as vehicles, turrets, and walls. The
Secondary fire is good for players that stay just out of the effective range of the Primary rockets. They are also good against Raptor cars. It homes in for some pretty good damage, but they can be avoided, however, with some funky last minute dashes (or just hiding behind something)
Problems with this weapon include its incredibly long reload time and slow rate of fire. Also, the slow velocity of the rocket makes it hard for long distance fighting.
-FLAMETHROWER
I love this weapon! Up close, this weapon is quite deadly. Used with Hop and Dash and Dash-boosts, the gunner can easily catch up to a
Version 1.05
By the GreenBeret
-----------------------------------------------------------
Revisions
-----------------------------------------------------------
1.00 - Wrote the FAQ wee early in the morning
1.01 - added "More Tips" and "Newbie Mistakes"
1.02 - Updated introduction and fixed minor typos
1.03 - Added introduction for each class, and updated movement section.
Added "Revision History" haha, nuts.
1.04 - Added more to the "Fun stuff" and "Newbie Mistakes"
Added "Mantling" to the movements too.
1.05 - Replaced "Fun stuff" with "Fun stuff / Extra"
Added custom speech under "Fun stuff / Extra"
Added what the movements actually do (coming soon)
-Class vs Class battling strategy guide.
-----------------------------------------------------------
II-Disclaimer
-----------------------------------------------------------
PLEASE don't use this without my permission. Doing so is against the law,and will get you sued. I'm sure you don't want that, and I don't want that either, but it will happen.
Like all FAQs, I have put a lot of work into this. This guide is copywrite 2004 Chris L.
*I stole this. He spelled copyright wrong.
-----------------------------------------------------------
Table of Content
-----------------------------------------------------------
1. Introduction
2. Movement
- Jump boost
- Hopping
- Dashing
- Dash-boost
- Off-the-Wall Dash-boost
- Hop and Dash
3. Ranger
4. Tech
5. Gunner
6. More Tips
7. Newbie Mistakes
8. Fun Stuff / Extra
9. Links and Stuff
-----------------------------------------------------------
1. INTRODUCTION
-----------------------------------------------------------
If you are starting out and you do not know the first thing about first person shooters, this is not for you. This document is to provide knowledge learned from experience, from player to player. I have played both the Full Version XMP and the Demo XMP. This FAQ works well for either one.
The basic goal of the game is to capture the flag, or artifacts as they are called. Each team must fight to acquire all the flags to win.
Maintaining team energy is critical!
Please correct me if you believe I've made a mistake. If you wish to contact me, email me at Pisces3286@Hotmail.com. Also tell me if there's anything else you'd like to add. Feedback is good.
-----------------------------------------------------------
2. MOVEMENT
-----------------------------------------------------------
Yeah.. everone needs to be able to move around :D This section will to show you how to dodge and travel throughout the map. Quite useful :D pay particular attention to the HOP AND DASH
- MANTLING (Pull yourself onto a ledge)
After jumping, hold the spacebar and press against a nearby ledge. I know this is covered in the Unreal 2 instruction booklet, but alot of new people still dont know about it. Its fairly useful though, even though it's rarely used.
- JUMP BOOST (Jumping high)
Press the space bar twice (jump). This is for the newbies.
- HOPPING (Boing boing)
AKA Bunny hopping. Simply hold shift, jump in any direction, and release shift immediately after take-off (to reduce stamina drain). Bunny
Hopping is a good way to move around because it is faster than simply walking. It's better than running because running requires too much stamina to upkeep for long. This is also suitable for battles because it makes your movement quick and less predictable.
- DASHING (quick dart in any direction)
Hold shift, quickly tap forward twice (or in any direction), and release shift immediately after take-off. This is great for last moment dodges.
- DASH-BOOST (Super long/high/far jump)
Dash in a direction, and hit the space bar (jump). The Dash-boost is an amazingly useful skill since it takes you high and fast into the air.
Provides a nice boost when traveling across the map at the expense of half of your boost bar (right side). Also useful for charging forward with weapons blazing such as a shotgun or the Ranger's fragment grenade. It takes about a half of a bar to do it. In addition to providing lift, you can execute the Dash-boost extremely close to a steep slope (but not vertical) to jump incredibly high. This helps you get over those steep hills.
- OFF-THE-WALL DASH-BOOST (Rebounding off of walls)
Take a running Jump Boost toward wall (or whatever you're going to bounce off of), then Dash-Boost in the opposite direction once you hit the wall. MAKE SURE THAT YOU HOLD SHIFT UP UNTIL YOU LAND.
A usefull skill in XMP full version, not that it's essential, but it's an advanced move that's nice to know. Depending on the angle of the wall, it's also possible to Dash-Boost in other directions.
- HOP AND DASH (Fast way of travel)
Hop in any direction. immediately after landing, Dash in any direction.
Continue this pattern as a way of travel. This is the BEST way to go. Hop and
Dash is my ultimate discovery through play and experience. It's faster than
Bunny Hopping. In a battle, it makes your movement even quicker and even less predictable. Best part is that if there's danger coming your way during a
Dash, you can always boost at the last second to execute the Dash-Boost.
In addition to all of this, I believe the Hop and Dash is the key to effective charring using the gunner's flamethrower. A gunner can be fairly quick in the control of a skilled player.
The only bad thing about the Hop and Dash is that you run out of stamina sometimes if you don't do it effectively. Also, it's apparently difficult for some people to execute.
SUMMARY:
DON'T EVER WALK!!! Walking is uselessly slow. If you walk, I'm gonna come into your server and kill you! At least Bunny Hop wherever you go. My advice is to always use the Hop and Dash unless you're going up hill.
-----------------------------------------------------------
3. RANGER
-----------------------------------------------------------
The ranger is a fragile, yet dangerous fighter. His need of high precision is made up by his weapons' equally high damage. In addition, his lack of shielding is made up by his quick agility. He can out-run all the other classes easily.
Due to the nature of his weapons, the ranger can be lethal at any range.
-SNIPER RIFLE
The ability for a two shot kill at any range makes this weapon fearsome.
It should not but underestimated since a good ranger could possibly snipe at close proximity. Also, it should not be over used because it is also fairly easy to avoid, and after a while it gets really annoying to dodge. No one likes a sniper who hides all of the time.
-PISTOL
This weapon is good at a close range, but is often hard to hit with.
This is good for instant kills while someone is hacking by using secondary fire, then primary immediately afterwards. This weapon is extremely powerful.
The problem with the pistol is the same as the problem with the Rifle: necessity of accuracy keeps this weapon from being too powerful.
-FRAGMENT GRENADE
The Fragment Grenade is often underestimated because of its small splash radius. However it's plenty powerful in the hands of a skilled ranger. It's often used with the Dash-Boost or Jump-Boost. Try to predict where the enemy will be in the next second, and shoot it there. Limited ammunition of 6 keeps this weapon from being too powerful (yes too powerful).
-SHOCK LANCE
UBER WEAPON! Primary fire is used in close battles and used to destroy tanks/deployables. When the enemy is low on shields, this thing is deadly since one or two more shots would guarantee a kill. This sucks against gunners though.
Secondary fire is only good in battle when you can predict where the enemy will land, otherwise it should be used for cars and turrets. Try aiming for a headshot with this!
-HEALTH PACK
-----------------------------------------------------------
4. TECH
-----------------------------------------------------------
This is the middle man of the three classes, his weapons are not as destructive as the gunner, nor can he match the ranger in mobility. However, his balance and deployables make him a formidable enemy. Although he is at a disadvantage at long range, his defensive capabilities and flesh-ripping firepower add another appealing dimension to his class.
-ASSAULT RIFLE
Great for medium distance fighting. The Primary fire is good for chipping away life.doesn't work too well against gunners though. Without shields, they die fast to this,especially rangers. The Secondary fire might seem weak and hard to hit, but it should not be underestimated!
The ball/fragment/shard thing is extremely strong and could be used to take out snipers. Try to aim at your enemy's feet with this.
-SHOTGUN
This is the bread and butter of the tech. The Primary fire is awesome atmedium distances. At close distances, it's great for taking out small turrets too. However, in close battle, the Secondary fire should be used. Not only do the fiery shells blind the enemy, but they hurt too! An up close headshot deals lethal damage to any class. Try using this while charging in with the Dash-Boost.
-E.M.P GRENADE
The Primary fire is an awesomely powerful weapon that cuts shields down fast. This is great against gunners when used with the shotgun.
This is also used to destroy vehicles and deployables.
The Secondary fire, Toxic Gas, is usually considered a "newbie" weapon because of how incredibly cheap it seems. With a wide area of effect and powerful splash damage, this weapon is fearsome. However, it's quite useless at long distances. I like to use the Gas to flush enemies out of the manned turrets. :D
-TURRETS
These things aim and fire for you. These are your extra eyes with guns that guard deploy points. They are your defense against an oncoming stream of base invaders. However, they also DRAIN ENERGY.
Using too many of these is STUPID. They piss people off when all you do is turret too, since you're not fighting. If you can't fight and think you should fight with turrets and gas, please just DIE.
-SHIELD PACK
-----------------------------------------------------------
5. GUNNER
-----------------------------------------------------------
The gunner is unmatched when it comes to destructive weapons. Between his explosive rockets and his charring assortment of toys, he lives up to his class name well. Although he lacks mobility and is easily the slowest of the three (thus making him an unefficient "hacker"), his powerful weapons and fighting prowess easily redeem him.
-ROCKET LAUNCHER
This is the gunner's most appealing weapon. The Primary fire is strong, and it has a lot of splash damage. It's also great at destroying pretty much anything, such as vehicles, turrets, and walls. The
Secondary fire is good for players that stay just out of the effective range of the Primary rockets. They are also good against Raptor cars. It homes in for some pretty good damage, but they can be avoided, however, with some funky last minute dashes (or just hiding behind something)
Problems with this weapon include its incredibly long reload time and slow rate of fire. Also, the slow velocity of the rocket makes it hard for long distance fighting.
-FLAMETHROWER
I love this weapon! Up close, this weapon is quite deadly. Used with Hop and Dash and Dash-boosts, the gunner can easily catch up to a
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XMP FAQ






