Installation

To install Unreal Tournament 3™ to your computer, follow these steps:

  1. Insert your "Unreal Tournament 3™" DVD in your DVD-ROM drive.
  2. The install program will automatically begin. If not, browse to your DVD-ROM drive and double-click on SetupUT3.exe.
  3. Select the language you would like to install and select OK.
  4. Read the End User License Agreement and if you agree, select YES.
  5. Select Browse to change the directory to install the game to, otherwise select Next.
  6. Unreal Tournament 3 will now begin installation.
  7. Once the installation has completed, select Finish.
  8. The first time you run Unreal Tournament 3 following installation, the game will prompt you to enter your Product Key. The Product Key can be found in the game's packaging.

Installation Key Code


Controls

Key Bindings

ActionKey Set 1Key Set 2
Move ForwardWUp
Move BackwardSDown
Strafe LeftAN/A
Strafe RightDN/A
Turn LeftLeftN/A
Turn RightRightN/A
JumpSpacebarN/A
CrouchCN/A
FireLeft MouseN/A
Alternative FireRight MouseN/A
UseEEnter
Feign DeathFN/A
Switch to Best WeaponGN/A
Previous WeaponMouse Scroll UpN/A
Next WeaponMouse Scroll DownN/A
Impact Hammer1N/A
Enforcers2N/A
Bio Rifle3N/A
Shock Rifle4N/A
ActionKey Set 1Key Set 2
Link Gun5N/A
Stringer Mini-gun6N/A
Flak Cannon7N/A
Rocket Launcher8N/A
Sniper Rifle9N/A
AVRiL Longbow/Redeemer0N/A
Translocator/HoverboardQN/A
Transmit VoiceBN/A
TalkTN/A
Team TalkYN/A
Taunt 1JN/A
Taunt 2KN/A
HornLN/A
Show MenuEscapeN/A
Show Command MenuVN/A
Show ScoreboardF1N/A
Show MapF2N/A
Toggle Minimap ViewsF3N/A

Login

The Login Screen allows you to insert a Username and Password. You'll create these when you create a profile. Logging in with a Username and Profile will allow you to connect to the many online options found in the game.

Check Save Password to have it stored and automatically entered the next time you play the game. Check Automatically Login to bypass this screen entirely the next time you login in. You can always return to the Login screen by selecting Logout from the Main Menu.

If you wish to play offline, please select the Play Offline button. Multiplayer features will be disabled when using this Profile.


Create Profile

Before you can access the online features in the game, you'll need to use the Create Profile option to choose a Username and Password and register to the official UT3 network. You'll also need to enter a valid email address in order to retrieve forgotten login and password information. This information can be retrieved at www.gamespyid.com.

Creating a Profile allows you to take advantage of UT3 Stat Tracking and a Friends List. Once you've created a Profile, make sure you keep a record of your username and password, so you can enter them at the Login screen.


Single Player

Campaign

Unreal Tournament 3 features a compelling single player experience that follows the adventures of Ronin, a team of mercenaries out for revenge on those who destroyed their home colony.

After selecting Campaign from the Main Menu, select New Campaign to start a new game or Join Game to join a Co-Op game. After starting a new game, two additional options become available. To continue a Campaign game you've already started, select Continue Campaign. The Replay Chapter option will allow the player to start over at one of the five Chapter points. Doing so will reset all progress to the beginning of the selected Chapter.

When starting a new Campaign game, you'll choose a difficulty level. This determines the skill of the bot opponents you'll encounter. Select Start Private Game to play solo, or Start Public Game to advertise your game for other players to join on the Server Browser. Check the LAN Game box to advertise your Public game locally (LAN only), or leave it unchecked to advertise your Public game on the Internet.

While playing through the Single Player campaign, certain in-game objectives will award you Cards. These Cards can be played before a mission to tweak the rules of the game. Some will give your team additional reinforcements; others will hurt your opponents. While many Cards can be kept for use later, some must be used in the mission immediately following the one they were awarded in.

Instant Action

Jump right into the action against advanced, computer-controlled Bots.


Multiplayer

Quick Match

Quick Match will look for the best game for you to join based on your search parameters. You'll choose a Match Type (Internet or LAN) and a Game Mode. Select your preferred Game Mode: DM, TDM, CTF, VCTF, Duel or War. Check Pure Server will allow you to restrict the search to only those servers without custom content, with custom content, or to not restrict the search based on this criteria at all. Select Find Match to begin the search. When a game is found, you'll automatically connect to the server.

Join Game

This option allows you to search for a match using criteria that you'll choose from the list of options. You can select the Match Type (Internet or Lan) and Game Mode. There are also a number of options that will restrict the results of the search. These include Pure Server, Show Full Servers, Show Empty Servers and Show Locked Servers. When the settings are configured to your liking, select the Search button.

Servers

When you select Search, a list of available games will be displayed. You can sort the returned list by selecting the column headings, and select the same heading again to reverse the sorting order. Selecting a server will display information about it in the two lower fields. When you've found a server you'd like to join, select Join Server to connect. Select Refresh to update the list of servers returned.


Multiplayer

Host Game

Host Game allows you to setup a multiplayer match that other players can join. After selecting Host Game, you set the Game Mode you'd like your server to use. You can select from Deathmatch, Team Deathmatch, Capture the Flag, Vehicle Capture the Flag, Warfare and Duel. Once you've made your choice select Next.

Map Options

The Map screen allows you to select which map you'd like your server to use. The list is restricted to the Game Mode you chose and the recommended player counts are displayed under the Map preview image. If you'd like to setup a rotation of maps, select Setup Map Cycle to configure the series of maps you'd like to play. Once the Maps you'd like your server to use are chosen, select Next.

Server Options

The Server screen gives you options to configure your server to your liking. Here you can choose whether to advertise your server on your local LAN or the Internet. Select Dedicated Server to improve server performance, but you won't be able to play on a machine running a dedicated server. Max Players allows you to select the maximum number of players permitted on the server, while Min Players determines the minimum necessary for the match to begin.

You can enter a description for your server in the Description box as well as a Message of the Day that players connecting to your server will see. The last option on this screen allows you to set a password required to join your server. Select Next when you're happy with these settings.

Settings

Next, you'll set your preferred Settings options. Click the Force Respawn option to force fragged players to automatically respawn.

For team games additional options become available. Versus Bot Ratio allows human players to play cooperatively on one team against AI opponents on the other team. Set this option to 1:1, 3:2, or 1:2 to configure the odds. Opposing Bot Faction allows you to configure the character models that the opposing will use to those of a single team.

Mutators

One last step before you begin your hosted game is to choose some Mutators if you like. Mutators are fun mutations to the default look and play of the game. As you highlight a Mutator, descriptions appear at the bottom of the screen. Double-Click a Mutator to add it to the Enable list. You can also click the Add/Remove options at the bottom of the screen to add to or remove Mutators from the Enable list.


Community & Settings

Community

This option allows you to view the latest UT3 News, manage your Friends list, check for Messages, view the UT3 Leaderboards, and view Recorded Demos.

News

Get the latest Unreal Tournament 3 news updates.

Friends

You can view and manage (add or remove) Friends from the list. When you select Details, you can use the Send Message option to communicate with your friend, Invite the friend to a game or Follow the friend to a match.

Messages

If you've received any messages, you'll find them here.

Leaderboards

View the stats for players within the community. You can sort the Leaderboards information by Server Type and use View Filters to limit the statistics returned to just the information you want.

Demo Playback

Demo Playback is used to view games that you recorded by checking Record Demo in the Settings screen. Select the Demo you'd like to view and select Play Demo to load and view it.

Settings

Video

Advanced Video Settings

Advanced video settings allow you to further adjust the performance and appearance of the game.

Audio

Input


Settings

Configure Keys

This option allows you to configure the PC controls any way you like. Simply click on a control, then when prompted, select the new key (or other control) that you would like to replace that control. Repeat this process until you're satisfied with the new configuration. The Defaults option is always available if you'd like to restore the default configuration.

Player

Customize Character

Unreal Tournament 3 allows you to customize a character you can later use in battle. You'll first need to choose the Faction that your character will represent. You'll then choose from the available Characters from that Faction. Once the Customize Character screen appears, you can select one of the eight categories of custom items: Facemask, Helmet, Goggles, Torso, Shoulder Pads, Arms, Thighs and Boots.

Go through the list of items until you're happy with the look of your character, then select Accept. Additional items can be unlocked with successful progression while playing in single player Campaign mode. The Toggle Shoulder Type allows you to control whether or not to display Shoulder Pads on your character.

Select the Rotate Character arrows [arrow-right] to view your Character from different angles.

If you have a Unlock Code, use the Enter Unlock Code option to enter it and unlock a specific character.

Weapons

HUD

Credits

View the names of those who worked long hours to bring you Unreal Tournament 3.


Deathmatch HUD

[icon-1] Power Up/Power Up Time: After you've picked up timed power ups, an icon(s) is displayed. The Timer counts down remaining time, so make quick use of the power up.

[icon-2] Armor/Armor Value: Your Armor Value is displayed as a number. Various pickups and powerups are shown as active on the paper doll to the left of the number.

[icon-3] Health: Your Health counts down from 100. You can have a Health value higher than 100 if you pick up a Health pickup.

[icon-4] Weapons: Your available weapons are displayed with the keyboard key in which they correspond (Keys 1 to 0).

[icon-5] Ammunition: This displays your weapon's available Ammunition.

[icon-6] Rank: Your Rank (1st, 2nd, etc.) is displayed, as well as where you rank in regards to first place. For example, "1st / +3" would indicate that you're in first place by three frags.

[icon-7] Frags: This is your Frag count.


Team Deathmatch HUD

The Team Deathmatch HUD displays mostly the same information as the standard Deathmatch HUD, other than these two elements:

  1. Team Scores: Blue and Red team scores are shown.
  2. Frags: This displays your kill contribution to the team.

Duel Deathmatch HUD

The Duel Deathmatch HUD is the same as the Team Deathmatch HUD, but the scoring is different and the current dueling player names are displayed.

  1. Frags: Displays you and your opponents score.

Capture the Flag HUD

[icon-1] Armor/Armor Value: Your Armor Value is displayed as a number. Various pickups and powerups are shown as active on the paper doll to the left of the number.

[icon-2] Health: Your Health counts down from 100 as you take damage. You can have a Health value higher than 100 if you pick up a Health pickup.

[icon-3] Weapons: Your available weapons are displayed.

[icon-4] Ammunition: This displays your weapon's available Ammunition.

[icon-5] Captured Flags: The number of Red and Blue team captured flags is displayed.

[icon-6] Flag Base Directional Indicators: White arrows [arrow-right] point the way to each team's flag base.

[icon-7] Flag Status: Displays an icon indicating both teams flag status. There are icons for Secure, Taken and Dropped.


Vehicle CTF HUD

The Vehicle Capture the Flag (CTF) HUD displays mostly the same information as the standard CTF HUD, other than the Mini-Map.

Map

  1. Flag Taken: This icon represents that the flag has been captured and is in route to the opponent's base.
  2. Flag on the Move: When captured, your flag icon will move across the map keeping you abreast of its location.
  3. Flag in Place: The flag is safe at the base.

Warfare

This all-new game mode is a strategic, moving-battlefront, team game. The object is to destroy the enemy's Power Core by linking to it through control points called Nodes. Once a link is established the enemy Power Core's shield drops and it becomes vulnerable to an attack.

Objective

The objective is to destroy the enemy's Power Core by reducing its 100 percent Health to zero. It's Red vs. Blue, and the clock is counting down.

Power Cores

Power Cores are found in each team's base. They start at 100 percent Health and cannot be repaired. At the start of a match, you can see the shield protecting the Power Core. That shield will drop, however, if the enemy successfully controls a series of Nodes leading up to your Prime Node. Once the Prime Node falls, your Power Core will become vulnerable to attack. Make sure to defend the Power Core at all costs! If you are able to retake the Prime Node, the shielding will return. Once a Power Core reaches zero Health, the match is over. Should a game reach overtime, the Power Cores will start to drain.

Nodes

Controlling Nodes gives that team access to new weapons, new vehicles and new spawn points. Controlling Nodes (in order) all the way up to the enemy's base will make their Power Core vulnerable to attack. The more Nodes controlled during overtime, the faster the enemy core will drain. Some Nodes, while not critical in linking to the enemy Power Core, often give access to special vehicles that can turn the tide during the battle. Listen to the announcer and check the mini-map for which Nodes are vulnerable to attack and proceed there with haste! You may only capture Nodes that are adjacent and linkable from your Power Core or other friendly controlled Nodes. Don't attack any unlinked Nodes because they will be shielded to protect them from damage.


Warfare

Nodes (cont.)

Capture a neutral Node by running over its base to change it to your team's color. You'll see it constructing as the energy bar increases and plating materializes. It's very important to help the process along by using your Link Gun's alt-fire to construct it faster. Access the Link Gun by hitting the 5 Key and firing with the right mouse button. Multiple people using their Link Guns to construct a node will increase the rate at which it's built. A damaged Node can be healed in this manner. Once the Node reaches full Health, it will be briefly shielded from enemy capture.

When attacking an enemy Node, make sure the shields have been dropped and no enemy Orb runner is nearby. Fire at it until all the energy drains and the plating has been blown off. It will return to a neutral state and allow either side to recapture it. Guard your Nodes! Attack the enemy Nodes!

Orbs

The primary use of an Orb is the 100% instantaneous capture of a linked, neutral or enemy Node. This will dramatically change the battlefield and allow even a losing team to make a comeback!


Warfare

Orbs (cont.)

Each team starts with one respawnable power Orb in their base. Take the Orb to become your team's Orb runner. But be careful, though, you'll be a prime target so bring back up! You may not use any vehicles and must carry the Orb on foot or on your hoverboard.

Holding an Orb in near proximity to a friendly Node constantly heals and shields it from enemy attack. You'll have to deal with any enemy Orb runner before taking down their Node so keep a close watch.

If you hear an announcement of incoming enemy Orb runners, destroy them at all costs or you may lose the Node. If you see an enemy Orb dropped, run up to it and press the E Key to sacrifice yourself and destroy it. Good for those last second saves!

Vehicles

The organic-styled Necris and traditional Axon vehicles (depending on the map) are scattered around the map near bases and Nodes. Try capturing the non-critical Nodes to bring additional vehicles into the fight. Some vehicles such as the menacing, tripod Darkwalker support more than one player, so try to jump in and join the fight by running up to a vehicle and pressing the E Key to take the gunner's position.

Hoverboard

Every player in a Warfare match will have access to a Hoverboard by pressing the Q Key. See Hoverboard, pg. 29, for more details.

Warfare HUD

[icon-1] Armor/Armor Value: Your Armor Value is displayed as a number. Various pickups and powerups are shown as active on the paper doll to the left of the number.

[icon-2] Health: Your Health counts down from 100 as you take damage. You can have a Health value higher than 100 if you pick up a Health pickup.

[icon-3] Weapons: When you're on foot, your available weapons are displayed here.

[icon-4] Vehicle Armor: This displays your vehicle's current Armor status.

[icon-5] Power Core Status: This shows the current health of the Power Cores.

[icon-6] Orb Status: This icon shows that the Orb has spawned and is ready to be taken.

[icon-7] Red and Blue Base Locations

[icon-8] Current Suggested Objective

[icon-9] Node Status: This icon represents one of the Nodes on the map and shows its status: Neutral, Converting, Friendly, Enemy and/or Locked.


Unreal Characters

Reaper

Team: Ronin
Full name: James "Reaper" Hawkins
Birthplace: Twin Souls mining colony, Cox Nebula

Reaper was born into a hardworking mining family in the Twin Souls clan. Four years ago, his only sister joined the Fist of the Twin Souls – the security forces charged with protecting the clan. After a dangerous skirmish left her injured, Reaper left the mines and joined the Fist in order to watch for her safety. His agile handling of the drills translated to able marksmanship, and his keen intellect gave him a grasp on three dimensional combat tactics that many lack.

Jester

Team: Ronin
Full Name: Sarah "Jester" Hawkins
Birthplace: Twin Souls mining colony, Cox Nebula

Jester was born into a hardworking mining family in the Twin Souls clan. She never showed much aptitude for mining; her capricious, happy-go-lucky attitude was not a fit for the dangerous, methodical lifestyle of a miner. Instead, she chose an even more dangerous route by joining the Fist of the Twin Souls – the security forces charged with protecting the clan's interests at the colony and abroad. Her acrobatics in combat, not to mention her carefree approach, left her with the nickname "Jester".

Othello

Team: Ronin
Full Name: Terrence "Othello" Marshall
Birthplace: White Plains, New York

Othello was born into a family of means, and never had to work to support himself. Instead, he challenged himself with the most deadly jobs and in adrenaline-fueling adventures around the galaxy – climbing the ice floes of Mt. Karanish, participation in the Liandri Grand Tournament, even mercenary work in against-all-odds military conflicts. Othello became a drifter, floating from colony to colony, feeding his needs as a street brawler and soldier for hire. A series of unfortunate coincidences made him a first-hand witness to the Twin Souls Massacre.


Unreal Characters

Bishop

Team: Ronin
Full Name: Jeremiah “Bishop” O'Connor
Birthplace: Deep Space aboard Grist, his parents' cargo transport.

Bishop considers himself a Crusader, a Knight Templar on a mission from god. Those falling outside of his close circle of friends, or worse, those serving an on opposing force in a battle, are subject to his brand of divine justice. No church would ever sanction his methods. His tactics usually fall just within the limits of legality and wartime treaty convention, but they never fit well within a civilized society or regular army. Thus Bishop found himself on the fringes of known space, serving as a mercenary by day and an exceedingly unpopular army chaplain by night.

Malcolm

Team: Thundercrash
Birthplace: Earth

During the off-season, Tournament stars and team captains are often recruited by the major corporations to serve as consultants for training or leading their paramilitary security forces. With so much at stake on planet Taryd, the Izanagi Corporation made a massive investment, recruiting tournament champion Malcolm as commander of their security forces. Malcolm a true survivor and born leader, a nine-time champion whose face is recognized on every planet in the galaxy.

Lauren

Team: Iron Guard
Birthplace: Unknown

Lauren is fierce, loyal, and technically capable, but is best known for her incredible reflexes. Born into a poor asteroid miner family, she became notorious by stealthily eradicating her parents' competitors in space before becoming a full time Tournament warrior. Lauren currently leads the Axon sponsored Iron Guard team. She is a well-respected superstar, but is tough and no nonsense in her approach.


Unreal Characters

Akasha

Team: Black Legion
Birthplace: Unknown

The secretive Phayder Corporation developed the Necris treatment process to produce an elite group of “undead” assassins. The Necris process itself has no spiritual component, but those who have undergone the treatment have built up a religion based on this transformation. Over time, the Necris religion has become an important part of the Corporation's driving principles. Akasha is a Necris High Inquisitor, a ruthless leader who has ordered countless massacres.

Matrix

Team: Liandri
Birthplace: Unknown

Matrix leads a team of combat modified versions of the Liandri Mining Corporation's world-class security drones. The Liandri Corporation has developed large numbers of both robots and automatons. To date, they refuse to divulge whether Matrix is entirely artificial, or a highly enhanced and modified human. There are strong arguments from each camp, but everyone agrees that Matrix is a fearsome opponent.

Scythe

Team: Krall
Birthplace: Somewhere in Skaarj Empire

The Krall are a fierce reptilian species used by the Skaarj for pacification of newly conquered planets. It is a testament to their fighting skills that the Skaarj use them as warriors rather than slaves. The Krall social structure is too fragmented for them to become a major force on a large scale, but as individual fighters they are truly formidable. Scythe is notoriously vicious, and controls his tribe by tooth and claw. His underlings fear rather than respect him.


Weapons

Impact Hammer

Originally designed for sub-surface drift mining, this weapon can focus several hundred metric tons of pressure into the space of a few square centimeters. The impact, and resulting shock wave, easily destabilizes solid stone to speed ore separation and excavation. After several mining accidents highlighted the Hammer's devastating effect on the human body, the N.E.G. military took interest.

To improve the Hammer's effectiveness against vehicles with shock-absorbing armor, an alternate electromagnetic pulse (EMP) mode was added. The EMP violently scrambles onboard computer systems, quickly leading to engine failure. Field testing showed the EMP has a similar effect on infantry powerups, knocking them off soldiers and enabling battlefield recovery.

Enforcer

For decades, the Enforcer pistol was the combat sidearm of choice. Veteran soldiers appreciated the lightweight handgun's power, accuracy, and balance. In recent years, the ever-burning desire for greater firepower led to general issue of the AR770 assault rifle. Military procurement officers were drawn to the AR770's higher cyclic rate and underslung M355 grenade launcher, but seasoned combatants missed the dependability of the Enforcer. Axon Research listened to the soldiers, and their new Enforcer MP (“Machine Pistol") model provides the best of both worlds.

Side-fed magazines provide greater capacity, while balancing the shooter's aim when wielding two pistols. With a deadly accurate semi-automatic mode, and a selectable burst fire mode, the Enforcer is back, and the modern battlefield will never be the same.

Bio Rifle

The GES BioRifle processes Tarydium from its stable crystalline form into a reactive mutagenic sludge. It can rapidly disperse these toxins for wide-area coverage, or fire a virulent payload of variable, but usually lethal, capacity. In layman's terms, this means the BioRifle can pepper an area with small globs of biosludge, or launch one noxious glob at the target. The BioRifle's ability to carpet an area with a toxic minefield makes it a notoriously effective defensive weapon.

Shock Rifle

The ASMD Shock Rifle has changed little since its first incorporation into the Liandri Tournament. The ASMD sports two firing modes: a thin photon beam, and a sphere of unstable plasma energy. These modes are each deadly in their own right, but used together they can neutralize opponents in a devastating shockwave. The energy spheres can be detonated with the photon beam, releasing the explosive energy of the anti-photons in the plasma's EM containment field.


Weapons

Link Gun

Riordan Dynamic Weapon Systems is best known for their all-purpose combat engineering weapon system, the Advanced Plasma Rifle v24. Its primary mode is a standard rapid-fire plasma weapon. But the alternate mode beam also serves a multitude of engineering uses on the battlefield, from repairing friendly vehicles to constructing power Nodes. The beam lens incorporates IFF detection, so that its dyanmic energy matrix automatically switches to a deadly plasma stream when contacting an enemy vehicle or soldier.

Contact with a friendly target switches to a harmless carrier stream, offloading energy from the onboard cells to the target. This boosts the output of any teammate who is linked to the rifle – hence its nickname, the “Link Gun”.

Stinger Minigun

Replacing the Minigun in this year's Tournament, the “Stinger” is actually a Liandri mining tool converted into military service. The Stinger fires shards of unprocessed Tarydium crystal at an alarming rate, raking opponents with a storm of deadly needles. The alternate fire shoots larger hunks of crystal that can knock back an opponent, sometimes even pinning them to walls.

Flak Cannon

Trident Defensive Technologies continues to tweak and refine the flak cannon with their newly released Mk4 "Peacekeeper." In spite of its new name, the flak cannon remains banned from most military conflicts for high incidences of maiming and collateral damage. Still, the flak cannon is the weapon of choice for unconventional warfare in urban terrain. The cannon lobs an explosive flak shell that detonates on contact, sending shrapnel in a dangerously wide and unpredictable radius. The alternative mode actually detonates the shell in the barrel, launching shrapnel forward in a deadly shotgun pattern but often deafening the operator.

Rocket Launcher

Each year, more accidental deaths are caused by the Trident Tri-barrel Rocket Launcher than in vehicular accidents and extreme sports combined. The kill radius for its standard dumbfire rocket is surprisingly high by design – so accidentally firing upon a nearby wall, or a nearby enemy soldier, can be quite fatal for the operator. The alternate fire adds to this suicidal lethality by loading and firing up to three rockets at once, in a spread, tight spiral, or lobbed like grenades. Regardless of the grim statistics, veteran soldiers still consider the 'old 8 ball' the most expedient way to put explosive ordnance on target.


Weapons

Sniper Rifle

The venerable Axon Research long-range target interdiction rifle is the weapon of choice for the discerning sniper. Acquisition of a target at distance requires a steady hand, but the rewards merit the effort –the high-caliber round is lethal at any range. With a precise headshot, the target will be neutralized by the super-sonic bullet long before they hear the report. As they say in the N.E.G. Marines – “any shot you hear is nothing to be worried about.”

Longbow AVRIL

The Longbow Anti-Vehicle Rocket Launcher, a.k.a. the "AVRiL", gives dismounted infantry a fighting chance in an armored conflict. Its solid fuel missile can be "dumbfired" as an unguided rocket, but the AVRiL's famed kill percentages come from its optical tracking system. The alternate fire zooms and locks on to a vehicle, guiding the missile towards its target at inescapable speeds.

The missile's microdappled control planes use increased surface area to give unprecedented turning radius, guaranteeing delivery of its shaped PolyDiChlorite charge into all but the most nimble vehicles. The AVRiL is notoriously slow to reload, so it should be employed with caution in a pitched battle. Note, the Longbow's targeting laser is standardized for most Axon military equipment, so it can be used in other battlefield applications such as directing spider mines.

Redeemer

"Even your least effective soldiers will earn a respectable bodycount with this tactical nuclear device." So said the original brochure for the Redeemer, still unchallenged in its role as the most powerful man-portable weapon system known through the galaxy. The slow-moving but but utterly devastating missile, affectionately known as "Lola" by veteran soldiers, now uses an Enhanced Radiation payload. This ensures maximum tissue failure without undue property damage, perfect for modern assault-and-capture tactics.

The Redeemer's alternate mode fires the missile using the disposable fly-by-wire guidance system, though the manual recommends using this mode only in areas of relative safety.


Weapons

Hoverboard

The reliable delivery of dismounted infantry has been a battlefield logistical issue for millennia. Vehicle factories require massive Tarydium stockpiles, and personal translocating devices quickly deplete their energy reserves on large battlefields. In response to the need for a unified transport solution, personnel can now be equipped with anti-photon Hoverboards.

The harmonic oscillation of three radiating Tarydium-fiber flywheels provides enough thrust to keep riders in their air. Specially designed coil systems draw kinetic energy from the flywheels, powering a series of ducted fans along the underside of the board to generate forward momentum. The Hoverboard's agile design and attitude-based steering system does have one major drawback: the rider is defenseless, and any damage will usually result in a fall.

Note that the board does not perform well on low friction surfaces such as water and ice, but a magnetic grapple is provided should the rider wish to tow behind larger vehicles.

Translocator

The Translocator was originally designed by Liandri R&D for rapid rescue of expensive mining equipment during tunnel collapses and related emergencies. The technology also saved countless lives, but not without cost; rapid deresolution and reconstitution led to synaptic disruptions, and the debilitating symptoms like Teleportation Related Dementia (TReDs).

Today, after years of lucrative military development contracts, portable teleportation technology has been declared "sufficiently safe" for regular use by frontline infantry.


Vehicles

Axon Cicada

The Axon Cicada provides versatile near-air support for both offensive and defensive operations. Dual wing-borne rotors allow for vertical takeoff and landing, hovering capability, and multi-vectored propulsion. Side mounted rocket pods can be fired in quick succession to suppress a target at distance, or loaded up to 16 at a time and launched in a single volley that will home toward and annihilate its intended target. A secondary gunner position controls the underslung ball-turret plasma cannon. The Cicada's low top speed and distinctive flight signature make it a ready target for anti-vehicle rockets, so the secondary gunner also has chaff defensive countermeasures available.

Axon Goliath

The Goliath-class tank has served the Axon infantry as a front-line offensive weapon for more than two decades. Protected by heavy RHA carbon-duranium armor, the Goliath trades speed for endurance and brute force. Four synchronized stabilizers let the turret rotate independently from the chassis, and the built-in targeting scope allows for the tracking of enemies at both medium and long range. The Goliath's main cannon delivers a massive 140mm depleted-uranium round at over 1500 meters per second. An additional gunner seat features a turret-mounted 12.7mm machine gun. Working in tandem, these two weapons provide a strong offense against both enemy infantry and vehicles.

Axon Hellbender

The Axon Hellbender is the spiritual successor to the High Mobility Multipurpose Wheeled Vehicles of the 20th century. The upgraded chassis provides strong maneuverability in the field, and the up-armored neutron panels offer moderate protection to the vehicle's occupants. The Hellbender's main strength, however, is its powerful weaponry. The rear turret focuses a devastating bolt of plasma at its target. The front-mounted shock cannon releases floating mines of unstable plasma which can be chain-ignited by the weapon's secondary fire photon beam. It is not uncommon to see a group of enemies devastated by this spectacular weapon, and it should be approached with caution.


Vehicles

Axon Leviathan

The Leviathan "super vehicle" is the ultimate expression of Axon military firepower. This behemoth is the size of a building, supported by 8 wheels. Each wheel is more than 3 meters in diameter. Infantry accessible turrets sit along the upper deck of the vehicle, strategically located near each corner to ensure maximum protection capability and shield coverage. The Leviathan's massive girth is required to support the true centerpiece of Axon weaponry. The backbone of the vehicle deploys outward and upward to expose an orbital-grade ion cannon. Powered by two quantum-fusion impulse reactors, the cannon's beam focuses to create a negative singularity at the point of impact, drawing all energy and matter out of the immediate area. This singularity explodes outward with devastating force. The resulting shockwave annihilates everything within its radius. There are documented cases of Leviathans single-handedly leveling entire cities; anything less than a full battalion assault against a fully-manned Leviathan is nothing short of suicide.

Axon Manta

Thanks to its ultra-lightweight armor and unmatched agility, the Axon IFV Manta has repeatedly proven itself on battlefields across the galaxy. The Manta is propelled by two flush-mounted, magnetically impelled fans which can be instantly pitched, allowing the vehicle to leap high into the air, then quickly duck below incoming obstacles or enemy fire. Its superior agility is paired with two multi-stage plasma casters that burn hot and reload quickly, making the Manta particularly effective in suppressing enemy infantry.

Axon Paladin

This all-terrain vehicle features a signature Projection Turret with powerful offensive and defensive capabilities that are unique to Axon design. As an offensive measure, the Projection Turret launches high-speed plasma cores at long range, which discharge on impact with a wide-area explosive force. While more than capable on the offensive side of a battle, the defensive capabilities of the Paladin are unmatched in modern warfare. The Projection Turret can also deploy a large energy shield matrix that is strong enough to completely protect the shielded area from any and all incoming fire. As a last resort measure, the Projection Turret can even launch plasma cores directly into its own shield matrix, discharging them around the entire perimeter of the Paladin with a burst of energy that is deadly to any nearby dismounted infantry.


Vehicles

Axon Raptor

The FZ-5 Raptor maintains Axon's stranglehold on air-to-ground combat superiority. A grid array of magneto-conducting cells, powered by phase-induction plasma turbines, covers its articulated wings. The grid array vectors gravity away from the Raptor in the direction the pilot chooses, enhancing mobility and giving the Raptor the ability to hover in place at will. Armed with two solidstate plasma projectors and a homing missile mount, the Raptor is effective offensively, but given the grid array's susceptibility to damage, the Raptor is best used for stealthy interdiction rather than frontal assault. Due to the vehicle's delicate nature, Raptor pilots must always be cautious of guided Longbow rockets and turret attacks from the ground.

Axon Scorpion

The Scorpion L2 buggy shows vast improvements over previous generation models. The characteristic sling blades are now forward mounted under the chassis for improved accuracy and feature a proton-charged self-sharpening edge that will cleave through all known types of body armor. The unreliable bolo mechanism has been replaced with a mortar that fires homing spheres of charged anti-matter. The tail of the vehicle has been fitted with two afterburning propulsion units capable of boosting the already nimble vehicle up to speeds over 100 KPH in less than a second. At this top speed, the fuel lines burn so hot that they can actually ignite the Tarydium in the compression chamber, causing a chain reaction that will turn the Scorpion into an explosive meteor. Some drivers have even been known to use this "flaw" as a highly effective weapon against larger, better armored targets. Luckily, the steering column has been encased within a protective carapace that will auto-release and eject the driver should such an engine meltdown occur.

Axon SPMA

This self propelled mobile artillery (SPMA) device is infamous for its ability to blanket a large area with devastating fire that falls from the sky above. The Axon Hellfire is sufficiently maneuverable to deploy its long range artillery cannon on almost any terrain. A remote camera gives its operator a bird's-eye view of the battlefield through a targeting reticule that calculates the projected area of impact in real time. The vehicle housing also incorporates a defensive shock cannon that deploys floating mines of unstable plasma which can be chain-ignited by the weapon's secondary fire photon beam.


Vehicles

Necris Darkwalker

Mounted on a tripod of nano-fueled tentacles, the Darkwalker stands imposingly tall in the battlefield, intending to strike fear into the hearts of those who oppose the Necris. Few have faced this offensive platform in battle and lived to tell the tale. Side mounted particle accelerators combine their firepower into a large sweeping beam that disintegrates anything in its path. Integrated compressor units along the underside of the vehicle release a battle cry that is as destructive as it is intimidating. The concussive blast released by the horns impairs the senses and paralyzes anyone caught below the Walker, leaving them vulnerable to fire from the secondary turret or the crushing forces of the crouching Darkwalker itself.

Necris Fury

This airborne terror defies all rational explanation. Nanoblack turbines seem to discount the laws of physics and ignore gravity, allowing for vertical takeoffs and mid-flight hovering. An array of tentacles mounted on the front of the vehicle pulls the Fury through the air with sudden bursts of speed and unpredictable barrel roll maneuvers. Energy can also be funneled through the tentacles, and focused into a plasmid beam that quickly burns away enemy armor.

Necris Nemesis

The Nemesis is the unholy spawn of a mobile turret and a main battle tank. Two segmented hover treads, separated by a glowing nanocore propulsion engine, creep across any terrain in a nearly organic fashion. The centerpiece of the Nemesis is an actuated plasmid turret capable of attacking in any of three transforming configurations. When compacted, the turret locks into a forward facing position and all energy is funneled into the hover treads. This dramatically lowers the overall profile of the vehicle and allows for a great boost in speed. When fully engaged, the turret rises up to great heights, and the plasmid energy of the nanocore can be seen from great distances. Such a sight should be taken as a warning, as a Nemesis turret in this state is capable of delivering a rapid fire plasma beam with immense power and devastating accuracy.


Vehicles

Necris Nightshade

Although there have been no confirmed sightings of the Nightshade, recon teams claim to have encountered an unknown “camouflaged support vehicle" in the field. These teams describe seeing minefields and other traps materializing out of thin air in battles with the Necris. Most likely, the Nightshade is surrounded by a cloaking system that permanently bends light, similar to the temporary cloaking device that Axon Tech teams sometimes deploy to infantry captains. More research is needed, and ARC scientists would pay dearly to get their hands on this technology.

Necris Scavenger

A Necris Scavenger barreling toward –and over–its enemies is a truly fearsome sight. The Scavenger's pilot is enveloped in a sphere of modulated nanoblack that can phase-cycle across the battlefield at great speed, barreling through obstacles and crushing infantry with reckless abandon. Nano-fueled tentacles can be deployed from the central sphere in multiple configurations. When partially deployed, the tentacles spin around the central core in a whirlwind of destructive force, causing even more damage than the sphere alone. When fully deployed, the Scavenger can actually walk on the Tentacles, or use them to leap into the air and climb over any obstacles in its way. The Scavenger is always accompanied by a protective drone that is comprised of pure sentient nanoblack. When employed, the drone locks on to a target and instantly begins to deteriorate it at a molecular level, leaving nothing in its wake.

Necris Viper

The Viper is the fastest moving vehicle on any battlefield. The Viper is lightly armored and somewhat less agile than similar Axon counterparts, but it compensates for this with one of the most destructive attacks of all Necris vehicles. It can literally launch itself at a target, converting all its momentum and power into a single armor-penetrating impact. As the Viper rises into the air, two articulated stabilizers unfurl to reveal the anti-gravity fuel cell that controls vehicle movement. It momentarily hovers while it locks on to a target, then simultaneously ejects its pilot and launches itself forward with fully destructive intention. Its conventional armament includes front-mounted cannons that launch spheres of rebounding plasmid energy. They are not particularly lethal, but their high rate of fire and ability to ricochet around corners makes them effective nevertheless.


Pickups

Ammunition

Pickups are battlefield supplies, such as ammunition and armor. When taken, these supplies will respawn after a short time.

When weapons are spawned on the battlefield they contain limited ammunition. Soldiers must search for additional ammunition appropriate to each weapon: Tarydium crystal shards for the Stinger, semi-stable Percussex shells, etc. Generally, additional ammunition can be found near a weapon spawn point, but this is not always the case. Ammunition is never interchangeable between weapons. To get a look at each weapon's ammunition, see Weapons, pgs. 26 - 28.

Armor

Armor is protective combat shielding that reduces, but does not entirely stop, damage to the wearer. Armor effectiveness is lowered each time it's damaged, until it's eventually destroyed. Armor is destroyed a single piece at a time, from most protective to least. Types of Armor:

Health Packs

These Nanosurgeon packs work interchangeably for biological, mechanical, and nanoblack soldiers. They appear in standard health packs, small health vials, or a massive "Keg O' Health" that completely heals the body. Health vials and the Keg can take the body's health beyond normal limits, making the soldier able to withstand even more punishment before untimely death.


Powerups

Powerups provide special combat abilities. Many have a limited duration, displayed on the combat HUD. To activate a powerup, simply walk over it, and your battle armor does the rest. The powerup will later respawn after a fixed interval. Elite soldiers often mentally count down the respawn timer in order to deny enemies access to these powerful enhancements. Killed enemies will drop their Powerups, giving some benefit to those who risk facing them. The Impulse Hammer's EMP mode can also be used to short-circuit powerups and drop them to the ground.


Deployables

Deployable Devices are offensive or defensive equipment placed upon the battlefield. Some are carried by hand, while others are delivered by combat support vehicles.


MODs/Unreal Editor 3

Unreal Engine 3 Editor

You can create characters, weapons, vehicles, pickups, full conversion mods, customizable items, or just about anything in the game. You get the full toolkit necessary to modify the game however you want. If you want to get more advanced, you can utilize popular 3D editing or Audio suite programs and import that content into the editor.

If you have the UT3 Collectors Edition, check out the Bonus DVD for tutorial videos that will show you the ins and outs of the Editor.

For more enhanced guides, tips and tricks, check out the numerous fan sites online or written publications that cover UT3.

Here are a few other useful links to explore:


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Notes

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