Maintained by Myryama (AKA James). Hotmail at myryama@hotmail.com.

Last update: 1st April '04

The Halibuts

Adrenaline

The following Adrenaline Combos, introduced in Unreal 2003, can be used when your adrenaline level reaches 100. Adrenaline is gained primarily by killing enemies or achieving goals but can also be found lying on the floor of some arenas (the red and white capsules). Use these combos for a short-term performance gain over your competitors. Once activated, the effect will last until your adrenaline (which is now counting down) reaches zero but the effects can be extended by gaining adrenaline during this period.

Speed - Key Combination: Forward, Forward, Forward, Forward. Speed gives your player an extra burst of --you guessed it-- speed! This is a particularly effective for players running the flag in CTF or ball carriers heading in for a goal in Bombing Run.

Berserk - Key Combination: Forward Forward, Back, Back. Berserk the rate of fire of your weapons making the more deadly. For instance, the link gun will fire plasma burst more quickly as well as the mingun firing more rounds per second. Combine Berserk and the Double Damage powerup to make yourself a short term killing machine.

Booster (Regeneration) - Key Combination: Back, Back, Back, Back. Booster keeps building your health up to the max of 199. Once your health hits 199, it will start to build your shields up to a maximum of 150. This can help you stay alive in medium range moderately fierce firefight, but it doesn't regenerate your health fast enough to keep you from biting the dust from an enemy's well placed spread of rockets or a headshot with the lightning gun.

Invisibility - Key Combination: Right, Right, Left, Left . Pretty self explanatory. Makes you invisible as long as the adrenaline lasts.

Special Moves - Dodges

There are many special moves you can execute in UT2003 that can make you less predictable and much harder to hit, as well as deadly. Dodge out of the path of a spread of rockets or lift jump into the sky and rain death down from above on your opponant's head. Use this section as your guide for these moves.

Dodge - The dodge can be used at any time by quickly double tapping one of your movement keys in any direction. Doing this will send you flying suddenly and quickly in that direction. Once you become proficient at dodging, your game should pick up considerably because it makes you a much harder target to hit. Refer to our Dodging Q & A Section for more info.

Jump - Standard and easy move to execute, just press the button you have bound to "jump."

Double Jump - When you jump, when you reach the apex of your jump, hit your jump key again for an added height boost. It's an excellent move for reaching areas you can't reach with a standard jump. DM-Antalus is a good map to go in and explore your double jump potential on. There are many rocks and hills that can only be scaled by using the double jump. Antalus also gives you some great scenerios to dig into the Lift and Double Lift Jumps described below.

Dodge Jump - This is like the double jump, only it used on conjunction with the "dodge" move. Immediately after dodging, press your jump key while still airborn. This will add extra height and distance to your dodge almost to the point of flying for a very brief period. In the picture, the Super Shield pack in DM-Asbestos can be reached by Dodge Jumping across from the top platform on to the pipes below it.

Lift Jumping and Double Lift Jumping - One way to give yourself and extra high jump is to launch your jump off a lift (elevator) that is moving up. The timing is tricky, but it's like riding a bicycle, practice it a few times and it will be completely natural. Lift Jumps can send you quite high into the air. At the apex of the lift jump, if you hit jump again you can execute the double jump on top of it to give yourself an even higher boost.

Wall Dodge - This is by far the trickiest of the special moves. Stand sideways up against a wall, jump, and then dodge in the opposite direction of the wall all in one fluid motion and you will cartwheel off the wall. This one takes some practice.