Unreal II The Awakening XBOX Prima Official eGuide.pdf

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PRIMA’S OFFICIAL
STRATEGY GUIDE
®
This game has received the follow-
ing rating from the ESRB
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PRIMA’S OFFICIAL STRATEGY GUIDE
JEFF BARTON
MICHAEL LITTLEFIELD
Prima Games
A Division of Random House, Inc.
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . .2
BASIC SKILLS . . . . . . . . . . . . . . . . . .4
WEAPONS AND EQUIPMENT . . . . . . . .6
ALLIES AND ENEMIES . . . . . . . . . . .12
AVALON (TRAINING MISSION) . . . . . .21
SANCTUARY . . . . . . . . . . . . . . . . . .24
MARSH . . . . . . . . . . . . . . . . . . . . . .33
HELL . . . . . . . . . . . . . . . . . . . . . . .36
ACHERON . . . . . . . . . . . . . . . . . . . .50
SEVERNAYA . . . . . . . . . . . . . . . . . .54
KALYDON . . . . . . . . . . . . . . . . . . . .60
SULFERON . . . . . . . . . . . . . . . . . . .64
JANUS . . . . . . . . . . . . . . . . . . . . . .69
NA-KOJA ABAD . . . . . . . . . . . . . . . .81
DRAKK HIVE PLANET . . . . . . . . . . . .89
AVALON II . . . . . . . . . . . . . . . . . . .99
DORIAN GRAY . . . . . . . . . . . . . . . .103
XMP (MULTIPLAYER) . . . . . . . . . . .108
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc., regis-
tered in the United States and other countries. Primagames.com is a registered
trademark of Random House, Inc., registered in the United States.
© 2003-2004 by Prima Games. All rights reserved. No part of this book may be reproduced or trans-
mitted in any form or by any means, electronic or mechanical, including photocopying, record-
ing, or by any information storage or retrieval system without written permission from Prima
Games. Prima Games is a division of Random House, Inc.
Product Development Manager: Jennifer Crotteau
Project Editor: Teli Hernandez
Design and Layout: Simon Olney and Derek Hocking
Unreal® II—The Awakening© 2003-2004 Epic Games, Inc. All Rights Reserved. Unreal is a regis-
tered trademark of Epic Games, Inc. Unreal II—The Awakening was created by Legend
Entertainment, an Atari studio, in collaboration with Tantalus Interactive. All other trademarks
are the property of their respective owners. Manufactured and marketed by Atari, Inc.
All products and characters mentioned in this book are trademarks of their respective companies.
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and “RP” are
copyrighted works and certification marks owned by the Entertainment Software Association and
the Entertainment Software Rating Board and may only be used with their permission and
authority. Under no circumstances may the rating icons be self-applied or used in connection
with any product that has not been rated by the ESRB. For information regarding whether a
product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org.
For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note
that ESRB ratings only apply to the content of the game itself and does NOT apply to the content
of this book.
Important:
Prima Games has made every effort to determine that the information contained in this book is
accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy,
effectiveness, or completeness of the material in this book; nor does the publisher assume
liability for damages, either incidental or consequential, that may result from using the information
in this book. The publisher cannot provide information regarding game play, hints and strategies,
or problems with hardware or software. Questions should be directed to the support numbers
provided by the game and device manufacturers in their documentation. Some game tricks
require precise timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-4518-2
Library of Congress Catalog Card Number: 2003114647
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Introduction
Chapter 2 looks at the basics of getting around in
Unreal II . The game mechanics and interface are
covered, as well as the basic techniques of moving
through and interacting with the game environment.
Chapter 3 takes you into Unreal II ’s arsenal, and introduces
you to the weapons and equipment used in the game. Learn
the strengths and weaknesses of every weapon so that you
know which one to use in any situation.
Chapter 4 introduces you to the characters with whom you
interact. This chapter provides background info on your allies
and the strengths and weaknesses of your enemies. Refer back
to this chapter as you come across new enemies to learn the
best tactics to defeating them.
The second part of the book takes you through the game.
Starting with Chapter 5, there’s a step-by-step walkthrough
for every mission, filled with hints, tips, and tricks to guide
you through the mission and allow you to survive every situa-
tion. The following will show you how to find and use that
information.
INCOMING MESSAGE...
From: CIC Terran Colonial Authority
To: Dalton, John—TCA Marshal
Welcome to the ranks of the Terran Colonial Authority,
Dalton. You’re about to embark on an operation that is
more strenuous and challenging than anyone realizes.
Luckily, with this training manual in hand, you have the
skills necessary to complete the assignment.
Good Luck, Marshal.
WELCOME TO UNREAL II: THE
AWAKENING
Stationed on the edge of known space, you are John Dalton,
a marshal in the Terran Colonial Authority (TCA). You and the
crew of your ship, the Atlantis, might have been expecting an
easy assignment, but you’re in for a surprise. With every mission,
you uncover a new piece of an ancient mystery that’s got every
hostile corporation and species in the quadrant up in arms.
CAUTION
The mission walkthroughs in Chapters 5–18 contain spoilers
that reveal elements of the game’s story. If you don’t want
to know what’s coming next, read only as far as the mission
you are currently playing.
HOW TO USE THIS GUIDE
Prima’s Official Strategy Guide to Unreal II: The Awakening is
divided into two sections for easy reference. The first part intro-
duces you to the basic game concepts, equipment, and characters:
1 BRIEFING
The Briefing will give you the information needed as you
enter a new mission. This information will keep you informed
of the story as it unfolds and will
give insight to the enemies and
objectives ahead. Check this
information as you begin a new
level to stay one step ahead of the
enemy factions and to get a better
understanding of the dangers you
may encounter.
5
1
2
3
2 OBJECTIVES
Here you will find a complete list
of all the objectives present in the
current mission. The objectives are
simply the tasks that are assigned
as you venture through a level.
Completing these objectives is
necessary to finish the mission at
hand. To check your objectives in-
game, press and hold 6 .
4
6
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Introduction
3 MAP
Missions are often broken into “parts.” At the beginning of
each mission “part” you will find a map of the area you will
be exploring. On this map are numbers corresponding to dif-
ferent points of interest that are relevant to the walkthrough.
Refer to the maps should you get lost, or if you want a better
understanding of where you are and what you should be
doing within a mission.
CO-OPERATIVE
Tired of playing alone? Find a mission too difficult to handle
alone? If yes, then grab a buddy and dive into Co-Operative
mode. This mode allows two players to conquer the game as a
team in a split-screen vantage. Check the “Co-Op Notes” at
the end of a mission walkthrough for information and tips for
best completing a level as a team.
XMP
XMP, or multiplayer, allows you to enter the world of X-Box
Live where you can compete in multiplayer mayhem online.
This mode also allows a player to link systems to play against
friends in private multiplayer games. Whichever you choose,
a player can come here to set up or join multiplayer game
sessions through six different maps of class based team
games. Online and multiplayer games include the use of
vehicles, character selection, and variety of other game
features exclusive to XMP.
In order to play the X-Box Live mode, you must be a
subscriber to X-Box Live . Visit www.xboxlive.com for more
information on X-Box Live and how to access this feature of
the game.
4 LEGEND
The map legend will make sense of the numbers placed on the
map. To each number present, there is a corresponding label
in the legend.
5 WALKTHROUGH
It is in the walkthrough that you will be taken, in-depth,
through the current mission. Here you will also find useful
tips, areas of caution, and detailed notes that will give you
the extra edge over your enemy and ensure the completion of
your mission.
6 CO-OP NOTES
Every mission can be played in Co-Operative mode with the
exception of the beginning training mission. It is here that
you will find notes on completing the level when teamed with
a partner. The walkthrough will still take both players through
the mission, but check here for tips and suggestions on how
to best tackle a mission as a team.
XMP TUTORIAL
The XMP Tutorial will offer a breakdown of all XMP features
including class specifications, game rules and objectives, and
all weapons and items available. This should be your first
stop before entering an online game for it really does offer
all the information you will need to succeed in online play.
We strongly suggest that you take a few moments to go
through the XMP Tutorial if you have any intentions of
playing a multiplayer game.
GAME MODES
There are multiple game modes present in Unreal II: The
Awakening . While primarily a one-player, first-person shooter,
Unreal II and the multiplayer-friendly X-Box have added a few
new features from the PC version of this title that include a
Co-Operative mode, and X-Box Live capabilities. The following
is a brief breakdown of each of the game modes available.
OPTIONS
In the Options mode a player can create and select a player
profile then change options such as controller setup, audio
and video options, and various other game settings. Explore
the Options menu to configure and tailor your game settings
to best fit your playing style and to customize your game
experience.
SINGLE PLAYER
The Single Player mode is a one-player game that takes a
player through the compelling story of Unreal II: The
Awakening . This is the main game mode and promises hours
of fun and excitement as a player takes on the role of Marshal
John Dalton.
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Basic Skills
It’s never a good idea to go out in the field without being
properly prepared, and it wouldn’t do to send a raw recruit
out to face the Skaarj without first knowing the basics.
Before you dive into your role as a TCA marshal, learn the
basic skills you need to survive. Unreal II: The Awakening
requires more than just a quick trigger finger. You need
dexterity and skill to move around in and manipulate your
environment and avoid injury. You also need to know what to
do when your physical condition becomes critical on a mission.
This chapter has information you need to move like a pro.
It also introduces you to the concepts of shields and health.
Running is your way
of getting around.
NOTE
You climb some impressive slopes
in Unreal II . Usually, you can walk
up most ramps, columns, or hills
as long as their slopes are (rough-
ly) 60 degrees or less. Use this
ability to get above your enemies and gain a good vantage
point from which to fight.
TIP
Although the instruction in this chapter is useful, nothing
beats practical experience. If you’re unsure of your skills,
run through the Avalon training mission at the start of the
game and practice your basic skills.
SWIMMING
There aren’t many swimming holes in Unreal II , but occasion-
ally you must traverse a liquid environment to search for
equipment or to get from place to place. Luckily, your armor
protects you in aquatic environments—most notably by
providing you with an unlimited supply of air. You can stay
underwater as long as you want without suffering ill effects.
Swimming is almost identical
to walking. The only difference
is that the Jump control caus-
es you to rise to the surface.
DEFAULT CONTROLS
Button Press Action
Left Analog Stick Move
Right Analog Stick Look
1
Button Press Action
6
Objectives
7
Secondary Fire
Jump
8
Primary Fire
3
Use/Reload
g
Run (XMP)
2
Next Weapon
k
Zoom
4
Previous Weapon
x
Crouch
Sometimes swimming is the
only way to get where you are
going. Don’t worry, your suit
doesn’t leak.
5
Scores (XMP)
9
Pause
GETTING AROUND
You need more than steady aim and a mastery of weapons to
survive in Unreal II —you must be able to effectively navigate
and interact with your environment. Doing so requires the
mastery of a variety of movement skills.
CAUTION
Not all liquid is water! Unless you’re sure the rippling surface
you’re about to leap into is harmless, avoid it, or test it by
stepping in where you can get out if you start taking damage.
MOVEMENT
Running is your default movement mode in Unreal II . You
need to move quickly in most situations, so this works out for
the best.
In situations where a misstep could prove fatal, take your
time and creep to your destination by lightly pressing the
control stick in the direction you wish to go. While ultimately
this will result in a run, slow bursts will ensure you keep your
feet beneath you, avoiding accidental missteps.
JUMPING
Not all mission sites are easy to navigate. When you come to
a rift that is too wide to step over or a ledge that is too high
to step onto, jumping is your only alternative.
To jump over an open space, get a running start and press
the Jump button ( 1 ) when you’re near the edge of the obstacle
you’re trying to clear. The amount of running start you need
depends on the distance you need to jump and the size of
the landing area, so (literally) look before you leap. Too much
speed can cause you to overshoot the landing area.
To climb onto a ledge or similar obstacle (a task known as
“mantling”), press and hold the Jump button when you’re in
front of the ledge you want to climb onto. If mantling doesn’t
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