===============================================================================
Unreal Tournament 2004:  Editor’s Choice Edition Changes FAQ
Author:  Mortal Quietus
GameFAQs username:  rg998
E-mail: rg998(at)hotmail(dot)com

Copyright 2005 Mortal Quietus

Version 1.3
===============================================================================

Version History:

8/31/05 - Work on FAQ begun.
9/04/05 - PrattDaBard contributes extensive strategies for the ECE vehicles.
9/05/05 - Version 1.0 of FAQ completed, posted on GameFAQs.
9/07/05 - Allowed NeoSeeker to host FAQ.
9/16/05 - Completed a few minor changes to the FAQ, updated to version 1.1.
8/18/06 - Added disk space requirements for full game and expansion pack.
2/13/07 - Added information about Unreal Anthology.

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The most current version of this guide can always be found at GameFAQs first.

Websites allowed to host this FAQ:

http://www.gamefaqs.com  <GameFAQs>
http://www.neoseeker.com <NeoSeeker>
http://dlh.net <DLH.net>

If you'd like permission to host my work on your site, please e-mail me first.
It must be kept in an unaltered format.

-------------------------------------------------------------------------------

::Table of Contents::


Section 1:  Introduction

1.A  What's the purpose of this FAQ?


Section 2:  Technical Information

2.A  What is the Editor's Choice Edition (ECE) of UT2004?
2.B  What's the difference between the UT2004: ECE DVD and the downloadable ECE
       bonus pack?
2.C  What about Unreal Anthology?
2.D  Disk space requirements


Section 3:  Additions and Changes Made in the ECE

3.A  Vehicle Additions/Changes
3.B  Map Additions/Changes
3.C  Character Additions/Changes
3.D  Additional Game Mods (UT2004: ECE DVD ONLY)
3.E  Other Additions/Changes Made in UT2004: ECE


Section 4:  In-Depth Strategies

4.A  SPMA <contributed by PrattDaBard>
4.B  Paladin <contributed by PrattDaBard>
4.C  Cicada <contributed by PrattDaBard>


Section 5:  Comments, Corrections, and Additions

5.A  Have a comment, correction, or something to add?  Contact me!


Section 6:  Acknowledgements

6.A  Acknowledgements


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Section 1:  Introduction
-------------------------------------------------------------------------------

1.A  What's the purpose of this FAQ?

This FAQ was designed primarily for one reason - to explain the differences
between the original Unreal Tournament 2004 retail package and the more recent
Editor's Choice Edition.  The ECE was originally released in a 2 DVD package,
with Disc 1 containing the UT2004 installation files and other game data, and
Disc 2 containing 11 different unofficial user-made game modifications for the
player to install and try out if he or she so chooses.  Because this release
is not a new game in itself, but rather an updated version of UT2004 with
some additional features, many gamers are still a bit confused as to what the
ECE actually is.  This FAQ aims to clear up any further mysteries about
UT2004: ECE.



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Section 2:  Technical Information
-------------------------------------------------------------------------------

2.A  What is the Editor's Choice Edition (ECE) of UT2004?

Reiterating what I said above, the Editor's Choice Edition (ECE) of UT2004 was
originally released in September 2004 as a two-DVD package.  Disc 1 had the
UT2004 installation files and other game data, and Disc 2 contained 11
different unofficial user-made game modifications for the player to install and
try out if he or she wanted to.  Three new vehicles (the Cicada, the SPMA, and
the Paladin), four new Onslaught levels (ONS-Urban, ONS-Tricky, ONS-IslandHop,
and ONS-Adara), and three new character models (Necris, Metal Guard, and
Mecha-Skaarj, each with two skins) were added to the original game.  The Disk 2
mods were standalone games which competed in nVidia's "Make Something Unreal"
competition, and were completely optional to install.

Soon thereafter, a bonus pack was released for users with the original UT2004
which included all of the ECE content (sans the eleven game mods on the second
DVD, which are freely downloadable anyway).  This bonus pack was updated to
version 1.1 in November 2004 to fix a few glitches.  Finally, the UT2004 Mega
Bonus Pack released by Epic in December 2005 also included the ECE content.
Now, everyone with a legal copy of UT2004 is free to play online and offline
using the ECE vehicles, characters, and maps.


------------------------------

2.B  What's the difference between the UT2004: ECE DVD and the downloadable ECE
    bonus pack?

UT2004: ECE was released first in a two-DVD format, and included several new
vehicles, characters, and maps, along with eleven optional user-made game mods
which competed in nVidia's "Make Something Unreal" competition.  The
downloadable ECE bonus pack released for the non-ECE UT2004 includes all of the
ECE content, but not the game mods.  Thus, the only real difference between the
two packages are the inclusion of the mods in the DVD release.  If you really
want to try the mods, but do not have the DVD release of UT2004: ECE, they're
all free downloads.


------------------------------

2.C  What about Unreal Anthology?

Unreal Anthology was released in October 2006 as the definitive compilation of
all Unreal PC games (including Unreal, Unreal Tournament, Unreal II:
The Awakening, and Unreal Tournament 2004: Editor's Choice Edition) on a single
DVD.  However, the version of UT2004: ECE contained on this disc has a few
glaring (though easily fixable) omissions.  Missing are all of the the user-
made modifications found on the original UT2004: ECE package as well as the
ONS-Aridoom and ONS-Ascendancy maps.  While these levels and modifictions are
freely downloadable, it's puzzling that Epic decided not to include them.



------------------------------

2.D  Disk space requirements

Full UT2004 game with ECE content:  ~5.5 GB
Downloadable ECE bonus pack:  84 MB download (~200 MB unpacked)


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Section 3:  Additions and Changes Made in the ECE
-------------------------------------------------------------------------------

3.A  Vehicle Additions/Changes

One of the most anticipated changes made in the ECE of UT2004 was the addition
of three new vehicles to be used in Onslaught mode.  They include two ground
vehicles, the SPMA and Paladin, and an air vehicle, the Cicada.  As you might
expect, each vehicle has unique weaponry and can thus be utilized for many
specialized situations.

----------

::SPMA::

The SPMA, or Self-Propelled Mobile Artillery, is a large truck with a ponderous
mortar strapped to its back.  This mortar can be fired in both guided and
unguided fashions, and can unleash an explosive rain on your opponents from a
rather long distance.  It's also pretty maneuverable for its size.


Health: 600

Available seats:  2


Driver

    Primary Fire:    The primary weapon on the SPMA is a simple unguided,
                     very inaccurate high-explosive shell that arcs upward
                     before falling.  It's best to forsake this function
                     unless a desperate situation requires it.

                     Damage/Vehicle Damage:  250/250
                     Rate of Fire:  1 shot/4 sec

    Secondary Fire:  The secondary function is infinitely more useful.  It
                     launches a camera in a slow parabolic trajectory over
                     the battlefield.  At any point during the flight of the
                     camera, the player can stop it by right-clicking, after
                     which it will unfold and hover in midair.  A targeting
                     reticule will appear on the landscape, which can be
                     moved around using the arrow keys.  When left-click is
                     pressed, a volley of high-explosive shells will be
                     launched from the SPMA to the location of the targeting
                     reticule, and a somewhat lengthy reload period will
                     ensue before another volley can be launched.  In this
                     fashion, a player can use the SPMA to fire shells at an
                     enemy emplacement from the other side of a map, or even
                     over a mountain.

                     Damage/Vehicle Damage:  250/250 (5 shells)
                     Rate of Fire:  1 shot/4 sec


Passenger

    Primary Fire:    The passenger seat of the SPMA is essentially the same
                     as the side turret of the Hellbender.  Primary fire
                     launches slow-moving balls of plasma that generally
                     aren't too effective by themselves.  However, used in
                     combination with the secondary fire, the passenger can
                     trigger some monster shock combos to defend the SPMA
                     while the driver attacks from a distance.

                     Damage/Vehicle Damage:  25/25
                     Rate of Fire:  2.5 shots/sec

    Secondary Fire:  The secondary fire of the SPMA, much like the primary
                     fire, isn't particularly helpful in itself.  It simply
                     projects a relatively weak plasma beam that hits
                     instantly (like the Shock Rifle).  However, connect with
                     a plasma ball from the primary fire, and you'll set off
                     a devastating series of shock combos that'll ensure your
                     opponents keep their distance.

                     Damage/Vehicle Damage:  25/25
                     Rate of Fire:  1.33 shots/sec


----------

::Paladin::

The Paladin is a slow, hulking beast.  It has a nice balance of offensive and
defensive ability, with both a powerful main cannon and a rechargeable energy
shield.  Its armor is comparable to that of the Goliath.


Health:  800

Available seats:  1

Driver

    Primary Fire:    The primary fire of the Paladin is immensely powerful,
                     launching unstable plasma cores at a relatively high
                     speed.  These cores explode upon impact, and devastate
                     both vehicles and players alike.  However, as with the
                     Goliath, there is some lag time between shots, so make
                     them count.

                     Damage/Vehicle Damage:  150/150
                     Rate of Fire:  1 shot/~2.4 sec

    Secondary Fire:  The Paladin truly shines with its unparalleled defensive
                     capacity, though.  Use of the secondary fire activates
                     an energy shield, which is impenetrable by both small
                     arms fire and tank shells alike.  However, the shield
                     does not impede the progress of other players or
                     vehicles, and its strength dissipates over time.  The
                     shield is also weakened each time it is hit by incoming
                     fire, and it fails if its energy runs out (though it is
                     able to recharge).  When the shield is struck by the
                     primary fire, a small, yet devastating shockwave erupts
                     from the vehicle, annihilating nearby players and
                     severely damaging most vehicles.

                     Damage/Vehicle Damage:  N/A
                     Rate of Fire:  N/A


----------

::Cicada::

The Cicada is an airborne ground-attack vehicle.  It should be used in much the
same way as an attack helicopter - pop up from under cover, fire, and duck back
down.  It also has a co-pilot's seat with flares and a laser turret for
protection against incoming missiles.


Health: 500

Available seats:  2

Driver
    Primary Fire:    The Cicada is meant as a ground attack vehicle, and its
                     primary weapon is well suited for such a task.  If the
                     fire button is held down, the Cicada unleashes a constant
                     barrage of rockets similar to the ones launched by the
                     Leviathan.  However, the rockets in the Cicada are only
                     "dumb-fire"; that is, they don't track their targets.
                     Though this weapon is not meant to attack moving
                     targets, the rockets can occasionally disable other
                     vehicles in a pinch.

                     Damage/Vehicle Damage:  50/50
                     Rate of Fire:  3 shots/sec

    Secondary Fire:  By holding down the right-click button, the Cicada will
                     lock on to wherever the target reticule is currently
                     aimed.  Please note that this lock is also meant for
                     non-moving ground targets, and as such the lock, once in
                     place, is immobile.  In fact, the lock stays in place
                     even if a wall is placed between the Cicada and the
                     the area it's locked on to.  As the lock is held, 16
                     rockets move to a firing position within the aircraft,
                     and after the 16th is loaded, they all fire at once in an
                     impressive show of force.  The secondary fire is
                     particularly useful for heavily-defended ground targets,
                     as you can get a lock and immediately pursue evasive
                     action without breaking the lock.

                     Damage/Vehicle Damage:  50/50
                     Rate of Fire:  N/A


Passenger
    Primary Fire:    The passenger resides in the underbelly of the Cicada,
                     and his or her primary role is to defend the rather large
                     aircraft.  The passenger's primary weapon is a weak, yet
                     rapid-firing laser turret. It'd not difficult to use, and
                     the fire button can be held down to lay down a barrage of
                     cover fire.  Since the lasers hit instantly, they can be
                     used effectively on moving targets.

                     Damage/Vehicle Damage:  25/25
                     Rate of Fire:  5 shots/sec

    Secondary Fire:  An interesting characteristic of the Cicada is the
                     passenger's ability to achieve a lock on incoming homing
                     missiles.  They appear as exclamation marks onscreen and
                     are very easy to detect.  The secondary fire of the
                     passenger allows him or her to fire a flare when a
                     heat-seeking missile is detected, which usually draws
                     it away from the vulnerable aircraft.  The missile will
                     go after the slowly falling flares rather than the
                     aircraft itself, allowing it to make a quick getaway.

                     Damage/Vehicle Damage:  N/A
                     Rate of Fire:  N/A


------------------------------

3.B  Map Additions/Changes

Four new Onslaught maps were added in UT2004: ECE.  A brief description of each
can be found below.

----------

::ONS-Adara::

Description:  Seismic tremors and eons of erosion forged this battlefield.
Adara Canyon is nature at its most awe-inspiring. But don't let the beauty fool
you. Long drops claim lives and the corridor-like nature of the canyon makes
AVRiL avoidance somewhat difficult.

My take:  Adara is essentially a long, narrow canyon, and there aren't too many
open spaces to roam around in.  There are boost arrows on the canyon floor that
allow ground vehicles to zip along towards the opponent's nodes, and enough
cover for Raptors and Cicadas to weave in and out of danger.  There's a large
iron bridge near the center of the map that connects the two sides of the
canyon, and ramps allow Scorpions and Mantas to fly from the top of one cliff
to another.  If you like close range, in-your face battles in a constricted
battleground, you'll probably like Adara.


----------

::ONS-IslandHop::

Description:  This volcanic archipelago served once as a gateway in the human
wars of the 21st century. Transformed for tournament use, a series of bridges
now connects the islands. These bridges, though excellent use for ground based
vehicles, do not provide a direct path to battle. Mantas will be the primary
choice for transportation.

My take:  A lot of people liken this map to something out of Far Cry, and I'd
say that they're not too far off.  IslandHop is a bright, cheery map with a
great deal of water.  As the description states, you're best off using Mantas
here, though Scorpions can also get over the bridges pretty quickly.  If you
decide to take something slower, such as a Goliath, to attack a node, make sure
you have some backup.  You're generally a sitting duck as you slowly make your
way around the various islands.


----------

::ONS-Tricky::

Description:  "THIS SATURDAY, ONE DAY ONLY, AT THE M-M-MONSTER VALLEY ARENA,
WITNESS THE AAAAWESOME SPECTACLE OF ONSLAUGHT TOURNAMENT COMBAT!!! TWO TEAMS
AND 65 TONS OF BALLS TO THE WALL GUN SLINGING VEHICULAR MAYHEM! BE THERE FOR
THE FLAMING HOOPS, THE MONSTER JUMPS, THE HALFPIPE OF BLOOD, AND THE INSANITY
OF THE 150 METER TALL TOWER OF DOOM! BE THERE!!!"

My take:  Tricky is an interesting map.  It's a massive dirt stunt arena,
complete with inverted loops, flaming rings to jump through, half-pipes, and
lots of ramps.  Stunt driving is the name of the game here, and the
possibilities are virtually endless.  If you do something spectacular, you can
even set off fireworks!  Sure, it's an acceptable Onslaught map, too.  But why
go after the enemy nodes when you can see how much of a Daredevil ranking you
can achieve with your Scorpion?


----------

::ONS-Urban::

Description:  Once the pinnacle of modernized civilization, this dense urban
center has since fallen victim to crime, corruption, and civil war. Now mostly
vacant, it has become a haven for underground criminal activity and
lawlessness. LMC organizers jumped at the opportunity to own this prime piece
of real estate.  Instead of leveling the area and constructing a new arena,
they decided to let the combatants do the demolition work themselves.

My take:  Urban is a pretty standard, though well-designed, city map.  There
are burned-out building to navigate, rubble piling up in the streets, and
highways to roll out the Leviathan on.  It's considerably darker than the other
new maps, thus providing a completely different atmosphere.  Being in a city,
the battles are usually in pretty confined spaces, so make sure you don't back
yourself into a corner.  Sniping won't be too effective, so continually press
forward for your best chance at victory.


----------

::(Bonus Vehicles) Maps::

Several slightly tweaked Onslaught maps based on the originals were included
along with the four brand-new Onslaught maps in UT2004: ECE.  These maps can be
found under their predecessors on the list of Onslaught maps, and are exactly
the same in terms of landscape and node placement.  However, certain vehicle
spawn points are altered, and now spawn one of the three vehicles added to the
game through the ECE content.  For example, some Raptor spawn locations on the
original maps may be replaced by Cicada spawn locations, some Goliaths with
Paladins, and so forth.  They include:


ONS-ArcticStronghold (Bonus Vehicles)
ONS-Crossfire (Bonus Vehicles)
ONS-Dawn (Bonus Vehicles)
ONS-Dria (Bonus Vehicles)
ONS-Frostbite (Bonus Vehicles)
ONS-Primeval (Bonus Vehicles)
ONS-RedPlanet (Bonus Vehicles)
ONS-Severance (Bonus Vehicles)
ONS-Torlan (Bonus Vehicles)


----------

::Windows XP Maps (UT2004: ECE DVD ONLY)::

Finally, the Onslaught maps originally contained in a separate bonus pack were
also thrown on the UT2004: ECE DVD for good measure.  There's nothing here that
you couldn't get before, but they're certainly fun maps to try if you haven't
played them before.

ONS-Aridoom (UT2004: ECE DVD ONLY)
ONS-Ascendancy (UT2004: ECE DVD ONLY)


------------------------------

3.C  Character Additions/Changes

Six new character skins and three additional character models officially make
their appearance in UT2004: ECE.  You may recognize the character models, as
they have all appeared in games in the Unreal and/or Unreal Tournament series.

----------

::Necris::

The Necris are a group of humanoids with very pale skin, dark black or white
hair, white eyes, and mostly black clothing.  They were somewhat of a fan
favorite in the original Unreal Tournament, and have thus made a reappearance
in UT2004: ECE.  As with the Metal Guard and Mercha-Skaarj, Kragoth and Thannis
both share the same character model, but have different skins.


Kragoth

Age: 127
Race: Necris
Data: After an absence of several years, the Necris are preparing a return to
the Tournament. Known as the 'Star Slayer,' Kragoth is a dread Necris Phayder
assassin. He is rumored to have single handedly killed the entire crew of an
ICV Star Cruiser.

Thannis

Age: 93
Race: Necris
Data: After an absence of several years, the Necris are preparing a return to
the Tournament. Thannis is participating to scout the competition.

----------

::Metal Guard::

The members of the Metal Guard are also holdouts from the original Unreal
Tournament.  Barktooth and Karag are easily recognizable by their unusual
facemasks and elaborate metal armor.  Like the Necris, they're humanoids, but
noticably larger due to their aforementioned heavy armor.


BarkTooth

Age: 32
Race: Human
Data: Barktooth would rather rip an opponent to shreds with his bare hands
than fight from afar. He also finds close range Flak shots very satisfying.

Karag

Age: 42
Race: Human
Data: Before joining the Iron Guard, Karag honed his weapon handling skills
during a long stint as a Marshall for the Terran Colonial Authority. His style
and panache already have the the Tournament audience abuzz.

----------

::Mecha-Skaarj::

As their name implies, the Mecha-Skaarj are not humanoids.  Rather, they are
Skaarj warriors that were injured in battle and outfitted with the latest in
cybernetic battle armor.  Originally appearing in Unreal 2, the Mecha-Skaarj
are my personal favorites of the six new characters.

Mekkor

Age: Unknown
Race: Skaarj
Data: Mekkor is from the Black Fist Clan, sworn enemies of the Iron Skull Clan.
Severely injured in battle, he is testing his new cybernetic armor in the
Tournament.

Skrilax

Age: Unknown
Race: Skaarj
Data: Skrilax is from the Black Fist Clan, sworn enemies of the Iron Skull
Clan.  Alongside his brother Mekkor, he was severely injured while fighting
the Iron Skull Clan.


------------------------------

3.D Additional Game Mods (UT2004: ECE DVD ONLY)

These modifications are included on DVD 2 of UT2004: ECE, but not in the bonus
pack.  However, if you have the bonus pack and want to try one, they're freely
downloadable. I've only played two of these, so the accuracy of these
descriptions isn't guaranteed.  Credit for the descriptions goes to the website
directly above them.

The links are accurate as of the first writing, let me know if they become
broken.

----------

::Air Buccaneers::

http://ludocraft.oulu.fi/airbuccaneers/

Description:  AirBuccaneers is a modification for Unreal Tournament 2004. It
contains a new multiplayer game type with airships, cannons, airmines and
various other pseudo ancient gadgets. The game is a compelling combination of
graceful air ballet, fierce pirate-like action and 3D tactical maneuvering.

The game is designed for LAN/Internet multiplayer games but can be also
practiced offline by using bots as opponents.


----------

::Alien Swarm::

http://www.blackcatgames.com/swarm/

Description:  Alien Swarm is an overhead view tactical squad-based shooter for
UT2K4. Set in the distant future, the players take the role of a Commander
in the Interstellar Armed Forces. They must guide their squad of marines
through Swarm infested colonies, overrun bases and outposts, to achieve a
variety of objectives. Featuring Assault Rifles, Heat Tracking Guns, Sentry
Guns, Flamethrowers and more. Supports co-operative multiplayer.


----------

::Chaos UT2::

http://www.chaoticdreams.org/


I couldn't find a description for Chaos UT2 on their site, but it seems to
feature a wide variety of weapons and utilities, such as a crossbow, railgun,
and grappling hook.  It plays similarly to the original game.


----------

::Clone Bandits::

http://www.demiurgestudios.com/CloneBandits/gameplay_over.htm

Description:  Clone Bandits is a mod created for Unreal Tournament 2004.

In a post-apocalyptic future, two warring clans of ruffians and ne'er-do-wells
have built their outposts over the ruins of an abandoned military research
compound, which just happens to be stocked with life-giving clones. Sweet,
sweet clones!

As a "Bandito de los Clones" it is your duty to steal this precious genetic
cargo from the other team, lest they sully the delicate ribonucleic strands
with their inferior (dare I say - scurvy?) adenine and thymine. Check out the
"How to Play" section for more details on how to steal clones.

Capture the Clone Pumps to siphon clones from your enemy's supply or boldly
invade their compound, grab Clone Jars, and hightail it back to your own base
in a selection of tricked-out vehicles. Drop 'em off at your own Jar Points to
complete the transaction. Trafficking in human flesh was never so easy or fun!


----------

::Deathball::

http://www.deathball.net/

Description:  DeathBall is a top class First Person Sport Game that combines
elements of Football, Rugby and Handball. It's a mod for UT2004, but it has
nothing to do with a shooter (a pure sports game).

So you got these football pitches, and you have to get the ball into the enemy
goal. You have a melee weapon and a ball launcher. With your weapon you can
kick other players around, kill the enemy ballowner with 2 hits and also kick
the ball away (volley).

In your own penalty zone you can kill all enemy players with one hit. With the
ball launcher you can charge up a shot, the longer you hold it the harder it
will be and you can even add spin to the ball, so it will curl in the air.

Just like in football you should have a keeper in your goal. He has some
special abilities like he's 30% faster than others, he can dodge and jump
higher.  Death Ball should be played with 5 players on each team, but a few
maps also support lower player counts.

The gameplay is very easy too learn, but it's hard to master. At first it seems
to be pretty simple, but the more you play the more you realise how complex it
is and how many possibilities your team has. The ways to score are infinite.


----------

::Domain 2049::

http://www.domain2049.com/

Description:  Domain is a tactical, team based FPS, set in the year 2049 in a
totalitarian world of a dominant global government, underground rebellion and
sinister corporations.

Featuring 4 unique teams:  the USE, Rebels, Corporations, and Gangs.

Gameplay modes:

In the released public alpha there is only one gameplay mode example:

Objective match: 2 teams fight to achieve a chain of objectives to win the
match.

We have more gameplay modes planned:

Resource control: Up to 4 teams must collect and return to their homebase a set
value of resources which have to be collected from a central location, this
mode is best described as capture the flag with a twist.

Hostage rescue/VIP escort: As seen in other tactical team games

We are also working on developing other gamemodes, with maps for 2-4 teams
according to the scenario/gametype.


----------

::Frag.Ops::

http://www.frag-ops.com/index.php

Description:  Frag.Ops contains realistic environments, physics, weapons, and
characters, however it is not for hardcore realism fans. Our game focuses more
on action and intense firefights than simulating realism, thus we would be
considered semi-realistic.

[However] there are many realistic features that appeal to realism fans as
well; that is to say, we have spent a lot of time ensuring that skill of both
mind and twitch play large roles during play. An extra gametype has also been
added to cater to a more realistic audience, without breaking the intensity of
our combat. This gametype is called WAR.


----------

::Jailbreak2004::

http://www.planetjailbreak.com/

Description:  Jailbreak is a gametype modification: it adds a new gametype,
"Jailbreak", that sits alongside DeathMatch, Capture the Flag, Domination and
so on. It introduces new rules and new effects, and maps specific to the
gametype.

In Jailbreak, like in many other game types, your objective is to frag the
opposing players — but unlike other game types, fragged players go straight
into safe custody in the enemy jail when they're killed. To get them out of
there, one of their teammates will have to fight his way into the enemy base
and trigger the jail release switch that's hidden there (Jailbreak!). It is
your task to defend your prison release switch and to free your own teammates
when they're in jail. If your opponents manage to get all members of your team
in prison, the opposing team will score a point, and your team will die a
horrible death.

Jailbreak strongly focuses on team play and forces players to take on different
roles for their team as the game goes on: defending their release switch, going
into offense to frag opponents, or attacking the enemy base to release your own
team members from prison. You'll have to be a versatile player to survive and
win a game of Jailbreak.


----------

::Red Orchestra::

http://www.redorchestra.clanservers.com/

Description:  Red Orchestra: Combined Arms is a game of infantry, mobile and
armoured warfare, based on the Eastern Front in World War II.

With the stunning attention to detail, you'll feel the immersion from
the word “go”. Take up rifle, SMG, light machine gun and a host of other
infantry weaponry. Get mobile in trucks and half-tracks. Or learn what the
much-vaunted tanks of the era were really like – lethal when well-directed, but
surprisingly vulnerable to infantry.

The maps are based on authentic battles, some of them well known in the West,
others much less so. Across open Steppes, in the heat of summer or the snows of
winter – from the ice in front of Moscow to the final, desperate, climactic
battles in Berlin. You'll have the chance to choose your allegiance, to pick
your role as infantry, engineer, tank crew and many others. Chose your weapons.
And then fight – shoot the enemy, grenade them, bayonet them if it comes to
hand-to-hand – but take your objectives and win the battle!


----------

::Rocketeer::

http://www.unreal.fr/rocketeer/

Description:
ROCKETEER is a mod for Unreal Tournament2003/04 implementing Rocket Arena's
gameplay.  Rocket Arena was originally written by crt for Quake2/3, and then by
Mongo for Unreal Tournament.

For those of you already familiar with ROCKETEER, this new version has been
augmented with multi-arena support, team line, revised rocketjumping, link
climbing, "native" brightskins support and a voting/admin system.

ROCKETEER is a round-based team/1on1 game where all players spawn with the same
inventory (health, armor, and weapons.)

The inventory is votable and several presets exist for having RA:UT1 gameplay,
ROCKETEER gameplay, etc. Maps don't have any pickups since the players already
have at spawn everything they'd need during play. There is no self-damage nor
team damage. As in most round-based games, when a player dies, he won't
respawn until next round. A round ends when everyone of the teams has been
eliminated. When a team has won a set number of rounds, this team wins the
game, and the next game can start: the losing team is put back at the end of
the line and the winning team plays with the team at the head of the line.


----------

::UnWheel::

http://unwheel.beyondunreal.com/about.html

Description:  UnWheel is a driving modification for Unreal Tournament 2003/2004
with a focus on fun driving.

Rather than just racing, many different vehicle-based gametypes are on offer,
giving the player an assortment of different styles of play and environments in
which to drive.

Along with this wide range of modes of play, UnWheel features every type of
four-wheeled vehicle you could think of, from sports and rally cars, to monster
trucks and massive mining trucks. Each vehicle can be customised to suit the
driving envinronment or your driving style.


------------------------------

3.E  Other Additions/Changes Made in UT2004: ECE

I'm not aware of any other major changes (not including bugfixes) that were
made in UT2004: ECE.  However, if you know of any, please let me know so I can
add them to this guide.


-------------------------------------------------------------------------------
Section 4:  In-Depth Strategies
-------------------------------------------------------------------------------

4.A  ::SPMA:: <contributed by PrattDaBard>

The SPMA is possibly the least useful of the vehicles introduced in ECE. Unless
playing in high-player count games (>20, say), its long-distance mortars are
simply too slow and random to be effective against most targets. Infantry will
tend to reappear quickly and will shoot down misplaced targeting drones
swiftly. Vehicles, even slow vehicles, tend to move aside much more quickly
than they can be targeted. And, nodes tend to fall too slowly to long-distance
mortars. Now, all caveats aside, the SPMA can offer reconnaissance and
offensive power for isolated locations rather rapidly. Its primary mortars
are powerful ordinance, capable of devastating infantry and vehicles if
well-aimed. The primary can also do some decent damage to nodes. Now, mortars
have a rather large minimum range, which makes them useless in close quarters.
However, the side turret is identical to the one found on the Hellbender; its
efficacy in clearing out infantry ought to be well-known by now. In addition,
the side turret's combos can rapidly destroy nodes. However, the side turret is
rendered largely useless when the primary gun is rocking the boat. Drivers
would do well to point their tails (or noses) in the general direction they
intend to fire, as this greatly reduces the gun's knockback. The great
advantage of the SPMA, once again, is its speed. Its node-destruction capacity
is equal to that of a Hellbender and it can traverse some terrain that may
trouble the Bender. Mid/long-range firing aside, it can blow up nodes faster
than Mantas, Raptors, and Scorpions. And, it will arrive at its destination far
more quickly than will the Goliath. Don't expect miracles, and you might be
pleasantly surprised.

Scrapping the SPMA is generally quite easy at mid-range. Vehicles should simply
shoot it to pieces -- many SPMA pilots can't line up consecutive hits with the
primary while moving. Infantry needs to either kill it swiftly close-up or load
it with projectiles from a distance. As for SPMA units that are using their
targeting drones, make a fast visual sweep to see if the targeting drone is in
plain sight. If you don't see it right away, watch/listen for the next volley
so you can tell which direction the mortars are coming from, then look more
carefully in that direction. If you see the drone, shoot it down with hitscan
if it presents a real threat (if the node is about to die); otherwise, toss an
AVRiL at it and go about your business. Most drivers aren't too keen about
sitting still for AVRiL abuse. If the SPMA continues to be a nuisance, grab a
Manta, Raptor, Cicada, or Scorp/Bender and chase the mortars to their source.
Give the dweeb the 8-'nade salute and go do something else with your car. Keep
in mind, the real risk presented by mortar fire is distraction. If a team fails
to see a Goliath rolling down the valley toward their vulnerable node because
everyone had their eye sockets pasted to sniper rifles looking for the next
clay pigeon/drone...they deserve what comes to them next.


------------------------------

4.B  ::Paladin:: <contributed by PrattDaBard>

Piloting the Paladin is tricky. It is slower than the Goliath, backs up even
more slowly, and its main gun tends to wound rather than kill. Its advantages
are its shield and its accuracy. Where the Goliath's shots are inaccurate over
moderately long ranges, the Paladin's cannon is as precise as the Shock Ball it
resembles. Also, the Paladin can park on top of the node, raise its shield, and
hammer the node into oblivion with combo bursts. Furthermore, the Paladin can
make up for its poor acceleration and normal top speed by using slopes or
getting a push from a friendly vehicle. A few seconds used in climbing a rise
to roll down the other side can save many more in overall travel time. Overall,
I believe that the Paladin is mischaracterized as a "defensive" vehicle; use
of its shield prevents the use of its main cannon at a distance, meaning that
any meaningful defensive retaliation will have to come from the Paladin's
allies. Furthermore, Goliath users familiar with the tactic of turning the tank
body to accelerate the turret and pin down circling Mantas should note that the
Paladin must move to turn.

Killing the Paladin is usually a matter of circumventing its shields. The Manta
ought to treat the Paladin as a modified Goliath; circling and hopping over the
vehicle while watching the turret's position will be as effective as ever.
Further, Mantas can generally survive a hit from the Paladin's gun. Scorpions
can devastate the Paladin if they approach undetected or with cover. Five
little plasma ribbons or one big ribbon and 2-3 little ones ought to toast the
Paladin. Spraying them from a distance can be effective as well, since the
Paladin is slow. The Raptor can attack with impunity as long as it keeps
moving; stationary Raptors are vulnerable to its cannon. Cicadas need to get a
missile lock, then wait for a chance to blast the beast. Vertical movement will
suffice for avoiding the shock cannon. Goliaths need to stick to their main gun
and keep the pressure on the Paladin's shield. Eventually, the driver will
either retreat or drop the shield; the Goliath has the advantage in either of
these cases. Hellbenders are probably in trouble; my best luck has actually
come from ramming the Paladin in front and bailing out to take my chances on
foot. Infantry can do a "delayed-lock" trick with the AVRiL to bypass the
shield -- fire the missile over the vehicle, intentionally missing the target,
then target the Paladin once the missile is past the shield. Or, old-fashioned
circle-strafing can work wonders. Also, don't underestimate the value of
sniping the vehicle from a distance, especially if allied vehicles are
attempting to attack the same location; you'll either do damage or divert the
shield, which is probably just what the Goliath on the hill behind you would
like...


------------------------------

4.C  ::Cicada:: <contributed by PrattDaBard>

The Cicada is probably the most difficult vehicle in UT to gain proficiency
with. One-seating the Cicada to maximum effectiveness will require swapping
seats on occasion to use its turret and decoy weapons when appropriate.
Further, its missiles are one of the quirkier weapons in UT; their non-linear,
non-tangential flight path definitely take some getting used to. The Cicada's
missiles travel some distance forward from the vehicle before turning to
beeline toward their target, making a tight spread on impact. This firing path
allows the Cicada in some cases to lock on to a target, then gently move around
a corner or behind a slope to wait for a full load -- or even to fire from
behind cover! The Cicada's missiles can be extremely effective in sets of 4-6
against any large vehicle; they are generally too slow to be effective against
infantry, Scorpions, or Mantas. Further, they are an excellent response to the
ground-crushing power of a well-piloted Leviathan. On that note, the Cicada
pilot must be cautious when approaching a Leviathan; the Cicada may have more
difficulty in avoiding Leviathan missiles than does the Raptor. The Cicada
actually flies forward at approximately the same top speed at the Raptor, but
its strafing capabilities are abysmal. Its vertical movement is its fastest
means of avoiding projectiles and possibly its best way of dealing with
infantry (*squish*). The vehicle's second seat offers, once more, a laser
turret and a decoy gun. The laser turret is a fairly simple beast that is
marginally weaker than a base turret. It is the Cicada's only meaningful
response to faster-moving vehicles. The turret can sometimes be useful in
engaging Raptors, as well, but this requires intelligent positioning by the
pilot. The decoy gun actually fires a little blast of hot particles that can do
a mediocre amount of damage, but mainly function to derail AVRiL missiles.
Unfortunately, the decoy doesn't work against Raptor ATA missiles, Leviathan
rockets, or target-locked infantry rockets. As with the Goliath's minigun
turret, a second person in a Cicada ought to be actively firing upon menaces
with the turret. On that note, pilots need to be considerate of their gunners;
if sniping with rockets is the best use of the vehicle, ask would-be gunners to
either find another ride or disembark somewhere useful along the way to the
target. If carrying a gunner, try to give them decent firing angles; moderate
distance and smooth movement improve hitscan accuracy. And remember, the gunner
is just cargo if your Cicada is on the ground.

Exterminating the Cicada requires, obviously, air-attack capacities. If you
wouldn't shoot something at a Raptor, you might not want to shoot it at a
Cicada. Thus, Mantas, Scorps, and SPMAs ought to find other prey or attack
afoot. Hellbenders ought to swap to their rear turret, fire a couple charged
shots, then change positions to avoid the Cicada's rockets. The Goliath's
minigun is a bit too weak to kill the 500-hp Cicada promptly; the main gun may
actually be more useful, especially if the Cicada is using its rapid descent
ability to evade attack. The Paladin's main gun can do serious damage to the
Cicada, and its shield can block a full volley of rockets. Infantry has broad
options here. Shock, link primary, mini, sniper/lg...all stand a good chance
of hitting their mark at a distance. Another interesting option is guided
rockets; while loading a volley, wait for the crosshairs to flash red and beep,
then fire a spiral at the Cicada. Often, the Cicada will be hit completely
unaware, and again, the decoy will not deter your spread. Dodging the Cicada's
crushing attack is quite doable, and when the vehicle is near the ground, its
large body is a natural target for flak, grenades, or even combos. Even spider
mines are an option for warding off "crushers."


-------------------------------------------------------------------------------
Section 5:  Comments, Corrections, and Additions
-------------------------------------------------------------------------------

5.A  Have a comment, correction, or something to add?  Contact me!

I've done a considerable amount of research in designing this FAQ, but it's
very likely that there are several things which I missed.  I'm sure I also made
some mistakes.  Don't be afraid to let me know!  My contact email can be found
at the top of the page, and I'd encourage you to use it if you have something
related to this FAQ to say.  If I use any information which you provide, I will
credit you in the Acknowledgements section.


-------------------------------------------------------------------------------
Section 6:  Acknowledgements
-------------------------------------------------------------------------------

6.A  Acknowledgements

GameFAQS for hosting this guide and the message boards.
PrattDaBard for his excellent strategies with the SPMA, Paladin, and Cicada.
Epic Games for developing the game and ECE content, as well as the descriptions
of the maps and character data.
The websites for all of the eleven mods included on DVD 2 for providing
descriptions and/or overviews of the mods they represent.


-------------------------------------------------------------------------------

The most current version of this guide can always be found at GameFAQs first.

Websites allowed to host this FAQ:

http://www.gamefaqs.com  <GameFAQs>
http://www.neoseeker.com <NeoSeeker>
http://dlh.net <DLH.net>

If you'd like permission to host my work on your site, please e-mail me first.
It must be kept in an unaltered format.

-------------------------------------------------------------------------------

===============================================================================
Copyright 2005 Mortal Quietus

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

The preceding copyright notice was taken directly from GameFAQs (with
permission.)