Saturday, March 31, 2007

Story

This is the best part: the anticipation. Slowly, laboriously, but insistently,
you ascend toward the boundless turquoise sky. As the struggling
coaster reaches the peak of the hill, you raise your hands above your
head in defiance of your frantically pounding heart. Time, and the
entire world, stands still for a moment. And then…
Wooosh! Toward the ground you plummet, the sky you faced a
moment ago now at your back. The coaster trembles as it races
downward and the air fills with the delighted screams of those
around you. You close your eyes and drink in the feeling of pure,
rapturous freedom that engulfs you.
Crash! Your eyes snap open as you are pitched violently from your bed
onto the cold metal floor of your cell. The ship is trembling and the air
is filled with the screams and shouts of the prisoners in the cells
around you. As you gather your senses, you quickly remember where
you really are. The Vortex Rikers. The rankest prison transport vessel
this side of the Milky Way, and the furthest thing in the universe from
the freedom in your dreams.
But somethings not right. Emergency lights are flashing on and off in
the walkway beyond your cell. A sulfurous, burning odor invades your
nostrils and stings your eyes. You pick yourself up off the ground,
holding onto the iron bed frame for balance as the floor shudders
beneath you. Looking through the plasma-gated entryway of your
cell, you see guards and officials running up and down the walkway
like frantic worker ants.
“Hey, what the hell’s going on!?” you shout.
But your voice is lost among the shouts of your fellow prisoners and
the wailing of the ship’s alert siren. The ants tripping over each other
in the walkway don’t even glance at you.

Wednesday, March 28, 2007

You know

from experience that trying to break through the plasma gate
will only result in frustration and a nasty headache. If this bucket is
going down, I am not going to die like a caged rat in this stinking cell,
you tell yourself. I’ve got to get to the emergency shuttle.
Just then, the cell blocks head guard pauses outside of your cell to
scrawl something in his ever-present log book.
“Hey Ash, what the hell’s going on!?”
“What do you thinks going on genius? We’re going down. Now shut
your yap and strap yourself in.”
“Are you insane? Turn off the gates! Let us get to the shuttle!”
Ash’s smirk and amused snort before he walks away fill you with
almost enough rage to burst right through the plasma gate and tear
his head off.
“Ash! Ash, open the damn gates! Don’t leave us in here! Wait a
minute! Open the friggin’ gates you son of a—”
A tremendous jolt rocks the ship and sends you hurtling across the
cell into the rear wall. You feel the sickening introduction of bone to
iron, and then, nothing at all.
—————
Later—perhaps hours, perhaps days—you wake up. Your body is battered
and dehydrated, but somehow, you have survived the crash.
The plasma gate is disabled. Beyond the entryway of your cell, freedom
beckons.
But where are you? Has anyone else survived? And what awaits you
beyond the confines of the crumpled Rikers? There’s only one way to
find out, you say to yourself.
Slowly, laboriously, but insistently, you emerge from your cell…

Monday, March 26, 2007

NON-ASSIGNMENT:

For the avoidance of any doubt, nothing in this Agreement shall entitle you to in any
way assign or transfer any or all of the rights granted to you in accordance with the
provisions of this Agreement to any third party
GENERAL:
This Agreement represents the complete agreement concerning the licence granted
hereunder and may be amended only by a writing executed by both parties. Any
action related to this Agreement will be governed by English law. If any provision of
this Agreement is held to be unenforceable, that provision will be removed and the
remaining provisions will remain in full force.

Sunday, March 25, 2007

TITLE:

Title, ownership rights, and intellectual property rights in the Software shall remain
with the Licensor. The Software is protected by copyright and other intellectual property
laws and by international treaties. Title and related rights in the content accessed
through the Software is the property of the applicable content owner and is protected
by applicable law. The license granted under this Agreement gives you no rights
to such content.
TERMINATION:
This Agreement and the licence granted hereunder will terminate automatically if you
fail to comply with the provisions contained herein. Upon termination, you must
destroy any and all copies of the Software and any related documentation.
LIMITATION OF LIABILITY:
IN NO CIRCUMSTANCES SHALL THE LICENSOR (INCLUDING ITS SUB-CONTRACTORS,
SUPPLIERS AND/OR RESELLERS) BE LIABLE TO YOU OR ANY OTHER PERSON
FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES
(WHETHER FORESEEABLE OR NOT) NOR FOR DAMAGES FOR LOSS OF BUSINESS,
LOSS OF PROFITS, LOSS OF CONTRACTS OR ANTICIPATED SAVINGS, LOSS OF
GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION
(WHETHER FORESEEABLE OR NOT) IN CONTRACT, TORT (INCLUDING NEGLIGENCE),
BREACH OF STATUTORY DUTY, PRODUCT LIABILITY OR OTHERWISE
ARISING FROM OR IN ANY WAY CONNECTED WITH THE USE OF THE SOFTWARE
OR THIS AGREEMENT AS SHALL APPLY HAVING REGARD TO THE LAWS OF
APPLICABLE JURISDICTIONS. IN NO
EVENT WILL THE LICENSOR BE LIABLE FOR ANY DAMAGES IN EXCESS OF THE
AMOUNT LICENSOR RECEIVED FROM YOU FOR A LICENCE TO THE SOFTWARE,
EVEN IF THE LICENSOR SHALL HAVE BEEN INFORMED OF THE POSSIBILITY OF
SUCH DAMAGES.

RESTRICTIONS:

You may not use, copy, modify or transfer the Software, or any copy thereof, in
whole or in part, except as expressly provided for in this Agreement. Any attempt to
transfer any of the rights, duties or obligations hereunder is void. You may not rent,
lease, loan, resell for profit or distribute the Software, or any part hereof. You may
not reverse engineer, disassemble, decompile or translate the Software or otherwise
attempt to derive the source code of the Software except to the extent that reverse
engineering cannot be contractually restricted
NO WARRANTY:
THE SOFTWARE IS LICENSED TO YOU ON AN "AS IS" BASIS, AND THE LICENSOR
(INCLUDING ITS SUB-CONTRACTORS, SUPPLIERS AND/OR RESELLERS) MAKES NO
EXPRESS OR IMPLIED WARRANTIES OF ANY KIND, INCLUDING WITHOUT LIMITATION,
THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE, SUITABILITY FOR PURPOSE, SATISFACTORY QUALITY AND
THEIR EQUIVALENTS UNDER THE LAWS OF ANY JURISDICTION AND YOU
ACCESS THE SOFTWARE ENTIRELY AT YOUR OWN RISK AND OF YOUR OWN
VOLITION.
THE DISCLAIMER OF WARRANTY REFERRED TO ABOVE CONSTITUTES AN ESSENTIAL
PART OF THIS AGREEMENT AND ANY AND ALL USE OF THE SOFTWARE
HEREUNDER IS ONLY AUTHORISED SUBJECT TO YOUR ACCEPTANCE OF THE
PROVISIONS RELATING TO 'NO WARRANTY' AS DETAILED ABOVE.

Saturday, March 24, 2007

GRANT OF LICENCE:

INFOGRAMES (hereinafter "the Licensor") grants you a non-exclusive licence to use
this disc and any accompanying documentation (hereinafter collectively known as
'the Software')subject to your acceptance of the following provisions.
USE:
You are permitted to use the Software in machine–readable only on a single computer,
except that the multi-player executable file may be installed on more than one
computer solely for the purposes of enabling multi-player play in accordance with
the Software’s documentation. You may copy the Software only to install it on a single
computer and for backup purposes in support of your use of the Software,
except that the multi-player executable file may be copied for the purposes of
enabling multi-player play in accordance with the Software’s documentation. If you
copy the Software you must reproduce all copyright and other proprietary notices
that are on the original copy of the Software

Thursday, March 22, 2007

Technical Assistance

Address : Infogrames UK
21 Castle Street - Castlefield
Manchester M3 4SW
ENGLAND
Telephone No: 0161 827 8060
0161 827 8061
Fax No: 0161 827 8091
E-mail: helpline-manchester@uk.infogrames.com
http://www.infogrames.co.uk
http://www.infogrames.com
Opening Hours: 10:00 to 19:00 Monday to Friday
(except Bank Holidays)
HINTS AND TIPS
0891 669910
Calls cost 50p per minute at all times.
Please ask bill payers permission before calling.

Wednesday, March 21, 2007

A DIGITAL EXTREMES EPIC MEGAGAMES COLLABORATION

Development Team
Game design: James Schmalz & Cliff Bleszinski
Level designers: Cliff Bleszinski, T. Elliot Cannon, Cedric Fiorentino,
Pancho Eekels, Jeremy War, Shane Caudle
Animator: Dave Carter
Artists: James Schmalz, Mike Leatham, Artur Bialas
Programmers
Engine: Tim Sweeney
Game & AI: Steven Polge
Effects: Erik de Neve
Audio: Carlo Vogelsang
Scripting: James Schmalz & Nick Michon
Musicians: Alexander Brandon, Michiel van den Bos
Sound Effects: Dave Ewing
Epic Biz: Jay Wilbur, Mark Rein, Nigel Kent, and Craig Lafferty
In memory of Myscha and Pelit
For putting up with so much, we would especially like to thank
the wives, girlfriends and families of the developers.
GT Interactive
Producer: Jason Schreiber
Executive Producer: Greg Williams
Lead Tester: Joel Breton
Product Manager: Ken Gold
Assistant Product Manager: Phil Tucker
Public Relations Manager: Alan Lewis
Director of Creative Services: Leslie Mills
Creative Director: Vic Merritt
Artists: Michael Marrs, Jill Pomper, Lesley Zinn, and Jen Scheerer
Production Coordinator: Liz Fierro
Box Design: Vic Merritt & Leslie Mills
Testers: Mike Barker, Jim Tricario, Dan McJilton, Chris Carr, Fran Katsimpris, Matt
Kutrik, Troy Kupisch, Calvin Grove, Mike Predergast, Jesse Smith, Clint McCaul, Corey Allen, Chris McGuirk,
Reuben Brown, Dave Afdahl, Ed Piper, Geoff Myers, Andre Cerny, Dave Monro, Jamal Jennings, Cormac Russel.
Manual: Mike Forge
Special Thanks: Chad Faragher for the Ripper program, Nick Oddson for maintaining all our systems,
Chris Hargett, DJ Carroll, Diane Schmalz, Shannon Newans, Evelyn Eekels, Lani Minella, Gina Hedges,
Ryan Schwarts, Mark Visser, Richard Young, Eric Reuter, and the guys at UnrealNation and Unreal.Org

Monday, March 19, 2007

Slith

Height: 12’ Weight: 385 lbs.
Weapons: Claws; acid spit
Characteristics: Very aggressive;
average agility; flesh eater
These amphibious cousins of the Skaarj, are
deadly both on land and in the water. If they
can’t reach you with their razor-sharp claws,
watch out for their flesh-eating acid spit.
Mercenary
Height: 6’ Weight: 250 lbs.
Weapons: Forearm-mounted machine
gun/missile launcher
Characteristics: Very aggressive; high agility;
looter/soldier Galaxy-roving bio-engineered
hunters with a lust for wealth.
There may be a humanoid beneath all of that
circuitry, but the only way to find out is to blast
your way through it.
KRALL
Height: 7’ Weight: 285 lbs.
Weapons: Concussion staff; melee and projectile
Characteristics: Very aggressive;
superior agility; military/martial
Employed by the Skaarj as hunting assistants.
Somewhat limited in intelligence, but then
mindless slaughter doesn’t require a whole lot
of thought. Their concussion staffs can blast
you backward from a considerable distance.

Sunday, March 18, 2007

BRUTE

Height: 9’ Weight: 650 lbs.
Weapons: Two arm-mounted guns
Characteristics: Very aggressive; poor agility;
durable/relentless
Engineered with love by the Skaarj for one purpose:
carnage. Your best chance for survival
against these massive killing machines is to
take advantage of their poor agility.
TITAN
Height: 30’ Weight: 15-16 tons
Weapons: Hurled rocks; powerful arms
Characteristics: Very aggressive;
poor agility; extremely durable
The colossal Titan looks nothing short of
unstoppable, and he’s a little tougher than he
looks. The wise will avoid him when possible. If
avoidance is not an option, don’t stand in one
spot very long and stay out of his reach.
NALI
Height: 8’ Weight: 165 lbs.
Weapons: Limited telekinetic ability
Characteristics: Very passive; shy/timid;
occasionally helpful
Former benevolent rulers of the planet, now
enslaved by the Skaarj. If you are fortunate,
they may grace you with some valuable information
about your surroundings.

Friday, March 16, 2007

Nali Healing Fruit
This native plant has natural healing properties.
When eaten, it can give you a 29-unit health
boost. In multiplayer games, Nali Healing Fruits
re-grow soon after they are picked.
Superhealth
Boosts your health by 100 units. Don’t waste
Superhealth by using it when you are close to full
health (200 units). Wait until you need a big health
boost before you pick it up. (Note: you can not
exceed 100 health without one of these.)
Armor
You will find many different types of armor
throughout the game, all of which increase your
resistance to damage from weapons and impact.
Certain types of armor provide better protection
from certain forms of attack. The more damage
your armor absorbs the weaker it becomes. Keep
an eye on your Armor Level Indicator to see how
much strength your armor has left. Once your
armor level reaches zero, the armor no longer
offers you any protection.
Asbestos Suit
Provides resistance to fire and heat damage.

Wednesday, March 14, 2007

Creatures

Following are just some of the creatures that inhabit the world of
Unreal. Unfortunately, all current information was transcribed
from the mangled diary of a former member of the Vortex Rikers
crew. As such, it is sketchy at best. In addition, it is believed that
there are different “ranks” and/or genetic mutations of some of the
creatures listed, and there appears to be communication among
the various species and some type of hierarchy among them . . .
Needless to say, you would be wise use caution at all times.
Skaarj
Height: 8’ Weight: 375 lbs.
Weapons: Blade-like claws; projectile
Characteristics: Extremely aggressive;
superior agility; ruthless and cunning
Instinctive hunters with extraordinary physical
strength and the ability to use numerous
weapons. Their huge retractable claws can literally
slice their prey to pieces. To make matters
worse, there are many types of Skaarj. And
some of them wear armor.

Monday, March 12, 2007

Amplifier

Dramatically increases the power of energy
weapons (Dispersion Pistol and ASMD).
Dampener
Deadens the sound emitted from your weapons,
making it much easier to launch sneak attacks.
Flare
Provides temporary light in dark areas when lit and
tossed on the ground. You cannot hold onto a lit
flare. Use a flare to add a temporary light to an
area.
Flashlight
Use a flashlight when you need to carry your
light source with you. Flashlights have limited
battery life however, so keep an eye on the
power meter.
Force Field
Creates a temporary impenetrable barrier. Useful
for blocking entryways and narrow corridors, and
for use as a protective shield.
Invisibility
Makes you temporarily invisible. But remember,
even the wind can be heard.

Sunday, March 11, 2007

Jump Boots

Activating the boots enables you to jump much
higher than normal. Once picked up, the Boots
only last for a short period of time, so take advantage
of them while you can.
Scuba Gear
Gives you the ability to breathe while underwater.
Searchlight
Functions like a flashlight, but has a nearly
inexhaustible power supply.
Nali Fruit Seed
Plant one of these to grow a Nali Healing Fruit.
Once the plant grows to full size, it can give you a
29-unit health boost. If you eat the plant before it is
fully grown, your health gain will be less substantial.
Voice Box
Creates a sound diversion to distract your enemies.
Pickup Items
Unlike Inventory Items, Pickup Items are activated or put into use
as soon as you pick them up. For this reason, it is often wise to
leave a Pickup Item on the ground and come back to pick it up
when you need to use it.
Bandages
These provide limited healing (+5 units of health),
but do little to reverse the effects of major damage.

GESBioRifle

A testament to creative recycling, this weapon
uses volatile Tarydium waste for ammunition.
The highly unstable nature of this waste
makes the GESBioRifle more powerful than
its Tarydium-using cousin, the Stinger.
Primary Fire: Tarydium sludge projectiles explode
on contact with living tissue and adhere to most
other surfaces for a short time before exploding.

Thursday, March 08, 2007

Secondary Fire: Grenade Launcher. Hold down
fire button to load multiple grenades.
Flak Cannon
The somewhat cumbersome Flak Cannon uses
jagged shards of metal for ammunition. Don’t let
its lack of pyrotechnic flash fool you: a little
shrapnel can dish out a hell of a lot of damage.
Primary Fire: Extremely fast spray of shrapnel,
which ricochet off walls, ceilings and floors.
Secondary Fire: Large shrapnel-filled shell
explodes on impact, spraying shrapnel in all
directions.
RazorJack
This Skaarj weapon fires large, spinning, serrated
blades capable of slicing through all but the
toughest materials. The blades can alter their
pitch and roll in accordance with transmitted
motion signals from the RazorJack, giving them
limited guidance.
Primary Fire: Single blades that ricochet off
walls, ceilings and floors.
Secondary Fire: Skilled users can employ english
to alter the trajectory of blades after they
leave the weapon.

Wednesday, March 07, 2007

Inventory Items

Inventory items are carried with you and activated when you are
ready to use them. Use the bracket keys [ ] on your keyboard to
select an item visible on your Inventory Icon Bar. The currently
selected item is bounded by a white box. Use the Enter key to
activate an item. Activated items are highlighted in red. Press the
Enter key a second time to deactivate an item.
Universal Translator
Provides you with vital information, clues and hints
about the game. Whenever you encounter an item
the Translator can analyze and interpret, a message
will display on your screen and your Translator icon
will begin to flash. Hit F2 to activate your translator
and read its analysis. Hit F2 again to deactivate the
Translator when you are done.
in a tight circle, press both primary fire and secondary
fire simultaneously and release the primary
fire button as rockets are loading.

Tuesday, March 06, 2007

Secondary Fire:

Hold down the secondary fire button
to launch a larger, more powerful glob of sludge.
The longer you hold down the secondary fire button,
the bigger the glob (up to 500% sludge).
Assault Rifle
Commonly referred to as the “Pocket Howitzer,”
this five-foot-long blaster packs an incredible
wallop. Formerly used as a hunting rifle in the
farthest reaches of the galaxy, it was useful for
taking down the biggest game.
Primary Fire: Long range, very powerful, accurate.
Secondary Fire: Triple burst of slugs, less accurate,
best used in close quarters.
MiniGun
Like the Automag, the MiniGun uses gunpowderbased
bullets for ammo. However, it has a much
faster rate of fire and a much greater ammo capacity.
Primary Fire: Steady stream of bullets,
fast, accurate.
Secondary Fire: More rapid, but less accurate
stream of bullets.

Dispersion Pistol

This is the standard issue weapon of the guards
aboard the Vortex Rikers. While not particularly
powerful in its standard configuration, this gun
becomes a virtual death cannon when supercharged
with powerups. The Dispersion Pistol
automatically regenerates its infinite ammo
supply, so you will never be defenseless with
this weapon in your arsenal.
Primary Fire: Initially, low-power, highillumination
energy projectile (can be useful
for lighting up dark areas). Very destructive
when supercharged with powerups.
Secondary Fire: Projectile energy is charged
up (to 500 percent) as the fire button is
held down.
AutoMag
This easy to handle gun uses gun-powder-based
bullets (in dual clips of 10) for ammunition. Try
to keep track of how many bullets you have left
in a clip: attempting to change clips with a
pissed off Skaarj in your face is not advised.
Primary Fire: Traditional carriage, accurate, slow.
Secondary Fire: “Gangsta”-style sideways carriage,
less accurate, much faster rate of fire.

Sunday, March 04, 2007

Primary Fire: Lightning-fast burst of focused
energy.
Secondary Fire: Unstable energy projectile,
expands radially. Rumors of a combination
attack persist…
8-Ball Launcher
The weapon of choice for the demolitionist at
heart. The 8-ball launcher fires both rockets and
grenades, singly or up to six at once. Rockets
explode on contact, while grenades explode two
to three seconds after they are launched. Center
your aim on your target to initiate the 8-ball
launcher’s heat-seeking lock.
Primary Fire: Rocket launcher. Hold down fire
button to load multiple rockets. To fire rockets
easy lateral and forward/backward movement, and for jumping.
To master the default controls in Unreal, keep your left hand on
the keyboard, using the arrow keys for movement, the 0-9 keys
for weapon selection, and the space bar for jumping. Your right
hand operates the mouse, controlling rotation, aiming, and firing.
Of course, you can customize these controls to suit your preferences
via the Options Menu.

Saturday, March 03, 2007

Stinger

Proving that hostility is the mother of invention,
the Stinger is actually a Tarydium mining tool
converted to a deadly weapon. In primary fire
mode, this weapon demands a relatively high
degree of marksmanship, but the wider projectile
spread of the secondary fire mode requires
considerably less precision.
Primary Fire: Fast, narrow stream of Tarydium
shards.
Secondary Fire: Spurt of five shards at once,
slow reload.
ASMD
If the compressed energy in the core of this
weapon was released all at once, the resulting
force would be enough to bring down a large
building. The comparatively small energy bursts
released with each squeeze of the ASMD’s trigger
are still more than enough to put a world of
hurt on most targets.

Thursday, March 01, 2007

Shooting

To use your weapon’s Primary Fire function, tap the Ctrl key
or the left mouse button. For Secondary Fire, tap the Alt key
or right mouse button. For continuous fire, and other enhanced
firing functions, keep the fire key depressed. See Weapons for
detailed descriptions of each weapon’s Primary and Secondary
Fire functions.
Jumping
To jump, tap the Space bar. If you jump while running, you
will jump farther and in whatever direction you are moving.
Strafing
Learning how to strafe effectively to dodge the enemy is a vital
survival skill.
Swimming
When in deep water, use the movement keys to swim just as
you would to run. Look down and move forward to swim down,
and look up and move forward to swim toward the water’s surface.
Unless you are wearing Scuba Gear, you need to make sure
you come up for air from time to time or you will drown. Hold
down your jump key to tread water.
Although you can rely solely on your keyboard to move around
in and interact with Unreal's 3-D universe, using both the keyboard
and mouse simultaneously gives you much more fluid and
responsive control.
When you use the mouse to control your rotational movement and
aiming, you gain a degree of precision and speed that players using
keyboard-only controls can't touch. The keyboard is best used for
Note: Some of the doors and lifts in the game are automatically
activated when they detect your motion or body heat as you
approach them. If you have trouble activating one of these
sensor-controlled devices, move back to reset the sensor and
approach the door or lift again.
Pushing Things
To push objects, buttons, switches and levers, run straight into
the object you want to interact with. If the object can be moved
or interacted with, this will take place automatically.