Unreal Gold

Unreal Gold

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Unreal weapon guide
By DUNCAN DONUTS
Confused by Unreal's weapons? Need some pointers on how to get the most out of them? Annoyed how enemies are always dodging your attacks? Read this to learn how to use Unreal's weapons.
   
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The differences between hitscan and projectile weapons
Before describing the weapons, it's important to note the differences between hitscan and projectile weapons.

Hitscan weapons will automatically hit a target as soon as the fire key is pressed. If against used Skaarj Troopers, it will cause them to randomly activate their shield. Skaarj Warriors seem to randomly dodge against them and Gasbags will not dodge when using these weapons against them.

Projectile weapons shoot a projectile that takes time to reach a target. Skaarj Warriors, the Warlord, and Gasbags are programmed to dodge most, but not all, projectiles. They cannot dodge Eightball grenades, Flak Cannon grenades, Razorjack blades, Biorifle blobs, and Grenade Launcher grenades, making these weapons very useful against them. The Skaarj Warrior exceptions listed earlier also rarely, if ever, activate a Skaarj Trooper's shield, unlike other weapons.
Dispersion Pistol
Type: Projectile
Primary: Shots an energy burst
Secondary: Hold down the fire key to shoot a charged energy burst

The Dispersion Pistol is your first weapon. It has a limited amount of ammo, but the ammo recharges over time, essentially giving you unlimited ammo.

The primary fire shoots a slow energy burst. Skaarj will attempt to dodge these energy bursts, but if you can predict where the Skaarj will go when he dodges, you can still hit him with the weapon.

The secondary shot also fires an energy burst, but it can be charged up. As it charges, it will consume more ammo. Once it hits its max, it will automatically release. These charged bursts also have splash damage, letting them hurt enemies near where the burst hits something.

The Dispersion Pistol's projectiles are weak at first, but by picking up Dispersion Pistol upgrades found throughout the games (which look like gray cylinders with blue electricity coming out of its bottom), you can make it stronger. It can be upgraded a total of 4 times. Each upgrade makes the bursts stronger, changes the primary burst's color, and makes primary shots consume more ammo.

It is one of the few weapons that can be powered up with the Energy Amplifier weapon. When the Amplifier is used, shots do 4 times the amount of damage they usually do, making it extremely effective, especially when used against strong enemies like Titans.

Note that Brutes, Behemoths, and Titans take 30% less damage from the Dispersion Pistol.
Automag
Type: Hitscan
Primary fire: Shoots a single bullet. Holding down the fire key will keep firing the gun
Secondary fire: Makes the gun fire much faster, but with a huge accuracy penalty

The Automag is your typical pistol. The gun is automatically reloaded after 20 shots have been fired. When an Automag's magazine is close to being empty, it will begin to make clicking sounds right after it fires. Swapping to another weapon, then swapping back to the Automag will automatically reload it.

This weapon has perfect accuracy in its primary fire mode. This makes it a fantastic weapon for eliminating enemies from long distances before getting the Rifle. You can take down anything, from a mere Tentacle to a powerful Skaarj Lord, if you have the distance between it and you and the ammo. Combine this with the plentiful ammo for it throughout the game and you have a keeper for sure.

The secondary fire is borderline useless. It has way too much spread to be effective and it consumes ammo faster as well. It might be useful against a rushing Lesser Brute or other enemy that gets in your face at the start of the game, when you have no decent close quarters weapons, but that's it.

Note that the default game does not allow you to dual wield Automags. You must either use a mod or play Unreal Tournament with the OldSkool mod to do so.
Stinger
Type: Projectile
Primary fire: Shoots a stream of crystal projectiles
Secondary fire: Shoots 5 crystal projectiles at once like a shotgun blast

The Stinger combines an automatic weapon with a shotgun for a decent weapon.

The primary fire is great for eliminating creatures, such as Pupae and Flies, to conserve ammo for your bigger guns. Each crystal fired does little damage, but it adds up over time. The Stinger's primary fire is also effective against Brutes, making it a good anti-Brute weapon if you need to conserve ammo for your heavy-hitters. Be aware that using the Stinger's primary fire on a Tentacle will make it fire spikes much faster than it did before.

The secondary fire shoots a spread of 5 crystals in a medium-shaped pattern. This is a great shotgun for the early game and allows you to get Skaarj very close to you off your face. However, once you get the Flak Cannon, this firing mode becomes a lot less useful.
ASMD
Type: Hitscan and projectile
Primary fire: Shoots a hitscan energy burst
Secondary fire: Shoots a slow-moving energy projectile

Now we're starting to get to the powerful stuff. This weapon is quite versatile; it packs both a hitscan and a powerful projectile weapon into one package, though you'll need to use combos to unlock the projectile's potential.

The primary fire's energy bolt does fairly low damage, but it does push certain enemies back, making it handy for keeping baddies away from you. Since it's a hitscan weapon, it's great for picking off things like Gasbags and Skaarj, especially from a distance.

The secondary's projectile is too weak to be effective on its own, but is useful when used to make an ASMD combo.

To do an ASMD combo, hit an energy ball that's in the air with the primary fire. It will create a large and powerful explosion that has a good-sized vertical range, but almost no horizontal range. To compensate for the lack of horizontal range, launch a ball next to an enemy, then fire the primary fire when the ball is almost next to the enemy. It'll take some practice, but once you get it, you'll have an effective way to do a ton of damage quickly on single foes or packs of them. A good way to get used to making combos is to try them out on the underwater-dwelling enemies in Chizra, the Sliths. They never dodge and have simple AI, making it easy to get a feel for how to time a combo.

The ASMD is one of the few weapons that is affected by the Energy Amplifier. Using an Energy Weapon will boost an affected weapon's damage by 4 for a limited time. This gives the ASMD's primary fire the power it needs to turn it into a very effective ranged weapon and turns a combo blast into a portable nuke. ASMD explosions will have a red tint when the Energy Amplifier is active.
Eightball
Type: Projectile
Primary fire: Shoots rockets
Secondary fire: Shoots grenades that bounce off of walls and explode a few seconds after they're fired (instant explosion if they hit an enemy)

The Eightball is not only your token rocket launcher, it also has an effective grenade launcher built into it. It can also load up to six rockets by holding down a firing key, making it extremely powerful.

The primary fire is your standard rocket launcher. If you fire a single rocket at a target, you'll notice that it isn't that effective. What you need to do is load more rockets into the gun before firing it. The amount of rockets you need to defeat a foe varies, but a good rule is that at least three will give the Eightball the power it needs to blow regular creatures into pieces. Kralls and Skaarj usually need 4 or so to ensure the rockets will kill them and not just send them flying, while Brutes need six rockets to put a serious dent in them.

By default, the primary fire shoots rockets in a spread, which doesn't do a lot of damage to enemies. However, by holding down the alternate fire key while loading rockets with the primary fire key, the rockets will instead have a tight circular-shaped pattern, which inflicts a lot more damage on a target if the rockets hit the target's body than the standard spread does. With this firing mode, you can easily turn Brutes of all types into smears on the ground, send Krall body parts into the atmosphere and ensure that all of your rockets will hit a Titan. You can also do this with Unreal Tournament's Rocket Launcher, since its RL is an Eightball clone with a different skin, different damage, and wider rockets.

You'll notice that Skaarj tend to dodge your rockets, making the weapon feel a lot less effective than it should be. However, there is a way around this; use the secondary fire. See, Skaarj cannot dodge grenades fired with the weapon's alternate fire, making it much more useful for Skaarj-busting than the primary fire. Begin loading a burst by holding down the secondary fire with the alt-fire key. Once you have about 4 or so rockets loaded, release the fire key and watch the grenades blow the Skaarj into pieces. Very handy, though it's recommended not to use this when a Skaarj is right next to you or seems to be charging you because of the damage the grenades will do to you.

The Eightball is also equipped with a heat-seeking function. While holding the Eightball, move your crosshair over an enemy until you hear a beep and the crosshair turned into a red, circular shape. Rockets fired while the crosshair is red will guide themselves to an enemy. However, the lock can be broken, so you'll have to fire quickly.

Note that Brutes, Behemoths, and Titans take 30% less damage from the Eightball.
Flak Cannon
Type: Projectile
Primary fire: Shoots a spread of shrapnel
Secondary fire: Shoots a grenade in an arc pattern that explodes as soon as it hits something

Now we're talking. The Flak Cannon combines a powerful shotgun with a Call of Duty-style grenade launcher into a very effective package that can deal with short and medium range foes.

The primary fire is a shotgun that fires huge chunks of shrapnel of foes that bounce around a bit if they hit a wall. Use it to inflict heavy damage on enemies very close or right in front of you. Skaarj will attempt to dodge it if it is not used at very close range. With large Skaarj, such as the Skaarj Berserker, it's even more effective because his larger body means more chunks can hit him.

The secondary fire shoots an arcing grenade that explodes on impact, releasing chunks of metal everywhere. It's quite similar to the infamous M203 underbarrel grenade launcher from the Call of Duty series, but lacks the range than it's CoD counterpart has. This firing mode has two things for it; first, it's very powerful, and second, Skaarj will never attempt to dodge the grenades. This make it a fantastic firing mode for blowing away close or medium-range Skaarj with ease. Just launch a grenade at a Skaarj and it'll hit him if he isn't strafing around like crazy. If you don’t want to deal with any crap to kill a Skaarj quickly, use this firing mode to make quick work of them.

Note that Brutes, Behemoths, and Titans take 30% less damage from the Flak Cannon’s secondary fire.
Razorjack
Type: Projectile
Primary fire: Shoots blades
Secondary fire: Shoots blades can be steered with the mouse

The Razorjack fires blades that will bounce around on walls approx. 6 times if they don't hit an enemy. Each blade does a low amount of damage if it hits an enemy's body, but the weapon's real power lays in headshots; headshots will do a whopping 3.5 times amount of damage a regular shot will, letting you defeat foes with ease. Skaarj will also never attempt to dodge blades nor will Skaarj Troopers activate their shield when the Razorjack is used against them, which, when combined with the crazy amount of damage headshots do, makes it very effective for dealing with any kind of Skaarj, Krall, Gasbags, and even Brutes (despite what it looks like, they do have a head you can hit). Ammo boxes for this weapon will also replenish a lot of ammo when picked up, making it a very ammo efficient weapon when used right.

The primary fire shoots a blade straight forward. Simple to use and simple to get headshots with. Spamming blades usually wastes a lot of ammo, so try to shoot one or two at a time to make sure the blades hit the head. Note that if you have a large resolution, the blade will fire a little bit under the crosshair. You can get it with some practice.

The secondary firing mode allows you to guide blades around by moving your mouse, kinda like the laser-guided rockets in the Half-Life series. This firing mode can be difficult to use, but once you get the hang of it, you have a very effective weapon in your hands because you can easily land consistent headshots against medium distance enemies or moving ones. You can use this to guide blades to a Skaarj's head, though this can be a bit tricky if you're both moving around like crazy. When using this firing mode, it's best to shoot a single blade so you have full control over it instead of holding down the fire key to release a stream of blades.

Secondary mode can also be used to hit foes hiding behind something, such as a wall, or those you can't see. To do this, start firing blades until you start hearing enemy pain groans on the other side of whatever the enemies is behind. Then, keep firing until the groans stop. To make blades take sharp turns, quickly move the mouse as soon as it clears a wall. With some practice, you can easily use this firing mode to eliminate hiding foes without taking a single point of damage.
GES Biorifle
Type: Projectile
Primary fire: Shoots small blobs that stick to walls and explode a few seconds after
Secondary fire: Hold down alternate fire key to create a more powerful blob

The GES is intended to be your typical minelayer, with the blobs as mines. The blobs will explode either a few seconds after hitting a surface or as soon as they hit an enemy. The Biorifle's power comes from the fact that Skaarj will never attempt to dodge blobs nor will Troopers ever activate their shield when you use this weapon against them, making it a powerful to use directly against Skaarj.

Primary fire is an automatic weapon that shoots a stream of blobs. This can be used either to spray an area with blobs so that enemies will be damaged by them, or to directly hit them with the blobs. When using this mode directly against Skaarj, fire in two or three-round bursts. Their agility and the speed of the blobs means that they'll avoid a steady stream of them, making automatic fire a huge waste of ammo. For enemies such as Krall or Brutes, hold down the fire key because they're much less agile than the Skaarj.

The primary fire is best used against Skaarj that are advancing or close to you. For advancing Skaarj, blobs that hit the wall can hit a Skaarj will damage him as he runs over them in his attempt to pursue you, while blobs used directly against them can do enough damage quickly to make them start backing off if they're close. Missing blobs when trying to directly hit Skaarj with blobs can be useful in close quarters, as the blobs can hit nearby walls or floors and explode near the Skaarj, which can do a bit of damage to him. You can see a good example of this if you use the Biorifle against the Skaarj enemies in ISV-Kran Deck 4.

The secondary fire can be held down to create a powerful blob that does noticeably more damage than a regular blob if charged to the max. The charge uses up to 5 ammo units and is automatically released very soon after 5 ammo units are consumed, but it can be fired at anytime before then. Oddly, charged blobs will do more damage than usually if they hit a surface and are allowed to rest on the surface for a few seconds. When using directly against enemies, it's best to charge a blob before an enemy sees you, hit the enemy with the blob, then switch to the primary fire mode to continue doing damage.

Both fire modes have a noticeable arc when firing. This can be used to hit enemies above you without them being able to hit you back, such as the Brute that's above you near the start of Dasa Cellars.
Rifle
Type: Hitscan
Primary fire: Shoots a single round
Secondary fire: Zooms the screen in

The Rifle is your typical sniper rifle. Great for reaching out and touching foes from long distances so you don't take any damage while dealing with enemies.

The primary fire fires a single powerful shot. This weapon is capable of hitting headshots, which do about 2.2x the amount of damage a body shot doe, so always go for headshots when you can. Oddly, Rifle headshots do a little bit less damage than Razorjack headshots.

Secondary fire mode activates a zoom that makes it much easier to hit an enemy from a distance. For players with large monitors, bullets will hit a little bit under a crosshair and a teensy bit to the right of the crosshair with the default weapon placement, so be ready to compensate when going for headshots.
Minigun
Type: Hitscan
Primary fire: Shoots a steady stream of bullets
Secondary fire: Shoots a faster stream of bullets

Unreal rounds out its arsenal with the classic minigun. This weapon uses the same ammo that the Automag does.

Primary fire shoots a stream of accurate bullets with a decent, though not fast, rate of fire. However, this weapon isn't fast enough to consistently stun enemies and it tends to make enemies go faster for some reason. It's best used to defeat some of the dodge or shield-happy endgame bosses, such as the Warlord or Queen, as they can't be stunned nor does it make them faster.

Secondary fire is where it gets fun. The secondary fire fires the gun at a much faster rate than the primary fire, but increases the bullet spread to compensate. It's fast enough that enemies will often be stunlocked when using it against them, making them easy to defeat because they can't shoot back. Some enemies will still get a speed burst, like with the primary fire, but since they can't attack, it's easier to deal with them. However, it consumes ammo faster than the primary fire does, meaning you'll run out of ammo fast if you use it often.
Combat Assault Rifle
Type: Hitscan and projectile
Primary fire: Shoots a steam of bullets
Secondary fire: Shoots a small explosive projectile

The Combat Assault Rifle is the first new weapon in the expansion pack, Return to Na Pali. This weapon is quite similar to the Minigun, but has a different alternate fire, holds a lot more ammo. Note that picking up a Combat Assault Rifle on the ground will give you a whopping 300 rounds, which is 100 rounds less than the maximum amount of ammo the weapon can hold.

The primary fire shoots a fast stream of bullets with medium bullet spread, similar to the Minigun's alternate fire. With the CAR's large ammo reserve, this lets you quickly put down a lot of pain from a distance and have the ammo to do it, making it a great weapon to use at short or medium range if you want a hitscan weapon for those distances.

The secondary fire shoots an explosive projectile, after which a cocking animation is played before the gun must be fired again. The projectile itself is fairly fast. While this sounds good on paper, the primary fire can do a lot more damage in the time it takes for the projectile to fire, land, and for the gun to ♥♥♥♥, making it mostly useless.
Grenade Launcher
Type: Projectile
Primary fire: Shoot a grenade that bounces around for a few seconds, the explodes (explodes instantly if it hits an enemy)
Secondary fire: Shoots a grenade that can be detonated at any time by hitting the alternate fire key.

The Grenade Launcher is an explosive weapon added to the game via the expansion pack, Return to Na Pali.

The primary fire shoots a grenade that either detonates a few seconds after it explodes while bouncing off of walls, or explodes as soon as it hits an enemy. Enemies, such as Skaarj, will not attempt to dodge the grenade, making it great for killing Skaarj before one gets a hold of the Eightball or has a steady supply of Flak Cannon ammo. Simply launch a grenade at a Skaarj while he's not strafing around and he'll take a direct hit from the grenade.

The secondary fire shoots a bouncing grenade that can be blown up at any time with the alternate fire key. This mode allows one to airburst grenades, like you can with the Demoman's Sticky Launcher bombs in Team Fortress 2. This makes it quite handy for dealing with fast foes or groups of enemies. For fast enemies, toss a grenade to the target's side, then blow it up when the grenade is right next to him. For groups of enemies, fire the grenade so that it above or next to the group, then airburst it when the time is right.

Note that Brutes, Behemoths, and Titans take 30% less damage from the Grenade Launcher.
Rocket Launcher
Type: Projectile
Primary fire: Shoot a single rocket straighty forward.
Secondary fire: Shoots a single rocket you can guide with your mouse.

The Rocket Launcher is the last weapon new weapon found in Return to Na Pali.

Primary fire shoots a single rocket forward. This rocket does approx. the same amount of damage a single Eightball rocket does. Skaarj and other enemies will dodge the rocket. Since you cannot load more rockets like with the Eightball, this firing mode is essentially useless, especially when you get the Eightball.

Secondary fire lets one guide a rocket with the mouse as soon as the rocket is fired. This is a bit more useful than the primary fire, as it lets you hit guide rockets to agile enemies and lets you compensate for the dodge that some enemies, such as Skaarj, do. While the Eightball makes this, and the rest of the Rocket Launcher, obsolete because of it's extra rocket loading ability to greatly damage, it's quite handy for when you need to hit an enemy with a rocket before getting the Eightball.

Note that Brutes, Behemoths, and Titans take 30% less damage from the Rocket Launcher.
4 Comments
Dynamo128 8 May, 2024 @ 2:20am 
I'm pretty sure the minigun deals less damage per bullet than the automag, which in my opinion makes it a worse weapon as it's just less economically efficient
PrediN@ter 11 Sep, 2022 @ 2:51pm 
Thank you for this guide. Some good information on the weapons I never knew after all these years!
pooterj40@hotmail.com 3 May, 2022 @ 2:01am 
wow it would have took you i while for you to find all the facts about every weapon good job!
Sly-Scale 15 Dec, 2019 @ 11:33am 
Be very careful with firing the Razorjack. Headshots go both ways; surviving your own disc to the head on Unreal difficulty is a miracle.