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Strategy
Strategy page
The following is a strategy page for the article BR-BridgeOfFate.

Walkthrough[]

"Two sides, a huge cave in between, one bridge going from side to side, bridging the gap between two teams, bridging the gap between hope and despair."
Mission description

Prior to this match, you have the chance to switch to BR-Skyline for 330 game units.

Tips and tricks[]

Prima Official Guide[]

"Bridge of Fate is a large but easily defended base. This gives many teams the sense that they can leave fewer defenders—don't make that mistake. All three entrances lead to immense hallways with pillars and floor octagons galore: your main translocation and combat zone. At the far end are three doors. The middle takes you to a central open rock walkway with a sheer drop on either side—and the ball. The two other entrances take you to upper walkways before the identical enemy encampment. The ball is in the middle of the central walkway.

Goal Patrol
The goal in Bridge of Fate is perhaps the easiest of the new Bombing Run bases to defend, as the area is almost entirely enclosed, with only three entrances. The first is the arched double doors at the opposite end of the base, while the other two are three quarters of the way down the main lower central corridor on either wall. These doors lead to side alcoves, each containing a weapon (flak cannon on the left, rocket launcher on the right).
The approach to the goal involves heading up stairs, turning either left or right, and running around the steps to the goal at the throne-like raised area. The enemies will try to score either by lobbing from the lower corridor, or by passing to a foe already up on the side balconies adjacent to the main corridor or at the goal.
Defenders have to stand in front of the goal to knock the ball away, or prowl the upper sides of this room, plugging anyone entering. If your adversaries aren't the sharpest, push outward and stand guard in front of the main doors, or at the weapon alcoves (each have ammo next to them), and bring the pain to them. Always use the columns behind the weapons as cover or ambush points. Finally, don't forget the 50 shield pack on the octagon adjacent to the main exit doorway. Everyone tends to dash for this, making it a good spot at which to aim.
Find link, flak, and lightning ammo at the far end of the left upper balcony. There's shock, rocket, and minigun ammo at the end of the right one. Find minigun ammo near the flak cannon, and lightning ammo at the rocket launcher.

Midfield Machinations
The midfield area is composed of a giant hallway with nine floor octagons, numerous pillars, and a trio of exits in the far wall, allowing for multiple routes and madcap combat. Remember where you are! Look around. The side walls are smaller than the walls leading to the base and the middle of the map. The base wall has your team's colors flying, a large arch entrance, and two side entrances. The wall to the middle has three entrances (the two side ones jut out a little). Figure this out and you can quickly choose offense or defense plans based on your location and team help cries.
The hallway is the place for weakening enemies (even though most of your defenders should be inside the base as there's less room to lose your foes). Mainly, you'll be translocating the hell out of here, on your way to the ball and the enemy base. As you're difficult to tag while translocating, you're likely to be ignored, so use this as often as possible.
Translocate to the five different weapons placed in the center of octagons (two link guns with three ammo packs, two shock rifles, and a minigun each with two ammo packs), or the four health packs (two each between the center and outer octagons). Look at the map or rise up using the ghost function to understand how this hallway is structured.
The lightning gun is at the far end of this hallway, along with some extra ammunition in a narrow side alcove (lightning, rocket, and mini on the left, with lightning, flak, and link on the right). Head up the steps and around, nabbing three health vials on the way, and you'll reach the top exit. Turn around and look down on the lower doorway—this is a great spot from which to snipe, but the level is too big to spend time here. Head onto the rock platform area.
Head up the left stairs and grab a biorifle and two extra goo rounds. Use the goop on any entrances you can (such as the side exits in the base or the rocky walkways themselves). The walkway leads to the other side and the identical opposite base (you'll reach the 100 shield pack and four adrenaline pills). Head up the right stairs and you emerge onto the right side walkway; to the left is a 100 shield pack surrounded by four adrenaline pills. Pop these, and then cross to the enemy side, where you'll find the biorifle. Choose whether you want the shield or biorifle first—we recommend having someone sprint for the shield pack to prevent the enemy grabbing it.
The central doorway leads to the lower, main rock walkway. Before the walkway starts, there's a small alcove on each side (where you see your first translocating enemy). The right side has two health packs to grab. The ball's in the middle.
Tip #1: One of the most impressive sniping spots is on one of the corners, near the biorifle or the shield pack. You can look down the entire walkway zone. Plant a comrade behind you to avoid being ambushed from behind, and you can plug away all day! Want to be even more of an annoyance? Try shock-comboing foes off the walkways!
Tip #2: Further annoy the enemy by translocating down into the bottomless pit, but aim the device so you land on one of the less-used snaking rock formations. Fire up from here to confuse as well as kill!
Tip #3: Finally, when you're running along the walkway, double jump or dodge jump off the walkway, and then launch a translocator, aiming it at the walkway and teleport back on it. This is the perfect way to avoid incoming fire or enemies.

Going Balls Out
When you're crossing the three precipitous walkways, rely on your translocating skills. Fling the device onto the upper side walkway or the biorifle balcony to throw off an enemy. Translocate your team across and into enemy territory, picking up the ball, then lobbing it up to a mate on an upper walkway who can run down the steps, out into the huge hallway, and throw it back at you. Use all three routes to spread the enemy out and have a friend remain hiding in the enemy hallway to receive a ball thrown when it respawns on the central walkway.
Once you're inside the base, it becomes a game of skill and a little luck. Send in a friend to play interference with the enemy, approaching (for example) from the right side entrance while the ball carrier sneaks in from the left. When you're lobbing the ball, shoot it from the side entrance area of the main lower corridor, aiming just below the nearest ceiling roof section, and it will arc into the goal. Otherwise throw it in from the base of the steps.
Tip: Use the gigantic pillars in the hallway to help you. Carry the ball, lob it at the pillar, shoot an enemy that's causing you hassle, then catch the ball as it bounces back down. Skilled players only, please!"


Offense[]

  • The easiest way of getting the ball into the enemy hoop is to simply run forward as soon as you get the ball. If you get the ball first, you don't even have any alternative paths. This path, although strongly guarded, has a lot of pickups that aren't useful for the defenders while crucial for the attackers: 2 health packs just before the hall of pillars, a shield pack inside it and two more health packs near the Link Guns. Here you have 2 paths to choose from - if you picked up the 2 extra health packs, it is probably better to run into the Rocket Launcher/Flak Cannon room (whichever is closer). If you didn't need them at the time, you can run through the main doors, which will shield you from the chasing players. Once inside the main room, you may run up to the hoop but lose time as the defenders inside shoot you, or throw the ball inside to get 3 points if your health is critical.
  • Get the Link Gun, Minigun and Flak Cannon as soon as possible. Use the Translocator to collect them faster.
  • While on dedicated support and maxed out on Adrenaline, use the "Booster" combo, because it is hard to reach the awkwardly placed health packs at the dire moments. Besides, an extra Shield is always handy, especially while fragging in the enemy base.
  • Each of the bridges connecting the alcoves has a Super Shield pick-up, so check it out often.
  • When you have maxed out Adrenaline while at the enemy base carrying the Ball, execute the Speed combo and run in a zigzag strafing manner to evade any incoming gunfire.

Defense[]

  • The best place to defend is to be in the hoop room, equipped with a Shock Rifle and standing just in front of the hoop. This way, you can shoot any attackers that try to go through the door back and stop them from entering - they won't even know what hit them. Once they manage to get inside, the position just in front of the hoop physically shields it from any attempts to throw the ball in.
  • Another way to defend is to simply chase the ball carrier. As you respawn very near your own hoop, you don't need to always be in a defensive position. But always send one defender to the room as it is a very good place to defend, and send everyone else to attack. When chasing the ball carrier, refrain from using the Shock Rifle as you will give the attacker an additional speed boost. Instead, grab a Minigun and a Shield Pack on your way.
  • This map should never be lightly guarded. Multiple entry points and structures can make it nearly impossible to intercept a fast Ball carrier, especially if he is brimming with defense.
  • As all the three bridges are dangerously narrow, a decent shot from the Shock Rifle at any distance can knock the combatants off them. Crouching can help save your skin, but it is not foolproof.
  • The Flak Cannon can effectively dispose of an enemy Ball carrier in close quarters, especially while on any of the bridges.

External links and references[]

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