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

Walkthrough[]

Unreal Tournament 2003[]

"The dead tell no tales, so we've come to rely on live video feeds to keep us on top of the latest matches. This elegant recreation of the twin tombs of brothers Ramses III and Rudamon has a reputation for speed, brutality, and treachery, just like the pharaohs interred within."
Mission description

After winning this match, you're given the opportunity to add Syzygy to your team.

Syzygy's Unreal Tournament 2003 character card

Character data:
Name: Syzygy
Race: Cybernetic
Age: Unknown

Bot data:
Accuracy:  74
Agility:  80
Aggressiveness:  74
Team tactics:  96
Average: 81
Weapon Preference: None

"Syzygy takes the term 'bleeding edge' to a whole new level."
The subject of this article appeared in Unreal Tournament 2003.

Unreal Tournament 2004[]

"The dead tell no tales, so we've come to rely on live video feeds to keep us on top of the latest matches. This elegant recreation of the twin tombs of brothers Ramses III and Rudamon has a reputation for speed, brutality, and treachery, just like the pharaohs interred within."
Mission description

Tips and tricks[]

Main article: CTF-TwinTombs
  • Due to the complex structure of the map, it is wise to assign teammates at all key entrance points, during a human PvP match.
  • Though apparently missed out, grabbing a Flak Cannon will pay off at times.
  • Remember to grab the Super Shield packs located at both bases.

Prima Official Guide (UT2003)[]

"Twin Tombs is a fast Bombing Run arena with multiple corridors and small, enclosed rooms in each team base. The open area between the bases gets hairy at times.
Much of the level consists of the two tombs that serve as team bases, but there are several ways to get to any location. The player who knows them all is the player who will lead a team to victory.
The team bases are identical, so this description works for either.
Bases: The goal is at the end of the arena farthest from the opposing goal. A deep pit runs through the center of the goal room; instant death awaits anyone who falls into it.
To the right of the goal as you face your opponents' base is a Shock Rifle. To the left of the goal is a Lightning Gun.
The goal room has three doorways. Two are opposite the goal, one on the upper level of the room and one on the lower. The third is in the far right corner of the room as you stand with your back to the goal. Two Health Packs +25 rest on small ledges in the middle of the room.
The doorway in the far right corner leads to an outside ledge with a Double Damage modifier.
The upper doorway opposite the goal takes you to a short corridor with Adrenaline capsules leading to a doorway at left and Health Vials +5 leading to a doorway at right.
Heading past the Adrenaline capsules to the left takes you to a large outdoor ledge with a Rocket Launcher.
Heading past the Health Vials to the right takes you along an L-shaped corridor with a Bio-Rifle. Past the Bio-Rifle to the left is a doorway that leads out onto the same upper outdoor ledge with the Rocket Launcher.
Opposite the doorway to the Rocket Launcher ledge is a doorway to the main ledge of the base that runs around the perimeter. This ledge contains several Adrenaline capsules, and you pass a Minigun on the way to it.
Stairs to the ground level of the arena center are at either end of the ledge. You can leap from several points to the center of the arena below.
On either side of this doorway near a Minigun, two jump pads propel you to an upper ledge that runs around the base perimeter, offering a Rocket Launcher and a Lightning Gun, as well as two Health Packs +25.
In the goal room, the lower doorway opposite the goal takes you down an L-shaped hallway with a row of Adrenaline. The corridor ends in a "T". The pathway to the right takes you to a Shield Pack +50, two Health Packs +25, and the main entrance to the base.
The corridor to the left has a line of Health Vials +5 along an L-shaped hallway that leads outside to the middle of the arena.
In the corner of the outdoor area near the Rocket Launcher is a Flak Cannon. A Link Gun appears on a small ledge near the Flak Cannon. The ball is in the center of this outdoor area.

Game Plan
Offense: The most valuable strategy your offense can have is a comprehensive knowledge of the arena. Most weapons are above the level of the goal; many of the minor power-ups like Adrenaline and Health Vials are below the level of the goal.
Pick up powerful weapons quickly. A huge chaotic mess awaits you in the middle of the level. Pick up the Rocket Launcher from the upper ledge on the front of your base. Drop to the ground and scoop up the Flak Cannon, another excellent area-effect weapon that performs well in mass combat.
Once you get the ball, you can enter the enemy base in several ways. Go straight in through the front door, passing two Health Packs +25 and four Health Vials +5 before arriving at the upper door opposite the goal in the opponents' goal room.
If the resistance gets too heavy, take a left at the Minigun and use the jump pads to reach the upper level of the base. This puts some distance between you and your enemies, allowing you to regenerate health while your teammates whittle down the opposition.
From the center of the level, enter the base through the cobblestone pathway that leads to a side door. This route takes you past four Health Vials +5 and near a Shield Pack +50 before you reach the lower door of the goal room opposite the goal.
Use the ledge that runs around the base perimeter to shake your foes. The ledge narrows drastically at the rear of the base; you might entice some careless foes to run right off of it. If they launch rockets at you, the force of the explosions will knock you off the ledge.
You can combine methods to create elaborate schemes for penetrating enemy defenses, but they all revolve around knowledge of the bases. If you don't have the layout in your head, you might not have that head for long.
Defense: Defense in Twin Tombs is tough: The goal room has three entrances and your opponents have many ways to reach any of them. But, the goal is naturally defensible. The key is knowing what defensive advantages the goal room has, then making the opposition work to overcome them.
First, there's that enormous pit in the center of the room, which certainly doesn't favor players in a hurry. Explosive weapons, such as rockets or grenades, can knock a ball carrier into the pit. That not only kills the player, it respawns the ball in the center of the level, so you don't have to run it all the way back out of your own base.
The goal room boasts two excellent defensive weapons: the Lightning Gun and the Shock Rifle. Both are slow to fire, but extremely powerful. If you stand in the corner where the Lightning Gun appears, you can cover all three entrances. A head shot or a Shock Combo will ruin any ball carrier's day.
Don't focus all your defensive attention on the goal room. If you stop a ball carrier in the goal room, that player probably won't be alone, and you still have to move the ball out of your base. If you pick up the ball in the goal room, fire it into the pit so it respawns in the middle of the level—a good move if half of the opposing team is in your goal room.
Positioning snipers on the outside ledges of your base is an excellent way to cover the middle. A Lightning Gun is available on the upper ledge, and the ledge gives you a nice view of the center and most of the doorways in your opponents' base. Drop down to pick up a Shield Pack +100 if your health gets low, then to the lower ledge with all its health and Adrenaline pick-ups.
The action in the middle is hectic. From the sides, you'll have a good view of the field of battle and the time to line up a shot."


Prima Official Guide (UT2004)[]

"The Twin Tombs are a duo of identical structures (a central main tomb and one to its right side) floating in the sea. Joining the opposite tombs is a courtyard with a variety of ornate archways and overhanging tusks in the middle. Each set of tombs has five entrances: two on the ground, two at a balcony, and a side tomb with an entrance on the top balcony. Inside each tomb is a maze of connecting corridors, with arrows leading to a main goal room. Beware of the hole in the ground as you reach your goal!

Goal Patrol
Starting at either goal, check the left corner for a lightning gun (and two ammo) and a shock rifle (plus two ammo) on the right corner. Move down either ramp, to a ledge with a health pack on each side of a hole. The hole leads to a waterfall and nasty demise, so stay away from it or shock combo punks into it from the safety of a corner. Following the health packs are two sets of stairs leading down to a large central lower entrance. There are stairs on each side also leading to a balcony with three exits: one on the left, and two on the right wall. The balcony also holds a rocket, mini, and lightning ammo atop the left outer stairs. In the balcony overhang, the left exit is marked with four adrenaline pills and the right exit is marked with four health vials.
Defending the goal is made all the more fun when you're consistently bouncing enemies into the central pit, coating the lower entrances with bio goop, or waiting for the enemy to turn a corner—have a couple teammates waiting to throw ordnance. Don't be afraid to translocate; keep a friend on a high lip above the upper balcony, overlooking the entire base.
The upper left exit leads to a right corner and an open-air balcony with a rocket launcher. The upper right exit inside the balcony leads down some steps to a biorifle, ammo, assault ammo, and a left corner. Follow the corridor to the exit on your left. This leads to the rocket launcher balcony. You're under a 100 shield pack on the roof of this exit and can quickly reach the top level from here. The corridor inside continues past this left wall exit.
The corridor also has a doorway on the right wall. Take this into a small chamber with two jump pads. The right one shoots you up and left, to an upper side building with two rocket launcher ammo packs and a health pack. Near the hole you ascended through are four adrenaline pills. The left jump pad shoots you to the exit on the top balcony overlooking the entire base, and also near the double damage ledge.
Back down in the biorifle corridor, continue to a minigun and two ammo before a two-arched opening. At the far end of the corridor, there's a door to the left (take the two health packs and flak ammo). This is the farthest exit from the goal, to the map’s side, opening up on the main courtyard.
Back at the descending steps, head under the minigun to grab link, flak, and assault ammo in a narrow corridor. Follow the corridor to the right corner for a 50 shield pack. Turn right. There's a doorway with pointed arrows on the left wall, and two link ammo packs on the right. Head left, turn right, plough through four adrenaline pills, and reach the lower entrance to the goal room. Back at the 50 shield pack, run straight, ignoring the left door; you pass through four health vials, up some stairs, and turn right. This leads to the ground level and the map’s center.
Now for the final exit near the upper right, outside the balcony in the goal room. The corner has two bio ammo packs, and opens up on a square ledge with a double damage. Drop down here from above or translocate onto the top balcony.

Midfield Machinations
Check the upper left exit, leading to the rocket launcher balcony, and drop left. Turn 180 degrees and check the link gun and health pack to the base’s side and a dead-end ledge. Turn back, and inspect the ground to the left. There's a flak cannon in one corner and a clump of trees. Across and left of that is another dead-end ledge, with two health packs. The cobblestones lead to the middle of the map and ball, overhung by four giant team "tusks." Left is the entrance to the biorifle/minigun corridor on your opponent's base, and four adrenaline pills.
Translocating or appearing out of the side building via the jump pads allows you to reach the top balcony. Here you can drop down or translocate across the yard to the opposite buildings, or pick up the two health packs and rocket launcher (a second one). Over on the far right end of the side building top balcony is a lightning gun and ammo. Hunt from this point or translocate up on the roof of either building!

Going Balls Out
Scoring a goal is a little dangerous if your opposition has installed defenders on the roofs, but the number of entrances and the wacky ways in the base can all work to your advantage. With a "tag" partner, pick up the ball and throw it to them (they may be up on a balcony). They can then enter through a multitude of entrances (detailed earlier), mixing it up each time. If you really know the level, have the ball thrower run into the base from a different door, then appear at the corridor’s far end to grab the ball before the carrier is taken out.
The other method is a "convoy" of a couple of charging teammates clearing the way after planning the route, and the ball carrier following behind. Radio your friends if you want to change the course in mid-charge. Flexibility helps, as well as strength in numbers. After you make it into the base, or throw the ball up to an upper balcony and translocate up after it, you can lead your foes in a merry dance. One example is to throw the ball to the top balcony, translocate onto it, then move to the edge overlooking the double damage ledge. Now you're near the goal, so the enemy is likely to charge the goal room.
Step on the lip on the building’s edge to the right, and follow it around to the building’s other side, then drop down to the rocket launcher and entrance below. Or, double back if the enemy is wise to your actions. Once inside the connecting corridors, you must know the corners by heart and use the ground arrows to find the goal room. Fire from the lower or upper balcony. You can even double jump into the hole, and just before dying, throw the ball and score."


External links and references[]

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