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Unreal cheats for PC

[Dec 16th 2004] [related games & forum threads]

Cheat Codes:

ALLAMMO - Gives you 999 ammo for all of your guns.
FLY - Lets you fly around.
GHOST - Lets you walk through walls.
WALK - Returns you to walking mode if you are flying or ghosting.
GOD - Makes you invulnerable to all attacks.
INVISIBLE - Turns you invisible.
KILLPAWNS - Kills all monsters.
WALK - Turns off "GHOST" or "FLY".
SLOMO # - Slows or speeds up the game. 1.0 is normal.
SUMMON - Lets you add a weapon or an item to the world. For example: SUMMON EIGHTBALL
SUMMON FLAKCANNON
SUMMON NALI
SUMMON DISPERSIONPISTOL
SUMMON AUTOMAG
SUMMON STINGER
SUMMON ASMD
SUMMON RAZORJACK
SUMMON GESBIORIFLE
SUMMON RIFLE
SUMMON MINIGUN
SUMMON SKAARJWARRIOR
SUMMON HEALTH
SUMMON SUPERHEALTH
SUMMON FLASHLIGHT
SUMMON SEARCHLIGHT
SUMMON ARMOR
SUMMON JUMPBOOT
SUMMON TRANSLATOR
SUMMON AMPLIFIER
PLAYERSONLY - Freezes time. Press again to resume time passage.
OPEN MAPNAME - Jump to any map, just enter the name like OPEN DIG.
BEHINDVIEW 1 - Puts you in Tomb Raider style view.
BEHINDVIEW 0 - Resets this.
FLUSH - If you start getting weird garbage graphics on wall textures or creatures, type this to fix it.

[Dec 16th 2004] [top of page]

Cheat mode:

Press (Tab) or ~ to display the console window. Then, enter one of the following codes :

Full ammo for current weapon - allammo
Full ammo for all weapons in inventory - allammo 999
Flight mode - fly
No clipping mode - ghost
Disable flight and no clipping modes - walk
Invincibility for current level - god
Add weapon or item to the world1 - summon (item name)
Toggle time - playersonly
Jump to indicated map2 - open (map name)
Third person view - behindview 1
Normal view - behindview 0
Set game speed2 - slomo(number)
Kill monsters - killpawns
Kill all of indicated enemy type - killall (enemy name)
Invisibility - invisible
Reset graphics and textures - flush

1. Set (item name) according to the following list.
2. Set (map name) according to the following list.
3. Set (number) to 1.0 for normal speed.

[Dec 16th 2004] [top of page]

Deathmatch Maps:

DKNightOp
DMARIZA
DMCURSE
DmDeathFan
DmDeck16
DMElsinore
DMfith
DmHealPod
DmMorbias
DmRadikus
DmTundra

[Dec 16th 2004] [top of page]

File Name:

Castle (intro movie) Unreal
Vortex Rikers Vortex2
NyLeve's Falls NyLeve
Rrajigar Mine Dig
Depths of Rrajigar Dug
Sacred Passage Passage
Chizra-Nali Water God Chizra
The Ceremonial Chambers Ceremony
Dark Arena Dark
Harobed Village Harobed
Terraniux Underground TerraLift
Terraniux Terraniux
Noork's Elbow Noork
Temple of Vandora Ruins
The Trench Trench
ISV-KRAN deck 4 IsvKran4
ISV-KRAN decks 3 & 2 IsvKran32
ISVDECK1 IsvDeck1
Spirevillage SpireVillage
The Sunspire TheSunspire
Gateway To Na Pali SkyCaves
Na Pali Haven SkyTown
Outpost 3J SkyBase
Velora Pass VeloraEnd
Bluff Eversmoking Bluff
Dasa Mountain Pass DasaPass
Cellars at Dasa Pass DasaCellars
Serpent Canyon NaliBoat
Nali Castle NaliC
Demonlord's Lair NaliLord
Demon Crater DCrater
MotherShip Basement ExtremeBeg
MotherShip Lab ExtremeLab
MotherShip Core ExtremeCore
Skaarj Generator ExtremeGen
Illumination ExtremeDGen
The Darkening ExtremeDark
The Source Antechamber ExtremeEnd
The Source QueenEnd
Ending Sequence (movie) endgame

[Dec 16th 2004] [top of page]

GET

Gets a configurable class parameter. may be a partial classname, such as "playerpawn", or a qualified classname such as "engine.playerpawn". The class must be loaded in memory, otherwise GET returns an empty string. must be the name of a variable that is designated as configurable (either in UnrealScript using the "config" keyword or in C++ using CPF_Config). This returns the value of the configured variable, converted to a string. The value returned by GET reflects the class's default value (for scripted classes, this is the default value that was set for the class using its property sheet). At any time, zero or more instances of objects belonging to may be in memory, and may have modified values of , and they don't affect the value returned by "GET".

[Dec 16th 2004] [top of page]

Hidden area at end:

Go to the ending scene (use the open endgame code if desired), and enable the ghost code. Follow the same path that the rocket would travel until you get to the darkness at the end (before the rocket goes outside). Go into the darkness and look around. You should see what appears to be a black box with a yellow border, and a light switch on top.

[Dec 16th 2004] [top of page]

Hidden room:

Go to the extreme dark level in botmatch (or enable the summon extremedark code). Enable the ghost code at the start of the level. Fly to the lowest room in the area. There is no way to get in or out of this room without the ghost code.

[Dec 16th 2004] [top of page]

Item names:

Use the following values with the summon code.

eightball
flakcannon
stinger
sheildbelt
juicebox
amplifier
scubagear
jumpboots
kelvarsuit
armor
dispersionpistol
automag
ASMD
razorjack
gesbiorifle
nali
skaarjwarrior
translator
minigun
rifle
dampener
flare
flashlight
forcefield
invisibility
jumpboots
searchlight
nalifruitseed
voicebox
bandages
nalihealingfruit
superhealth
armor
asbestossuit
antitoxinsuit
slith
mercenary
krall
brute
titan
dispersionpowerup1
dispersionpowerup2
dispersionpowerup3
dispersionpowerup4

[Dec 16th 2004] [top of page]

Quadshot gun:

This is an extra gun on the game. Enable the summon quadshot code and a different gun will appear. Pick it up. If you have the stinger gun, take it out and press 3 again. if you do not have the stinger, press 3 and a gun will appear, taking up almost all of the screen and looks like a plus sign. The gun has no ammunition and will not shoot.

[Dec 16th 2004] [top of page]

SET

Sets the default value of a class's variable. If the class is designated as configurable (using the "config" keyword in UnrealScript or CLASS_Config in C++), and so is the variable, this function updates the Unreal.ini file to reflect the new default value. If any instances of objects belonging to are in memory, all of those objects are updated. When an object's config variables are updated, they are notified as follows: The object's PreEditChange() function is called, basically saying "Get ready to be modified!"
The object's configurable variables are updated with the newly configured values.
The object's PostEditChange() function is called, saying "You've been modified, so validate and update yourself". This procedure enables objects to validate their configurable properties and update themselves. For example, the audio subsystem's PostEditChange() function clamps the sound volume to a safe range of 0.0 - 1.0 (because the SET command enables users to set it to ridiculous values) and then updates the actual volume of the sound effects that are playing.

[Dec 16th 2004] [top of page]


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