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Part 9
Unreal Tournament 2004

Part 9

Learn about Adrenaline Pills and Ammo Packs in Unreal Tournament 2004. Adrenaline Pills fill adrenaline twice as fast as kills.

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Learn about Adrenaline Pills and Ammo Packs in Unreal Tournament 2004. Adrenaline Pills fill adrenaline twice as fast as kills.

Adrenaline Pills are found in groups of 3 or 5 and provide 6 adrenaline, while a single kill grants 5 adrenaline. It is wiser to cruise around and pick up these pills whenever you run across them. Learn the locations of pill clusters and treat them as important places to visit, but do not risk your life for them as adrenaline can be obtained from many sources.

Walkthrough
  1. 1
    Prioritize collecting Adrenaline Pills whenever they are encountered, especially when traveling or searching for enemies.
  2. 2
    Learn the spawn locations of Adrenaline Pill clusters.
  3. 3
    Treat these clusters as important objectives, but do not engage in high-risk situations solely for them.
Tips
  • Taking routes with more Adrenaline Pills can be beneficial for faster adrenaline gain.
  • Adrenaline Pills are not worth risking your life for, as other methods of gaining adrenaline exist.

Scattered around maps in Unreal Tournament 2004 are ammunition packs for most weapons. Each weapon's ammo pack has a distinct appearance and contains a specific amount of ammunition.

Ammo Pack Details:

  • SHIELD GUN: No ammo pack; recharges automatically.
  • ASSAULT RIFLE: Appears as the Assault Rifle barrel with a grey clip. Provides 50 ammo points and 4 grenades.
  • DUAL ASSAULT RIFLES: Same appearance and contents as the single Assault Rifle pack.
  • BIORIFLE: Looks like a pill-shaped green container. Provides 20 ammo points.
  • MINE LAYER: Resembles a large brown Tetris piece. Provides 8 ammo points.
  • SHOCK RIFLE: Appears as a blue rod. Provides 10 ammo points.
  • LINK GUN: Looks like a green battery. Provides 50 ammo points.
  • MINIGUN: Resembles a green box with a handle and a Minigun chain. Provides 50 ammo points.
  • FLAK CANNON: Looks like a yellow box. Provides 10 ammo points.
  • GRENADE LAUNCHER: Appears as a tall green box. Provides 5 ammo points.
  • ROCKET LAUNCHER: Looks like a grey and red box. Provides 9 ammo points.
  • AVRiL: Appears as a brown-grey box. Provides 5 ammo points.
  • LIGHTNING GUN: Yellow with 3 grey spikes joining at the top. Provides 10 ammo points.
  • CLASSIC SNIPER RIFLE: Looks like a box with high-calibre bullets. Provides 10 ammo points.
  • TARGET PAINTER: No ammo pack; only one is allowed at a time.
  • ION PAINTER: No ammo pack; only one is allowed at a time.
  • REDEEMER: No ammo pack; only one is allowed at a time.
  • TRANSLOCATOR: No ammo pack; recharges automatically.
  • SUPER SHOCK RIFLE: No ammo pack; does not use any.

Weapon Racks: Not yet available.

Weapon Characteristics Glossary:

  • RECHARGING: Weapon automatically recharges ammunition when not in use.
  • CHARGABLE SHOT: Weapon can accumulate ammo for a set time for a stronger shot.
  • TEAM-SAFE: Weapon will not harm teammates or allied vehicles, even with friendly fire enabled.
  • DOES NO DAMAGE: Weapon causes no damage.
  • KNOCKBACK: Weapon pushes players and light vehicles back or into the air.
  • SCOPED: Weapon has a zoom-scope for its Secondary Fire Mode.
  • SPLASH DAMAGE: Weapon damage affects an area around the point of impact.
  • CANNOT BE DROPPED: Weapon remains equipped and is not dropped upon death.
  • USES SEPARATE AMMO: One fire mode uses different ammunition than the other.
  • SUPERWEAPON: Deals enormous damage, is rare, and can be disabled with the “No Super Weapons” Mutator.
  • INSTANT HIT: Weapon hits the target in the same frame the shot is fired.
    • BULLET: Fires a bullet with each shot, leaving no visible trail.
    • BEAM: Fires a visible beam towards the target with each shot.
    • SPREAD ACCURACY: Weapon is inaccurate, hitting outside the crosshair.
    • PINPOINT ACCURACY: Weapon hits precisely at the center of the crosshair.
    • HEAD SHOT: Weapon scores double damage if it hits a player in the head.
    • CONTINUOUS: Weapon fires a continuous beam that depletes ammo and deals damage at a constant rate.
  • PROJECTILE: Weapon fires projectiles that take time to reach the target.
    • AFFECTED BY GRAVITY: Projectile will fall as it travels.
    • BOUNCES OFF (1): Projectile will bounce upon contacting (1).
    • DETONATES AGAINST (1): Projectile will detonate upon contacting (1).
    • DETONATES UPON (2): Projectile will detonate when (2) is true.
    • STICKS TO (1): Projectile will stick to (1) upon contact.
    • (3) SECOND FUSE: Projectile remains in the field for (3) seconds before exploding.
    • HOMING: Projectile will veer off course to seek a locked target.
    • CAN LOCK ON (4): Weapon can acquire a lock on (4).
    • TURNING CURVE: Indicates how much a projectile can veer to seek a target when homing. If the angle to the target exceeds this value, the lock is lost.
    • CAN BE SHOT DOWN: Projectile can be destroyed.

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