Skip to content
Part 9
Unreal Tournament

Part 9

Master Invisibility, Jump Boots, and SCUBA Gear in Unreal Tournament. Learn how to counter invisible foes and utilize enhanced movement.

By ···10 min read·Multi-source verified
1 reading this guide  

Master Invisibility, Jump Boots, and SCUBA Gear in Unreal Tournament. Learn how to counter invisible foes and utilize enhanced movement.

Invisibility

While invisible, you are not truly unseen; a faint glitter indicates movement, and you can still be heard taking damage. This effect lasts longer than UDamage. In single-player, Invisibility slightly impacts bot accuracy, making them less adept at noticing and hitting you. The primary benefit in single-player is preventing bots from acquiring it first. Online, moving makes you more visible due to the glittering effect, but staying still and crouching significantly hinders opponents' ability to spot you until you attack. Feigning death makes you nearly impossible to detect. There is no HUD (Heads-Up Display - shows game information like health and ammo) indication for Invisibility, so you cannot confirm its active status while feigning death or using hidden weapons. Weapons like rockets and the pulse rifle are more likely to reveal your position due to obvious origins. The sniper rifle and Enforcer are less conspicuous, with single shots and no visible projectiles; hugging a wall can hide shell casings. The impact hammer is an amusing choice, causing enemies to fire erratically at walls. The Invisibility disguises the shield-belt's sheen but not the UDamage's glow. The easiest way to defeat an invisible opponent is with splash damage weapons like the rocket-launcher, as its lock-on feature still works and multiple explosions suffice without requiring accuracy. Alternatively, wait for the effect to expire.

Jump Boots

Jump Boots allow three very high jumps. Combining them with a grounded hammer-jump (a jump performed with the hammer attack) off a floor or wall grants even greater height, but this only applies to grounded hammer-jumps initiating airborne movement. Hammer-jumping off a wall while already airborne with boots provides no additional benefit. Using the alt-hammer (secondary fire) to click off a floor while jumping with boots offers a slight height increase without consuming the 54 health points required for a full hammer-jump. You can also rocket-launch yourself by jumping off the ground just before releasing two rockets at the floor, provided you have ample armor. Jumping or hammer-jumping off upward-moving lifts also results in higher trajectories. While airborne with boots, your air control is greatly enhanced, which is useful for falls but can be problematic when being launched by teammates, as the early activation of air control can prevent reaching intended destinations. It is generally best to discard boots before a teammate launch. Boots also slightly increase your maximum dodge distance and allow for greater directional control while airborne. Keeping boots for movement unpredictability and as an emergency escape option is advisable. On some Assault maps, Jump Boots can bypass objectives; for example, on AS-HiSpeed, you can boot-hammer-jump over the 'Attackers are on the Roof!' message to avoid alerting human defenders, especially after disabling the turret. Computer bot opponents are not fooled by this trick. If quick enough, boots can also help escape inescapable danger, such as jumping back onto a train on AS-HiSpeed before taking damage. Boots mask normal footstep sounds, aiding stealth in Assault, CTF (Capture the Flag), and 1v1 DM (Deathmatch). Boots and Invisibility together are ideal for stealth but are rarely found together on Assault maps and never in the ladder. Boots also negate or minimize fall damage. They have no effect underwater. Assigning a 'walk' key allows normal jumps while wearing boots by holding the 'walk' key during a jump, resulting in a slightly lower and shorter jump without reducing your boot-jump limit. Boots do not stack; each new pair resets your boot-jump limit to three.

SCUBA Gear

SCUBA Gear enables extended underwater breathing for its 1:48 duration. Upon expiration, you will audibly gulp, and an underwater counter begins an 18-second countdown. Surfacing without SCUBA gear alerts opponents. SCUBA Gear remains active until you die or its duration ends, regardless of your location (underwater or surfaced).

Tips
  • When invisible, stay still and crouch to become harder to spot.
  • Use splash damage weapons like the rocket-launcher to counter invisible opponents.
  • Combine Jump Boots with hammer-jumps for maximum verticality.
  • Discard Jump Boots before a teammate launch to avoid hindering your trajectory.
  • Use Jump Boots to bypass objectives or escape dangerous situations on certain maps.
  • SCUBA Gear is essential for prolonged underwater exploration and combat.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content