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Starsiege: Tribes – Windows Strategy Guide – English

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PRIMA’S OFFICIAL STRATEGY GUIDE

™

Joe Grant Bell

Prima’s Official Strategy Guide
Joe Grant Bell
Prima Publishing
Rocklin, California
(916) 632-4400
www.primagames.com
®

and Prima Publishing® are registered trademarks of Prima Communications, Inc.

© 1999 by Prima Publishing. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Publishing, except for the inclusion of
quotations in a review.
Project Editors: Jennifer Crotteau, David Mathews
Starsiege game© 1999 Sierra On-Line, Inc., Bellevue, WA 98007. Sierra, the “S” logo, Dynamix, Starsiege and the Starsiege icon are trademarks or
registered trademarks of Sierra On-Line, Inc. All Rights Reserved.
All products and characters mentioned in this book are trademarks of their respective companies.
Important:
Prima Publishing has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from
using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or
software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game
tricks require precise timing and may require repeated attempts before the desired result is achieved.
Library of Congress Catalog Card Number: 98-67759
Printed in the United States of America

Acknowledgments
Thanks to the following people for their help with this book:
Scott Youngblood for showing off the game and answering numerous questions;
David Peterson for answering still more questions;
Jeff Hoff for introducing me to the game;
Shannon Bross for keeping me up to date;
Jennifer Crotteau for putting the book together;
Amy Raynor for assigning me the book in the first place;
Susan De Cicco for standing still while I shot at her;
And the Tribes team and beta testers for beating me badly enough
to make me look for better strategies.
Special thanks to Tim Gift

C OMING IN M A R C H.
WWW.STARSIEGE.COM
© 1999 Sierra On-Line, Inc. All rights reserved. Starsiege is a trademark of Sierra On-Line, Inc.

I

Contents
Chapter 1: Tribes–An Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
What Makes Tribes Unique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
The Contents of This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Getting Started in Tribes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Onward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

Chapter 2: Armor & Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
In-Depth Weapon Comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20

Chapter 3: Packs & Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Packs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Miscellaneous Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31

Chapter 4: Turrets, Sensors, and Vehicles . . . . . . . . . . . . . . . . . . .34
Exterior Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Interior Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43

Chapter 5: Combat Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Flight Preliminaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Movement Fundamentals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Circle Strafing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Advanced Fighting Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Teamwork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Getting Better . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56

Chapter 6: Key Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Buying and Favorites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Using Jump Jets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
The Sensor Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Building Infrastructure and Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Understanding Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
The Commander View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Destroying Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Evading Turrets and Infiltrating Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Taking a Role . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Getting Organized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67

Chapter 7: Training Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Mission 1: Welcome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Mission 2: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Mission 3: Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Mission 4: Command & Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Mission 5: CTF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73

II

TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Chapter 7: Training Missions, continued

Mission 6: Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Mission 7: Retrieval . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Mission 8: Destroy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78

Chapter 8: Getting Started in Multiplayer Games . . . . . . . . . . . . . .79
Understand Your Connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Learn Your Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Study the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Approach Your Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Play Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Onward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85

Chapter 9: Defense Primer

. . . . . . . . . . . . . . . . . . . . . . . . . . . . .86

Perimeter Defense vs. Point-of-Attack Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Mastering Point-of-Attack Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Mastering Perimeter Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
All-purpose Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Defense Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97

Chapter 10: “Midfielder” Primer . . . . . . . . . . . . . . . . . . . . . . . . . .98
The Midfielder Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Reconnaissance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Midfield Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Infrastructure Builder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Infrastructure Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Emergency Defender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Situational Attacker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104

Chapter 11: Assault Primer . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Preliminaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Stealth Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Speed Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Power Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Combined Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Avoiding Battle Lock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116

Chapter 12: Command Primer . . . . . . . . . . . . . . . . . . . . . . . . . .118
Three Levels of Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Leading By Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Field Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Dedicated Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Coordinating Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Overview of Assignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124

Chapter 13: Advanced Battle Guide . . . . . . . . . . . . . . . . . . . . . . .127
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127
A Dish Served Best Cold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127

III
Anthill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
Blood Runs Cold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Bloody Vengeance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Broadside . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Citadels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Criss Cross . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
Dangerous Crossing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
Death Knell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
Desert of Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Fallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Fog-of-War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Four Way Dance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Free for All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
Hammer Down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
Ice Ridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
King Under the Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Lucky Seven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Mudslide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
No Man’s Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
No Quarter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
Peak Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
Peekaboo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
Raindance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
Rollercoaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Sand Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Scarabrae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Seek and Destroy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Siege . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Snow-Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Stonehenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Strung Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Temple of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
The Red Sands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Triple Threat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Valhalla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Final Advice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149

Appendix A: Joining a Tribe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151
Appendix B: Quick Reference Damage Tables . . . . . . . . . . . . . . . .153
Base Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153
Armor Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154
Modified Damage Percentage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
Shots to Kill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157

IV

TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

FOREWORD
You hold in your hands something special. This is a guide for the first game to focus on the
excitement and special challenge of strategic squad-based play. The strategies and tips you find inside
will shape the way your team handles itself in the ever-changing, virtual battlefields of Starsiege
TRIBES.
TRIBES was designed to maximize multiplayer, team-based play. With that goal in mind, we
built in a lot of innovative elements to reward organized squads and coordinated strategies. Features
like the Commander Screen, all the communications options, and the multitude of remote sensors
allow a squad to plan tactics and launch sophisticated attacks. You’ll see quickly as you get deeper
into the TRIBES environment that traditional deathmatch-oriented players who fight alone will be
little or no threat when up against a disciplined, well-trained squad. A commander with imagination
can systematically bombard enemy positions, stage diversions, coordinate assaults, and sucker
opponents into traps. In short, the choice of who leads you on the battlefield now becomes hugely
important. Poor commanders won’t last long.
The other side of the equation involves squad discipline. Raw skill will still be important, but
so will the ability of players to carry out orders. Well-drilled squads will become the kings of the new
battlefield, while teams who can’t learn to work together will be mulched, no matter how awesome
their general. Players will build reputations for being good soldiers or unreliable mavericks. Squads
will build reputations around how well they conceive and execute strategy, how daring or
conservative they are in their planning, and on how well they hold their cool
under fire.
The TRIBES community will grow, too (see www.tribesplayers.com). Alliances will become
more important, since it’s going to be crucial to depend on a companion squad. Multi-squad warfare
in the sweeping terrain of Starsiege TRIBES will showcase commander talents and squad skill in
working alongside other squads to achieve common objectives. Naturally, some squads (let’s call ’em
"Tribes" now) will specialize in certain kinds of warfare. Some will prefer full frontal assaults; others
will become adept at stealth and sniping. Any way you look at it, the team element suddenly becomes
paramount. Your allies’ talents become almost as important as those of your own Tribe.
Your Tribe’s organization is a final component to consider. Will you have sub-commanders?
Will you be the kind of general who sticks to directing troops and rarely enters combat, or will you
give orders from the field? How will you organize your Tribe? Create fire support teams? Assault
teams? Recon teams? Remember that even with the huge and sweeping landscapes, tribal warriors are

V
still incredibly mobile. Your sub-commanders will have to be able to think on their feet. You can’t be
directing everyone at once.
So you want to be one of the legendary commanders, the leader of an elite Tribe? You’ll have
to think about weapon selection, movement of troops, unit organization, use of terrain, coordination
of attacks, vehicle use, deployment of remotes, mine placement, defensive considerations — and
plenty more. Fortunately, just about everything you need to lead your online forces to greatness is
right inside this book. Read on. It’s a whole new world of squad-based strategy and tactics out there.
And now you’ve got the jump.
Tim Gift aka “Slacker” – Director, Starsiege TRIBES
Scott Youngblood aka “Cornboy!”– Game Designer, Starsiege TRIBES
Mark Frohnmayer aka “Got Milk?”– Lead Programmer, Starsiege TRIBES
January 1999

Introduction

I

f you recently bought Tribes, you already know that it’s an intense game of multiplayer action and
strategy. But what you might not know—especially if you haven’t played it for long—is that we’re
not kidding about the strategy.
We understand if you’re skeptical. Most 3D action games pay lip service to both action and
strategy. But somewhere along the way, the strategy part ends up in the scrap heap. Sure, the action
is fast and frantic, but it’s also paper-thin. Dig beneath the surface, and you’ll find a lot of nothing.
Tribes is genuinely different. It requires skill and reflexes, but it also requires a whole lot more.
There’s a place for fast moves and quick trigger fingers, but there’s also a place for stealth, cunning,
and carefully orchestrated tactics. It helps to have played other 3D action games, but the skills you
learned there will only take you halfway to greatness in Tribes. That’s because Tribes pushes
multiplayer action to the next level, rewarding smart play and good organization.
The end result is a game with a steep learning curve. If you’re used to just pointing, shooting,
and winning, then you’re in for a painful surprise. Even players expecting a challenge may be
overwhelmed by the limitless options of Tribes: Which weapon to use? Which armor? Where to go?
What to do? The answers, you’ll find, are seldom easy.
Why slog through all this complexity? The answer is simple: It allows for a depth of strategy that
is unknown in other 3D action games. That initial learning period may be tough—sure, you’ll take
your knocks—but there comes a moment when everything starts to make sense. When that moment
arrives, and you start to master Tribes’ possibilities rather than fear them, the game becomes
extremely rewarding. Instead of winning with reflexes and luck, you’ll win with skill and knowledge.
It’s a thrill that few other games can offer.
The only downside to all this depth is the time it takes to master it. When you join your first
game, chances are good that you’ll be shell-shocked. Nothing will make sense, you won’t know what
to do, and everyone but you will seem to have a sense of purpose.
That’s where this guide comes into play. Read it thoroughly and use it as a companion while you
play Tribes. Consult it when you’re confused. It’ll help get you through those difficult early games and
guide you toward excellence once you’ve got the basics mastered.
And whatever you do, don’t give up—at least not until you’ve played Tribes a good long while. It
takes time, even with the help of this book, to figure the game out. And once you do, you’ll be glad
you stuck around.

1
Tribes—An Overview
T

ribes can be both difficult and frustrating, especially for a beginner. This chapter helps ease you
into the game.
The first part of this chapter explains what makes Tribes unique. The second part gives you the
lowdown on what you’ll find in this book, and exactly where to find it. Finally, the third part gives you
a plan that’ll help you through your first few games.
This book isn’t foolproof; it can’t save you from getting blown to smithereens countless times, and
it can’t substitute for practice. It will, however, help you learn faster, so you can progress beyond the
role of cannon fodder in a relatively short period of time. Keep reading, and you’ll learn how to start
that process.

What Makes Tribes Unique?
Tribes sets itself apart from other games with its steep learning curve. You can’t just jump in and
start mindlessly shooting and hope to help your team. But there are other differences as well. Let’s
briefly review the biggest differences.

Team Play
First and foremost, Tribes is a team game. If you
don’t acknowledge your teammates, you probably
won’t get far, even if you have good combat skills.
On the other hand, if you’re a good team player, you
can compensate for poor combat skills. Team play
cuts both ways.
If you’re used to playing individualistic, deathmatch-style multiplayer games, you’ll have to constantly remind yourself to play as a team member.
Otherwise, you’re doomed to frustration.

Figure 1-1. You’ll succeed if you learn to cooperate,
rather than doing everything alone.

2

TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

Complexity
We’ve already stated that Tribes is complex. We aren’t just talking about overt complexity, though. It’s
the subtle things that make Tribes so intricate. Players must use complicated team strategies and take
advantage of weapons’ subtle nuances. Furthermore, players must view the game from a strategic,
“big picture” viewpoint instead of getting absorbed in meaningless tactical exchanges.

Variation
Tribes is played on a variety of maps, and the rules change from game to game. Some missions
require your team to collect and hold flags, while other missions require you to actually “capture” the
flag. Other assignments require you to maintain control
of towers for a given amount of time. To master Tribes,
you must learn to be flexible and adapt your style of
play to fit the current scenario.

Challenge

Figure 1-2. This mission requires you to capture and
hold towers, like the one seen here. Other missions
have different objectives.

Tribes is challenging. The exact level of challenge
depends on who you’re playing against and how good
your teammates are. When you first start out, anyone
with experience will be able to defeat you; later, you’ll
come into your own. No matter how good you get,
you’ll find that the level of challenge remains consistently high. The people who play Tribes thrive on competition, and many of them are highly dedicated. You’ll
need every bit of information in this book, plus a lot of
practice, to reach a level where you can challenge them.

The Contents of This Book
This book is designed to help get you through those tough early games and become a competent
Tribes player. To benefit from the information, you first need to know where to find it. Here’s a look at
every chapter of this book, and a brief description of what each contains:
• Chapter 1 is what you’re reading now.
• Chapter 2 discusses weapons and armor. It provides a thorough description of each item, insightful
strategies on how to use it, and a numerical rating of its damage or protection.
• Chapter 3 examines packs and miscellaneous items and discusses how you can use them to improve
your game.
• Chapter 4 reviews terrain features and vehicles. You’ll learn how to fly Scout Flyers and Transports.
You’ll also gain insight into the major terrain features (such as turrets) that loom large in the
Tribes landscape.
• Chapter 5 discusses combat, explaining the techniques that separate great fighters from Heavy
Mortar fodder.
• Chapter 6 explains key game concepts and helps you translate your understanding of those concepts into better play.

CHAPTER 1: TRIBES — AN OVERVIEW

3

• Chapter 7 puts everything you’ve learned to this point into practice and walks you through the
single-player training missions.
• Chapter 8 provides detailed tips on surviving your first few multiplayer games.
• Chapter 9 is a primer on defense, explaining the ins and outs of defending a base, flag, or other
significant locales.
• Chapter 10 is a primer on reconnaissance, sniping, and “mid-field” play.
• Chapter 11 is a primer on offense, providing strategies for taking out enemy targets with stealth,
speed, or power.
• Chapter 12 is a primer on commanding your teammates.
• Chapter 13 provides advanced strategies, including strategies specific to each map. It also offers
suggestions on how to keep improving your game.
• The appendices offer information on joining a Tribe and provide easy-reference weapon
damage tables.

Getting Started in Tribes
Here’s the worst-case scenario: You buy Tribes, rush
home, rip it open, and install it. Eager for some action,
you jump online and join a multiplayer game. It’s chaos.
There are players running everywhere, both friend and
foe. Unfamiliar weapons fire at you, but you have no
idea what they are or how to avoid them. And then,
before you really get a chance to figure out what’s going
on, you’re dead.
You start over, but you have no more luck than
before. Perhaps you manage to kill a foe. You’re elated,
but then you realize that the game isn’t keeping track
of kills. Instead, you’re supposed to achieve a primary
objective—but you aren’t quite sure how to do it. More
Figure 1-3. There’s no doubt about it: Your first few
frustration.
games are going to be rough.
Eventually the game ends, and another begins—and
again, you have no idea what you’re doing.
This is a tough way to approach Tribes, even if you pride yourself on your skill at 3D shooters.
Sure, you’ll figure the game out eventually, but it’ll take a while and undoubtedly try your patience.
Instead, you might want to follow the suggestions outlined in the next few pages.

Read the Manual
Step one is to read the game manual. This might sound obvious, but many game players—the author
included—like to leap right in and play. That works just fine in simple action games. But it’s a bad
idea in Tribes—especially if you’re playing against highly skilled opponents that don’t give you time
to think and learn.
Before playing, therefore, skim the manual and try to get at least a general sense of what the
game is about. It’ll be hard to cram everything into your brain right away since you won’t have any

4

TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
playing experiences to relate the information to. Nevertheless, it’ll provide a framework of understanding that will be useful when you do fire up the game.
While you’re at it, you can read Part I of this book, or any sections of Part I that interest you.
(Part I encompasses Chapters 1-7.)

Play the Training Missions
The next step is to play the single-player training missions included with Tribes.
Again, this may seem obvious: Training missions
are the logical first choice, right? But as with the game
manual, training missions tend to be overlooked by
experienced (or impatient) game players. Play through
all of the training missions—and don’t just beat them,
but master them. Make sure that you understand what
you did to win.
As you play the training missions, you’ll find yourself asking any number of questions: What’s that thing
on the ground? What sort of turret am I looking at?
Why can’t I get inside that base? Refer to both the manual and Part I of this book as you play through these
missions. Chapter 5 contains detailed information on
Figure 1-4. Play the training missions first.
the training missions, but all of Part I (Chapters 1-7)
applies to the challenges you’ll face.

Finish Part I
If you haven’t finished reading Part I of this book by the time you’ve completed every training mission, go back and finish it now.
Even if you already read them, feel free to skim through those first seven chapters again. You’re
likely to learn more this time than you did on the first reading because you can now relate the information to actual gameplay experiences.

Play Online
Next, go online and play a game or three. Refer to the
game manual for information on how to do this, and
be sure to read the section entitled Ping and Lag. It’ll
help you connect to a server that your computer
communicates well with, so you’ll at least have a
fighting chance.
As you play online, expect to be confused. Don’t
worry about contributing to the team effort—in fact,
don’t worry about anything. Just try different
weapons, explore the map, and above all, try to
observe. Watch what other players are doing.

Figure 1-5. Don’t expect to excel in your first few
games. Just try figure things out and get your
bearings.

CHAPTER 1: TRIBES — AN OVERVIEW
After playing a couple of discouraging games, you might be tempted to call it quits. Don’t even
think about it! The only reason you played those games was to gain a bit of experience. The more
experience you have with the game, the easier it is for you to grasp the concepts explained both in the
game manual and this book.

Read More of This Book
Now that you’ve played through the single-player missions and tasted multiplayer combat, you
might want to sit down and read the rest of this book. How much or how little you read depends
on your personal tastes. In any case, you’ll find that the
information in Part II will help make you a better player.

Onward
Ultimately, it’s entirely up to you how to read this book.
You can read it all in one sitting, refer to it sparingly
like a dictionary, or just read the parts that interest you.
The path described above is merely one way to access
the information.
Without further ado then, let’s get on with the book.
There’s a lot of information for you to digest,
so take it slowly and remember: It
takes time to master Tribes. Stick
with it, and you will improve.

Figure 1-6. It’s a long road to complete mastery of
the game, but you’ll get there if you practice.

5

2
Armor & Weapons

T

his chapter reviews the armor and weapons of Tribes. You can get basic information on these
items from your game manual. But this chapter goes a step farther and provides hard data on
the damage each weapon does, and the punishment each armor type can absorb. Furthermore,
this chapter explains each armor and weapon type’s strengths, weaknesses, and quirks, so you’ll have
a more complete understanding of each item’s capabilities.
Armor is discussed first because your armor determines both the number and type of weapons
that you can carry. Weapons are covered next. Finally, the end of the chapter contains detailed
numerical data on both weapons and armor.

Armor
There are three types of armor available to you. Every armor type performs certain common functions. It protects you, gives you access to PDA displays like the Commander Screen, and has jump jets
that allow you to travel quickly from place to place.
Despite these common traits, the three armor types are very distinct. Here’s a comprehensive look
at how the armor types differ.

CHAPTER 2: ARMOR & WEAPONS

Light Armor (Peltast)
Speed: Fast
Protection: Low
Max. Weapon Load: 3
Light Armor affords very little protection, leaving
you vulnerable to weapons fire of all descriptions.
It can’t carry many weapons either, so you’ll have
to be selective when you wear this armor.
Why suffer these inconveniences? The upside
of Light Armor is its incredible mobility. Light
Armor lets you run much faster than the other
armor types, and its jump jets carry you much
higher. Sure, you’re vulnerable in light armor, but
your speed lets you pick and choose your fights
and evade shots that would otherwise hit you.
Light Armor, when used in conjunction with
the Energy Pack, allows you to carry the Laser
Rifle. This deadly, long-range sniper’s weapon is
extremely potent and is barred from the other two
armor classes. On the downside, however, wearers
of Light Armor can’t carry Remote Turrets or
Remote Inventory Stations.

Figure 2-1. Light Armor allows unparalleled mobility.
It is also the default armor for the game.

You can only pilot a flying vehicle while you’re wearing Light
Armor. Players in other armor types can be passengers, but they
can’t fly the craft.
The value of the Light Armor’s mobility can’t be overstated. Heavier armor types can be slow and
unwieldy whereas Light Armor is ideal for speed. Light Armor wearers have more movement options
than wearers of heavier armor. For example, when assaulting a multi-level base, Light Armor wearers
can often fly up to the roof and then drop down inside the base. Heavier armor types often can’t make
it that far and thus are forced to enter through lower portals.
Light Armor is ideal for the would-be sniper, for players trying to establish a sensor network
quickly, and for perimeter base defense. It’s also the best armor to use for snatch-and-grab tactics. For
example, you can sneak into an enemy base undetected, take the flag, and run away. Heavier armor
types may be more durable, but their lack of speed makes them unsuited for raids requiring pure
stealth and speed.
Ultimately, like every armor type, Light Armor can be used effectively in almost every situation.
The key is to become familiar with its strengths and weaknesses. That way, you instinctively capitalize
on the former, while avoiding situations that let your enemy exploit the latter.

7

8

TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

Medium Armor (Hoplite)
Speed: Medium
Protection: Moderate
Max. Weapon Load: 4
Extremes are interesting. Most players relish
the idea of being the fastest player in the
game, or carrying the biggest gun, or having
the best armor. Medium Armor offers none
of those things; it’s middle-of-the-road; it
isn’t flashy.
Medium Armor, in fact, is an excellent
armor type that’s suitable for most tasks.
Defending your base, laying down a sensor
network, and assaulting the enemy are all
perfectly feasible in Medium Armor. Let’s look at
these in turn.

Medium Armor wearers can
carry any weapon, save for
the Laser Rifle or Mortar.
They can also carry any pack.
Figure 2-2. Medium Armor provides a good mix of
speed and durability.

On defense, Medium Armor is a good choice if you plan to be fairly active. If you’re only planning on
guarding a very small, enclosed area, then go with Heavy Armor. If you plan to patrol, and lay down a
grid of Remote Turrets and Motion Sensors, the Medium Armor lets you get around faster.
On offense, groups of players in Medium Armor are a very common and potent threat. Medium
Armor is tough enough to withstand a few dings. On the other hand, it doesn’t render its wearer helplessly immobile in the face of snipers or fast, Light Armor-wearing harassers.
When laying down a network of sensors, turrets, and jammers, Medium Armor is slower than
Light Armor. However, it’s capable of carrying a Remote Inventory Station, which tends to speed
along the process of building infrastructure.
All things considered, there are very few times when you should actively avoid Medium Armor. If
you’re planning on an activity that tests the extremes of mobility or endurance, you’ll probably want
to go with Light or Heavy Armor. For example, pure snatch-and-grab commando raids and pure
sniper missions are extremely hard to accomplish without Light Armor. And defensive roles, like
blocking a corridor, standing next to a flag, or occupying a small structure all by yourself, usually
call for Heavy Armor.
Learn to use Medium Armor and respect its blend of abilities. Though it lacks the specialized
power of Light and Heavy Armor, it also lacks those armors’ glaring disadvantages.

CHAPTER 2: ARMOR & WEAPONS

9

Heavy Armor (Myrmidon)
Speed: Slow
Protection: High
Max. Weapon Load: 4
Heavy Armor is extremely tempting to the beginner. After all, it’s the
biggest armor, the toughest armor, and it can pack the most firepower.
What’s not to love?
While Heavy Armor is indeed powerful—extremely powerful when
used properly—it takes more experience to use correctly than any
other type. And while Heavy Armor can carry just about anything—
and lots of it—the armor’s extreme sluggishness makes it vulnerable
in wide-open situations.
A lone player in Heavy Armor, walking across an
open landscape, is ludicrously vulnerable to skilled players in Light or Medium Armor. The Heavy Armor
wearer can’t run or jump fast enough to avoid most
projectiles, and he or she certainly can’t pursue enemies. This allows Light or Medium-Armored foes to
fight on their own terms. They can snipe at the Heavy
Armor wearer from great distances, hide whenever it’s
convenient, and run away whenever it suits them.
Unless the Heavy Armor wearer is highly skilled with
the Mortar or the Blaster, or the enemies get too close,
the Heavy Armor wearer loses.
Wear the Heavy Armor for roles that place you in
Figure 2-3. Heavy Armor is slow, but it carries heavy
enclosed spaces and don’t require much movement. For loads and takes a beating.
example, defend a small base, or guard a flag by standing right next to it in Heavy Armor. You won’t do very well if you have to cover lots of ground.
Similarly, defending the perimeter of a base in Heavy Armor usually doesn’t work too well. Raiders in
Light Armor can usually run right past you, acquire their target, and run away while you’re lumbering to catch up.
If you wear Heavy Armor in the open field, be sure to take a friend or two along. Your pals can
spot for your Heavy Mortar with their Targeting Lasers. And they can defend you from lightly
armored foes who would otherwise pick you apart from long range. Also, if one of your comrades
has a Repair Kit, he or she can continually repair your armor. That makes you even harder to kill.
The bottom line is that Heavy Armor is extremely potent, but unless it’s in an enclosed space, it
needs support from teammates.

Weapons
Every weapon in Tribes has a use, though some weapons are clearly more specialized than others.
Learning how weapons perform and how to capitalize on their strengths, as well as avoid their weaknesses, is integral to mastering the game.

10

TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Every weapon described below has an entry called Shots to
Kill. This entry lists the number of accurate shots required with
that weapon to kill players in each of the three armor types.
(“Accurate” shots are shots that squarely hit the player, instead
of narrowly missing and causing splash damage.)
Also, every weapon has an Ammo entry, expressed as three
numbers separated by slashes. These numbers are the maximum
amounts of ammo that each armor type (Light, Medium, and
Heavy) can carry for that weapon, without an Ammo Pack.
Instead of numbers, the word “Infinite” may appear in the
Ammo entry. That means the weapon is energy-based and can
fire indefinitely, drawing power from your armor’s built-in
energy source.
Finally, if a dash (—) appears in the Ammo entry, it means
that the armor type can’t carry the weapon. So, for example, the
Laser Rifle’s Ammo columns look like this: Infinite/—/—. That’s
because Medium and Heavy Armor can’t wield the Laser Rifle.

Blaster
Shots to Kill: 4 vs. Light, 10 vs. Medium, 17 vs. Heavy
Ammo: Infinite/Infinite/Infinite
The Blaster is a commonly overlooked weapon. It’s small, it doesn’t deal
massive damage with a single shot, and it’s not too impressive to look at.
Still, the Blaster can be a highly effective weapon if used in the proper
situations.
The Blaster isn’t great at close-range combat
though it is adequate if you’re a good shot. Its chief use
is in long-range battles; its projectiles are deceptively
fast, and they fire rapidly. If you can hit with one Blaster
projectile, several more are likely to hit before your
enemy gets out of the way.

The Blaster’s energy-based power
source makes it a good backup weapon.
You’ll never run out of Blaster ammo.

Figure 2-4. The Blaster isn’t many players’ first
choice, but it’s second only to the Laser Rifle at
long range.

Players wearing Light Armor are unlikely to want
to carry the Blaster, especially if they already have the
Laser Rifle. The Laser Rifle is more powerful, its beam
covers great distances instantaneously, and it’s harder to

CHAPTER 2: ARMOR & WEAPONS
trace back to the source. The Blaster is more useful than the Laser Rifle in mid-range and close-range
combat. But at those ranges the Light Armor wearer can usually produce something better; the
Chaingun, Disk Launcher, and Plasma Gun all come to mind.
But for Medium or Heavy Armor wearers, the Blaster functions as sort of a “poor man’s” Laser
Rifle. For these armor types, it serves a vital purpose beyond sniping at unwary targets: It allows players in Medium or Heavy Armor to force the enemy to move. Without it, heavily armored players can
find themselves in the position of having no effective response when sniped at from afar by Light
Armor wearers. The Blaster fires quickly enough to force a Light Armored enemy to move and dodge.
Thus it buys time for heavier armor types to move to better ground.
Ultimately, the Blaster is a deceptively powerful weapon. It’s extremely good at picking off players
from a distance, especially when they fail to move around. And the Blaster is useful as a “brush-back”
weapon. It’s used to keep distant enemies on their toes so they can’t dig in and fire at you nonstop
from a fixed position.

Plasma Gun
Shots to Kill: 2 vs. Light, 3 vs. Medium, 4 vs. Heavy
Ammo: 25/35/50
While beginners tend to
gravitate toward powerful explosive weapons
like the Disk Launcher
and the Grenade
Launcher, make no mistake: The Plasma Gun
is also a heavy hitter.
The Plasma Gun’s projectiles aren’t as fast as
the Disk Launcher’s explosive Disks, and they
dissolve into nothingness at long range. So the
Plasma Gun is inappropriate for sniping or for
shooting at extremely nimble targets at medium
to long range.
Figure 2-5. The Plasma Gun is a heavy hitter,
On the plus side, the Plasma Gun’s projectiles
excelling at damaging heavily armored targets.
damage everything in a small radius around them.
And its rate of fire is higher than that of the similarly powered Disk Launcher. The Plasma Gun also deals excellent damage
against heavily armored targets, such as foes in Heavy Armor and stationary objects.

The Plasma Gun is one of very few weapons that’s powerful
enough to take out a Plasma Turret or Pulse Sensor by itself.
You’ll have to rapid-fire at your target for quite some time,
however, to destroy it.

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
When should you use the Plasma Gun, and when should you use another weapon? Here are a few
suggestions.
Put away the Plasma Gun when you’re firing at long-range targets.
When firing at mid-range targets, try to use the Plasma Gun against foes that are relatively sluggish. The Disk Launcher’s faster projectiles reach the mark more quickly than those of the Plasma
Gun, ensuring better accuracy.
At short to point-blank range, the Plasma Gun tends to edge out the Disk Launcher because of its
better rate of fire. You should also consider the Chaingun at that range.
Also, there’s one more thing to consider. The Disk Launcher is better than the Plasma Gun
against Light and Medium Armor. However, the Plasma Gun is absolutely great against Heavy Armor
and big, stationary objects such as Generators and Mini Fusion (Sentinel) Turrets. This makes the
Plasma Gun an excellent tool for base assaults where you’ll encounter both heavily armored defenders
and lots of stationary objects to destroy.

The Plasma Gun carries more ammo than the Disk Launcher
making it more attractive on missions where ammo shortages
are likely.

Chaingun
Shots to Kill: 5 vs. Light, 9 vs. Medium, 20 vs. Heavy
Ammo: 100/150/200
The Chaingun is a very simple weapon in the sense that it’s extremely
clear when and when not to use it. It’s an excellent addition to your arsenal,
provided that you find yourself in situations where you can put its power
to good use.
The Chaingun spews a constant stream of explosive
flechettes in the general direction it’s pointed. While
accurate at close range and medium-close range, the
Chaingun’s scattered bullets are completely ineffective
at mid to long range. The bullets travel very quickly, so
it’s not a matter of projectile speed. The problem is that
you never know where those bullets are headed. You
should therefore put away the Chaingun when facing
distant enemies, regardless of what armor they’re wearing and how fast they’re moving.
At relatively close range, however, the Chaingun
shreds through enemies in seconds flat. Nothing can
withstand a steady stream of Chaingun fire. Better yet,
Figure 2-6. The Chaingun quickly finishes off enethere’s no splash damage (as with the Plasma Gun and
mies at close range.
Disk Launcher). So you can mow down an opponent at
point-blank range with the Chaingun. Very few weapons
rival the Chaingun for short-range power.

CHAPTER 2: ARMOR & WEAPONS
Several weapons are effective at close range. Should you use the Disk Launcher, the Plasma Gun,
or the Chaingun? If you’re having trouble hitting a fast enemy with a slower-firing weapon, then the
Chaingun is a great choice. Its fast projectiles let you hose down your enemy. Just be sure to switch
weapons if you find yourself fighting at medium to long range.
Similarly, if your enemy seems to be spending more time in the air than on the ground, the
Chaingun can be a good ground-to-air weapon. (It’s almost impossible to hit a jumping enemy with
the Disk Launcher or Plasma Gun, especially if you’re on the ground.)

Bear in mind that you never want to stand flat-footed while your
opponent jumps over you. If you must stand on the ground, then
the Chaingun is good for shooting foes out of the sky. Generally
speaking though, you want to get into the sky as well, or else
you’ll be easy to hit.
The Chaingun is at its best on relatively flat, obstacle-free terrain. If there are lots of corners,
steep ridges, or other easy hiding places, your opponent can pop in and out of cover. This makes
it hard to hose him or her down with the Chaingun. Try using a single-shot weapon in these
cases instead.
Finally, if you’re skilled at staying close to the enemy while avoiding return fire, the Chaingun
is an excellent weapon. If you aren’t comfortable with fighting at extremely close range, stick with
a weapon that lets you fight from a distance. Or choose one that lets you pop in and out of cover.

Disk Launcher
Shots to Kill: 2 vs. Light, 2 vs. Medium, 5 vs. Heavy
Ammo: 15/15/15
The Disk Launcher is a standard-issue weapon.
Not only is it common, but it’s highly effective
within certain parameters.
The Disk Launcher deals very good damage,
the disks it fires travel quickly, and they explode
on impact to damage everything within a short
radius. The Disk Launcher’s reload time is
significant, however, so it can’t rapid-fire like
a Chaingun or Blaster.

Generally, if your foes are very agile
and move around a lot, aim for the
ground near their feet instead of trying for direct hits. With the Disk
Launcher, the “splash damage” from
the disks’ blast radius is almost as
good as a direct hit.

Figure 2-7. A standard-issue weapon, the Disk
Launcher is extremely versatile.

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
The Disk Launcher is a good choice for common combat tasks, but it’s poor at extremes. For
example, when extreme range separates you from the target, the Disk Launcher’s disks aren’t fast
enough against a moving enemy.
Against extremely close-range enemies, the Disk Launcher’s sluggish reload time coupled with its
splash damage make it somewhat inferior to the Chaingun. However, it can be effective if you make
the most of your jump jets and cover.
The Disk Launcher is better than the Plasma Gun against Light Armored foes. This is because its
disks travel faster than plasma, and the disks deal more damage than plasma against Light Armor.
However, the disks are significantly weaker against Heavy Armor and stationary objects. If possible,
pull out the Plasma Gun, Grenade Launcher, or Chaingun to deal with these heavier targets.
Above all else, remember that the Disk Launcher is extremely versatile, and it can be used very
effectively for most combat tasks. Even when you’re using it in a role it wasn’t designed for, you still
have a fighting chance. That’s the truest testament to the weapon’s broad range of applications.

The Disk Launcher, like many weapons, is easier to fire when
you’re jetting in the air and looking down at your enemy. Trying
to hit an enemy on your level with a Disk Launcher can be hard
because it’s difficult to get the angle just right.
Enemies standing on a hillside are also easy prey since disks
that hit the hill behind them will often damage them.

Grenade Launcher
Shots to Kill: 2 vs. Light, 2 vs. Medium, 5 vs. Heavy
Ammo: 10/10/15
The Grenade Launcher is a powerful beast. Shot for shot, no mobile weapon,
save for the Heavy Mortar, can deal out more punishment. But this vast
power comes at a price, and the Grenade Launcher is a relatively specialized
weapon in the hands of the inexperienced.
The Grenade Launcher deals great damage, and its
Grenades affect a wide radius. It’s a true “room clearing”
weapon, perfect for damaging several enemies at once or
wrecking a room full of sensitive objects. The Grenades
can also be fired fairly quickly, resulting in massive
damage over a short period of time.

Figure 2-8. It takes practice to master the Grenade
Launcher’s bouncing projectiles.

While you can destroy heavy turrets and
Pulse Sensors with the Grenade Launcher,
it takes multiple, perfect shots in rapid
succession to do so. You’ll find that the
Heavy Mortar is the only weapon that performs that task with ease.

CHAPTER 2: ARMOR & WEAPONS

15

Since Grenades fired at short range bounce around a bit before detonating, you can bounce them
into an area without actually entering that area. For example, It’s common to see players roll a
Grenade over a ridge before crossing, or bounce several Grenades around a corner before moving in.

Get into the habit of lobbing Grenades into a base’s open
doorway or down its ceiling hatch before you enter yourself.
This is a highly effective way of clearing out anyone who might
be standing in there and destroying any Remote Turrets that
have been placed nearby.
Now for the downside. Grenades are hard to use out in the open, particularly against nearby foes
in Light Armor. True, the Grenades have a big blast radius, but nimble foes can jet up into the sky (or
laterally) and evade the Grenades. Meanwhile they can pelt you with a Chaingun, Disk Launcher, or
other straight-shooting weapon.
If you become skillful enough with the Grenade Launcher, you can compensate for its deficiencies. Predicting where a jetting enemy will fall, then depositing a Grenade there, can be deadly.
Similarly, lobbing Grenades at a foe who’s standing at the bottom of a hill (where the Grenades will
bounce into his lap) can be fun. But a smart, agile enemy in Light Armor can capitalize on the
Grenades’ delayed blast and get out of the way more often than not.
Be particularly careful when using Grenades on steeply inclined terrain. Lobbing Grenades downhill at an enemy is safe, but an enemy atop a sharp ridge is nearly impossible to hit. Grenades will
simply bounce away and roll down either side of the ridge. Worse yet, if you happen to be standing on
low ground, the Grenades might bounce back at you.
The bottom line is to use the Grenade Launcher against bases, against heavy foes, and in any situation where indirect fire is an asset. Don’t use it to attack Light Armored scouts or enemies atop a
hill, or you’ll find yourself missing more often than not.

Laser Rifle
Shots to Kill: 2/2 vs. Light, 3/2 vs. Medium, 6/4 vs.
Heavy (Body/Head) Ammo: Infinite/—/—
The Laser Rifle is one of the most specialized weapons
in the game and also one of the most powerful. It’s
essentially a powerful sniper rifle, deadly at long range
but practically worthless up close.
The Laser Rifle is only available to a player in Light
Armor who’s wearing an Energy Pack. This severely
limits the roles the Laser Rifle can be used in. If you
aren’t wearing the requisite Light Armor and Energy
Pack, you’ll have to be content to use the Blaster for
extremely long-range attacks.
Assuming that you can use the Laser Rifle, it opens
up a whole new role for you: That of sniper. Snipers are
valuable both on offense and defense. On offense, they
Figure 2-9. Nothing beats the Laser Rifle for longharass and pick off defenders and clear the way for
range sniping.

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
attacks on the enemy base. On defense, they whittle down enemies before they get too close to the
friendly base. And they harass heavy foes who would otherwise park themselves up on a hilltop and
lob mortar shells onto the friendly base.

The Laser Rifle is the only weapon that rewards you for a headshot. You’ll do about 50 percent more damage if you hit your
target in the head.
The Laser Rifle is almost always used in conjunction with your armor’s built-in Image Enhancer.
Sniping is most effective against motionless or slow-moving enemies and enemies who don’t yet realize you’re there. Foes in Heavy Armor are particularly vulnerable to the Laser Rifle, due to their lack
of speed and elusiveness.
You cannot kill a perfectly healthy enemy outright with the Laser Rifle. However, you can almost
kill a lightly armored foe with one headshot—and the second shot will finish the job. Keep in mind
that the power of each shot is dependent upon how much energy you have. Firing the Laser Rifle on
low energy does little damage. Wait for full energy to efficiently and effectively use this weapon.
Use the Laser Rifle often, but recognize its weaknesses. Put it away whenever an enemy, especially
one in Light Armor, decides to charge toward you and attack at close range.

Electron Flux Gun (ELF Gun)
Shots to Kill: 25 seconds vs. Light,
25 seconds vs. Medium, 25 seconds vs. Heavy
Ammo: 17/25 /33
The Electron Flux Gun is even more specialized
than the Laser Rifle. It drains the energy from your
target—a human enemy or an employed object such
as a turret—and deals slight damage in the meantime. It also “grabs” at human enemies, preventing
them from escaping.
Since the Electron Flux Gun deals minimal damage, it’s only a good choice if you plan to use some
teamwork. For example, let’s say that you and a
friend, both in Light Armor, want to destroy a Fusion
Turret. One of you can activate a Sensor Jammer
Pack, approach the turret, and drain away its energy
supply with the Electron Flux Gun. Since the turret’s Figure 2-10. The Electron Flux Gun works best when
energy supply is used both for shooting and for
you’ve got a friend with you.
shields, the ELF Gun effectively removes both its protection and its ability to fire. That allows the second teammate to easily destroy the Fusion Turret
with a minor weapon such as a Plasma Gun or even a Disk Launcher.
Another use for the Electron Flux Gun is to ground Light Armored enemies who are flying around
and causing trouble. Sucking away their energy with the ELF Gun leaves them earthbound and less
mobile. And if you get a good enough shot in, you can effectively freeze them in place. That allows
your teammate to finish them off.

CHAPTER 2: ARMOR & WEAPONS

17

You’ll find the Electron Flux Gun very difficult to use if you’re playing commando. It’s a valuable
tool when you’re working closely with your teammates.

Heavy Mortar
Shots to Kill: 1 vs. Light, 2 vs. Medium, 2 vs. Heavy
Ammo: —/—/10
The Heavy Mortar is only available when you’re wearing
Heavy Armor; this automatically limits how often you’ll
find yourself carrying it. But if you are wearing Heavy
Armor, it’s pretty much a given that you should take the
Mortar. After all, you can carry lots of different weapons
in Heavy Armor. Why not take the most powerful
weapon available?
The Heavy Mortar has limited ammo, and its projectiles must be shot in an arc rather than a straight line.
This makes aiming at distant targets a tricky proposition, unless you’ve got a friend using a Targeting Laser
to paint the target.

If you’ve got a Heavy Mortar, you might
want to use it in conjunction with an
Ammo Pack. Otherwise, you’ll run empty
pretty quickly.

Figure 2-11. The Heavy Mortar’s damage and blast
radius is unmatched.

Since Heavy Mortar shells deal massive damage and have a huge blast radius, you’ll find that
they’re invaluable for ruining enemy bases. In fact, the Heavy Mortar is the only handheld weapon
potent enough to easily destroy heavy, emplaced objects (Sensor Towers, Plasma Turrets) without
assistance. (Lesser weapons such as the Plasma Gun and Grenade Launcher also work. But this
requires multiple perfect shots in a row from very close range, which is hard to do when you’re
being shot at.)
The Heavy Mortar’s primary use is to level heavy, emplaced objects and clear out bases, either with
or without the help of a Targeting Laser. You can also use it against individual human targets at long
range. You need to be extremely skilled to destroy moving enemies with a Heavy Mortar—assuming
that they’re actively dodging, of course. But it can be done. It’s just a question of getting to know the
Mortar well enough to accurately shell a spot without the help of the Targeting Laser. You also have
to guess where the enemy will be in a second or two. The Heavy Mortar’s wide blast radius helps with
this task, giving you occasional cheap kills even if your aim isn’t the greatest.
If you decide to shoot close-range enemies with the Heavy Mortar, aim slightly above your target.
You’ll find that shells fired at nearby targets tend to stick on the ground where they land. So you
needn’t worry about the unpredictable bouncing associated with Grenades. However, like Grenades,
Heavy Mortar shells have a short “arming” period after they’re fired. So you’ll need to wait a second
or two before the shell actually explodes if you shoot it at a nearby target. (If it weren’t for this arming period, the Heavy Mortar would be truly unmatched as a short-range weapon. And you’d never
have any reason not to use it.)

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Since you’re in Heavy Armor when you use the Mortar, and thus
can absorb more abuse than many of your foes, short-range
attacks can be very useful. This is especially true when you’re
atop a ridge or other obstacle and can quickly drop away to shield
yourself from the blast.
It takes as much practice to learn how to kill enemies at close
range with Mortar shells as it does at long range. Keep trying and
keep observing. You’ll find the Heavy Mortar incredibly potent at
any range.
Attacking an enemy at extremely close range with the Heavy Mortar is dangerous because you’re
likely to take serious damage from the blast. However, sometimes you’ll want to do this. If you’re atop
a ridge, for example, you could plant a shell on one side of the ridge and then drop off the other side.
You’ll escape the worst of the damage and perhaps take out your opponent. Or if a Light Armored foe
is about to grab your flag inside your base, you might want to bite the bullet. Just plant a shell in the
floor and endure some damage since it hurts both you and your enemy.

When a teammate uses the Targeting Laser, a line extends up
from the target. A pair of triangles dot this line. Fire at either
triangle to hit the target; the lower triangle is a “low trajectory”
path, while the higher one indicates a “high trajectory” path.
The lower path may be dangerous if you don’t have a clear
shot. The high path is seldom risky, but your shells will take
longer to reach their destination.
The most accurate way to shoot a target is to center the
crosshair with the lower tip of the triangle.

Targeting Laser
Shots to Kill: n/a
Ammo: Infinite/Infinite/Infinite
The Targeting Laser is meant
to be used as an adjunct to the
Heavy Mortar. Point at a target
and hold down the trigger, and
teammates with Heavy Mortars will see targeting triangles appear in the sky. The Targeting Laser can be used
with the Grenade Launcher as well.
Other teammates can also see the Targeting
Laser,
but
without the Mortar, it doesn’t do them much
Figure 2-12. The Targeting Laser helps your teamgood.
The
main benefit to these teammates is that they
mates use their Heavy Mortars.
can see the areas that are soon to be shelled. They can
then either avoid them or chip in to help the attack with lesser weapons.

CHAPTER 2: ARMOR & WEAPONS

19

The Targeting Laser is only valuable in specific situations. If nobody’s in position with a Heavy
Mortar to capitalize on your helpful targeting, it all goes to waste. Plus, the laser is clearly visible to
everyone, so your enemies will eventually see it and return fire. This presents problems if you’re trying to hold steady and present a nice target for your teammates.
Also, extremely good Mortar-wielders can often shoot a target without any help. Keep in mind
though, that the Targeting Laser can help even the most skilled player use the Mortar at extreme range.

Since the Targeting Laser doesn’t occupy a true weapon slot, you
should always carry one. There’s no reason not to. Then, if you
happen to be in position to help a teammate with a Mortar deal
some damage, you’ll be prepared.
If you aren’t positive you’ll get Mortar support, though, think twice before targeting an enemy.
It tends to give away your position. If you can get a clean, steady shot—especially on a stationary
human player—you’re sometimes better off using the Laser Rifle or Blaster instead.

Mines
Mines to Kill: 1 vs. Light, 2 vs. Medium, 3 vs. Heavy
Ammo: 3/3/3
Mines are potent weapons if you use them correctly.
They can also be a threat to your own team. The key is
to use them judiciously and let everyone know where
you put them.
Mines take a moment to arm themselves, during
which time they automatically drill themselves into the
ground. Be sure to get away as they do this because
once they become active, they don’t distinguish between
friend and foe. They just detonate when someone steps
too close, dealing massive damage. If a Light Armor
lands directly on a mine, he will die.
The most common use of mines is to plant them
around a flag you wish to defend. You should confine
Figure 2-13. Mines automatically burrow into the
the mining to very clearly defined areas. If you sprinkle
ground, just seconds after you drop them.
them around your base, seemingly at random, your
teammates will be the most likely victims. Tell your
team when you’re mining, and make it clear where
you’re dropping the mines.
Mines are hard to use in combat situations, mainly because your opponent tends to see you drop
them. If you’re particularly clever though, and your opponent doesn’t see you drop them, you can
place a couple in mid-fight and try to lure your opponent over them.

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

Grenades
Shots to Kill: 2 vs. Light, 2 vs. Medium, 5 vs. Heavy
Ammo: 5/6/8

Figure 2-14. Hold down the button longer to deliver
Grenades at longer distances.

Grenades are similar to those lobbed by a Grenade
Launcher, save that they’re fractionally less potent, and
they don’t have the same long-range delivery. Instead,
they’re tossed a few feet in front of you—more or less
depending on how long you hold down the button
before releasing it.
Grenades can be used to supplement your standard
weapons, but it’s awfully hard to keep track of anything
but your primary weapon in combat. Instead, you’ll
probably find yourself using them most often in catand-mouse situations. These occur when you and an
opponent are fighting in an enclosed area, such as a
base. In such cases, you can often flush out the enemy
(or deal some damage) with a Grenade. Just slip one
around a corner, down a hole, or into the middle of a
room you suspect your enemy is standing in.

In-Depth Weapon Comparison
We’ll end the chapter with some hard numbers on weapon damage. These come in the form of four
tables, which we’ll explain in a moment.
Included in these tables are damage ratings for turrets, and for the rockets fired from the Scout
Flier. Read these tables to get a sense of how much damage each weapon does, and how protective
each armor type is against various weapon types.

Basic Damage
The following table shows basic damage for each weapon. Basic damage is sort of a “raw damage”
number that indicates the overall power of the weapon. It’s expressed as a percentage. So for example,
the Disk Launcher has a basic damage rating of 50 percent. That means that a direct disk hit will take
away 50 percent of some enemies’ health.
Basic damage doesn’t tell the whole story, however. Keep reading, and you’ll find that different
armor types absorb different amounts of damage.

CHAPTER 2: ARMOR & WEAPONS
Table 2-1. Basic Damage
WEAPON
Mortar Turret
Mortar
Flyer Rocket
Missile Turret
Disk Launcher
Grenade
Plasma Gun
Laser Rifle
Fusion Turret
Chaingun
Remote Turret
Blaster
ELF Turret (Seconds)
ELF (Seconds)

BASIC DAMAGE %
132
100
50
50
50
40
45
42
25
11
10
12
6
4

Note that most weapons’ damage drops off at
long range. In particular, energy weapons like
the Plasma Gun and the Fusion Turret become
extremely weak at extreme range. The Laser
Rifle is one of the few weapons that doesn’t
have any long-range penalties.
Also, note that you’ll score extra damage
if you hit an enemy in the head with the Laser
Rifle—approximately 50 percent more. This
isn’t true of other weapons, so don’t bother
going for tricky head shots when using them.

Armor Modifiers
A weapon’s basic damage doesn’t tell the whole story. Different armor types absorb different amounts
of damage.
Generally speaking, heavier armor absorbs more damage than lighter armor. Refer to the following table to see what percentage of each weapon’s basic damage gets through each type of armor.

Table 2-2. Armor Modifiers
WEAPON
Blaster
Remote Turret
Fusion Turret
Mortar
Mortar Turret
Grenade
Chaingun
Plasma Gun
Disk Launcher
Flyer Rocket
Missile Turret
ELF (Seconds)
ELF Turret (Seconds)
Laser

LIGHT %
130
130
130
130
130
120
120
100
100
100
100
100
100
100

MEDIUM %
100
100
100
100
100
100
100
100
100
100
100
100
100
100

HEAVY %
70
70
70
70
70
80
60
80
60
60
60
100
100
60

21

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

Modified Damage Percentage
If you take each weapon’s basic damage and modify it by each armor type’s armor modifier, and divide
into the base damage for each armor, you get Modified Damage Percentage. This is the truest measure of a weapon’s damage, showing exactly what percentage of a player’s health is taken away with a
direct shot from each weapon.

Table 2-3. Modified Damage Percentage
WEAPON
Mortar Turret

LIGHT %
260

MEDIUM %
132

HEAVY %
70

Mortar

196

100

53

Disk Launcher

75

50

22

Flyer Rocket

75

50

22

Missile Turret

75

50

22

Grenade

72

50

24

Plasma Gun

68

45

27

Laser Rifle*

63(95)

42(63)

19(28)

Fusion Turret

49

25

13

Blaster

25

10

6

Remote Turret

20

10

5

Chaingun

20

11

5

ELF Turret (Seconds)

6

6

6

ELF (Seconds)

4

4

4

*Damage in parenthesis refers to head shots.

Shots to Kill
Our last table is Accurate Shots to Kill an Enemy. This is merely another way of presenting the data
from the Modified Damage Percentage table, showing how many perfect shots it takes to kill an
enemy with each weapon.
As always, bear in mind that indirect shots deal less damage than direct hits, and head shots do
extra damage when using a Laser Rifle. Also, note that players can use all sorts of tools (such as
Shield Packs, Repair Packs and Repair Kits) to heal themselves in midbattle. So you can’t always

CHAPTER 2: ARMOR & WEAPONS
count on killing an enemy in the exact number of shots listed here.

Table 2-4. Accurate Shots to Kill an Enemy
WEAPON
Chaingun

LIGHT
5

MEDIUM
9

HEAVY
20

Fusion Turret

3

4

8

Remote Turret

5

10

20

Blaster

4

10

17

Plasma Gun

2

3

4

Disk Launcher

2

2

5

Grenade

2

2

5

Mortar

1

1

2

Mortar Turret

1

2

2

Flyer Rocket

2

2

5

Missile Turret

2

2

5

ELF (Seconds)

25

25

25

ELF Turret (Seconds) 16.67

16.67

16.67

Laser Rifle*

3(2)

6(4)

2(2)

*Damage in parenthesis refers to head shots.

23

3
Packs & Items

A

rmor and weapons aren’t the only items you can wear or carry in Tribes. Players can also
wear packs, which provide a vast array of benefits. Also, each player can carry a limited
number of miscellaneous items, which perform useful support functions.
Never underestimate the value of packs and miscellaneous items. Though they may not initially
seem as crucial as armor and weapons, these items often mean the difference between life and death.

Packs
You can wear exactly one pack at any given time. Assuming that you’re playing a mission where
Inventory Stations are readily available, there’s absolutely no reason not to be wearing a pack at all
times. They’re so useful that you’ll be at a huge disadvantage without one.
Just as you should select appropriate armor and weapons, you should select a pack that’ll make a
direct impact on your ability to achieve your goal.

Permanents
Permanent packs are worn until you get killed, drop them, or buy a different pack. They never get
“used up.” However, packs that derive power from your armor’s energy cell will turn themselves off
automatically when the power runs out.
Some packs are constantly in effect while others need to be turned on when you want to use them.

AMMO PACK
The Ammo Pack increases the total amount of ammo you can carry. It
requires no energy to operate. If you drop the pack, excess ammo is dropped
as well.
The Ammo Pack is a poor choice if you’re using lots of weapons that
operate on energy, such as the Blaster, ELF Gun, and Laser Rifle. Also, it’s
not typically a pack you’ll want to select if you’re wearing Light Armor. This

CHAPTER 3: PACKS & ITEMS

25

is because you probably won’t need tons of ammo if you’re in Light Armor. And you’re likely to benefit more from an Energy Pack or a Jammer Pack.
However, the Ammo Pack really comes into its own if you’re in Heavy Armor and wielding a Heavy
Mortar. This weapon is unbelievably powerful but short on ammo, so any extra ammo you can carry
will make it that much more potent.
Even if you don’t have a Heavy Mortar, the Ammo Pack can be valuable. Use it in situations where
you anticipate a great need for ammo (e.g. perhaps you’re going to shell a base with tons of
Grenades). But only do so if you won’t benefit more from a different pack.

ENERGY PACK
The Energy Pack increases the recharge rate of your
armor’s energy cell. It can benefit any armor type
because it allows players to use their jump jets more
often. Thus, they can traverse difficult terrain with
greater mobility and elusiveness.
The Energy Pack is required if you want to use the
Laser Rifle. The Energy Pack also makes Light Armor
super-maneuverable. Therefore, Light Armor wearers
are the most common users of the Energy Pack. But
again, any armor type can benefit from the added mobility of the Energy Pack.
Energy weapons like the Laser Rifle or the Blaster
benefit greatly from the Energy Pack, because the faster
your energy recharges, the faster you can fire. Be sure
to take at least one energy weapon so you can capitalize
on the increased rate of fire allowed by the Energy Pack.
Most often, you’ll find yourself using the Energy
Pack when you’re playing the role of sniper or base
raider. As a sniper, you’ll need the Energy Pack for the
Laser Rifle. As a base raider, you can use it to speed your
entrance and getaway. You’ll also enjoy the ability to
jump higher than usual, often allowing you to enter
bases from heights that would otherwise be impossible.

Fig. 3-1. Energy Packs enable you to use the Laser
Rifle and to jump extremely high.

Be sure to switch to a non-energy weapon if you want to stay
mobile in combat. Even with the Energy Pack, using a Blaster
or Laser Rifle in combat leaves you with very little energy left
for jumping.

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SHIELD PACK
The Shield Pack absorbs damage, but at a cost of energy. It
slowly drains your energy supply while active, so you can’t
leave it on indefinitely. Also,
each hit absorbed by the Shield
Pack drains extra energy, so the
more you get shot, the faster
it’ll turn itself off.
The Shield Pack can help
anyone absorb more damage, but it tends to be
most useful to players in Heavy Armor. This is
Fig. 3-2. This Heavy Armor wearer has an active
because players in Light and Medium Armor are
Shield Pack. You can tell because the Shield glimmuch more likely to do lots of jetting during com- mers faintly whenever he’s hit.
bat. This reduces the energy available to power the
Shield. Players in Heavy Armor don’t benefit as much from jetting extensively in combat—after all,
they can only get a few meters off the ground. So it’s often better to just ignore the jets and use the
Shields to absorb damage.
Also, the Shield Pack is at its best in enclosed areas, which is where players in Heavy Armor are
likely to spend the most time. That’s because maneuverability is limited indoors, and you can’t always
avoid damage. So it’s better to just absorb damage with the Shield Pack than to try to avoid it.

JAMMER PACK
The Jammer Pack is a powerful tool in the right hands. When activated, it
blocks you from enemy Pulse Sensors. And avoiding detection by the enemy
is key to success in Tribes. If
you are detected, you’ll appear
on enemy Commander Screens,
and a red triangle will appear
over your head on enemy
HUDs. So you’ll be marked as
an easy target.
The Jammer Pack hides you from Pulse Sensors and
Remote Pulse Sensors. But it cannot shield you from
Motion Detectors, Cameras, and visual detection by
enemy players. The pack doesn’t make you invisible,
therefore. But since Pulse Sensors affect a vast area and
are the most commonly used sensors, you’ll be much
Fig. 3-3. This Remote Turret won’t shoot at the
less noticeable when wearing this pack.
player because he’s currently using a Sensor
The Jammer Pack can be used effectively by any
Jammer Pack.
armor type, but Light Armor is the most common user.
(It’s hard to be stealthy in Heavy Armor!) A player in
Light Armor can hide behind terrain features, then use the Jammer Pack when crossing areas where
he or she is exposed to radar. Then that player can use the Light Armor’s speed to quickly infiltrate
the enemy base.

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27

The question you must ask yourself before taking the Jammer Pack is, “Do I need this thing?” The
answer depends on the map and the sort of defenses you’re facing. If the enemy base is riddled with
turrets, and there’s not much cover leading up to it, then yes, you should have the Jammer Pack. On
the other hand, if the enemy base has lots of hilly terrain around it, you can often sneak up without
the Jammer Pack. Also, if your target has lots of vigilant human defenders, you’ll probably be seen
despite the pack.

It’s important to understand that pure stealth will only get you so
far. Once you’ve grabbed the enemy flag or started to destroy parts
of the enemy base, you’ll be detected regardless of the Jammer
Pack. If you think you can make it to the base without the jammer,
you might be better off with an Energy Pack. That way, you can
beat a hasty retreat once you’re detected.

REPAIR PACK
It’s tempting to take a Repair Pack
all the time. The lure of constant
repairs, after all, is strong: Nobody
wants to run back to base every
time they get shot up. And indeed,
the Repair Pack is a solid choice for
any armor type. It allows you to
repair yourself, or a teammate,
between battles. And it also allows
you to repair turrets, sensors, and other crucial objects.
Bear in mind, though, that the Repair Pack doesn’t
Fig. 3-4. The Repair Pack can be used to repair
help you much during a battle unless you’re fighting an damaged objects and teammates, as well as simply
enemy who’s slower than you. Then you can effectively
heal yourself.
run away while healing yourself. Usually, healing yourself in midbattle is tempting but a bad idea: The minute you stop returning fire, you stop pressing
your opponent, and he or she will get better shots at you.
The Repair Pack is more useful in heavier armor since you’re more likely to take serious damage
but still survive a combat in Heavy Armor. In Light Armor, you should instead strive to avoid being
damaged in the first place.
If you’re in a large group, it’s great if at least one player has a Repair Pack and can heal the others
when they’re injured.
Also, take the Repair Pack if you suspect you’ll need to fix turrets or other useful objects.

Deployables
Deployables provide no benefit until they’re dropped on the ground. Then they become something
useful: A Remote Inventory Station, a Remote Pulse Sensor, a Remote Jammer…you name it.
The beginner often dismisses the power of deployables, instead favoring the boost to combat ability
provided by permanents. But deployables are used to build an infrastructure of Inventory Stations, sensors, and turrets that aids your entire team. These items are extremely powerful! Don’t dismiss them.

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REMOTE PULSE SENSOR
The more you play the game, the more you’ll realize how important your team’s sensor network is.
There are too many players in the average game for you to just guess where they all are. So you’ll rely
on the sensor network to give you clues about where enemies are located and what
they’re up to.
The Remote Pulse Sensor extends your team’s sensor range. Like all Pulse
Sensors, it works on a line-of-sight basis. So a Remote Pulse Sensor placed on the
crest of a hill will see much more of the terrain than one placed deep in a valley.
Of course, a Remote Pulse Sensor is more likely to be seen and destroyed on a
hilltop than in a valley. Therefore, you must strike a balance between visibility
and effectiveness.
You can see the radius of effect of a Remote Pulse Sensor by looking at the map
in the Commander Screen. Bear in mind that Remote Pulse Sensors are subject to jamming just like
big Pulse Sensors, so there may be unseen enemies within that radius. These enemies may be using
jammers, or they may be hidden behind terrain features so the Remote Pulse Sensor can’t see them.
The bottom line is that it’s extremely valuable to have a network of sensors scattered across the
map. And the Remote Pulse Sensor, with its wide area of detection, is the best choice for covering vast
tracts of ground.

REMOTE MOTION SENSOR
The Remote Motion Sensor, like a Remote Pulse Sensor, detects enemies and adds
them to your team’s sensor network.
The Remote Motion Sensor has a much smaller effective radius than the
Remote Pulse Sensor, and it cannot detect enemies that are perfectly stationary.
They must be moving to be seen.
Despite these drawbacks, the Motion Sensor has several qualities that make it
absolutely invaluable. First, unlike a Pulse Sensor, the Motion Sensor cannot be
jammed. Furthermore, the Motion sensor does not need a line of sight with the
target to “see” it. So you can put it next to a wall, and it will “see” an enemy that’s
on the other side of the wall. Remember, though, the
enemy must be within its effective radius.
The value of these qualities can’t be overstated.
Since Remote Motion Sensors can’t be jammed, you can
use them to protect any area from enemies trying to
use jammers and stealth tactics. Furthermore, since
they can see through walls, hills, ceilings, and floors,
you can stick them in small nooks and crannies. There,
the enemy is unlikely to see them—and thus, unlikely
to destroy them.
Because of the Remote Motion Sensor’s small effective radius, you probably won’t have enough time to
cover the map with them. Instead of using them to blanFig. 3-5. Since Remote Motion Sensors can see
ket the map (which is a job for Remote Pulse Sensors),
through walls and other obstacles, you can place
you should place them in highly important locales. Put
them in highly shielded areas.
them near your base, near turrets, and near crucial
spots such as towers.

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29

Place a Remote Motion Sensor near a Plasma Turret or any other
emplaced defense. Enemies with Sensor Jammer Packs will often
decide to walk right past the turret, thinking that their pack will
prevent the turret from seeing them. But the Motion Sensor will
pick them up, and the turret will hose them down.

REMOTE JAMMER
The Remote Jammer is an antisensor device. Deploy it, and it’ll
blanket a small radius with antiPulse Sensor protection. This protection depends on line-of-sight,
so you can’t place a Remote
Jammer on one side of a hill and
expect it to protect something on
the other side.
Like Jammer Packs, Remote Jammers offer protection from Pulse Sensors, but not from Remote Motion
Fig. 3-6. Remote Jammers are often used to conceal
Sensors, Cameras, or visual detection.
Remote Inventory Stations secretly placed near
Since Remote Jammers don’t appear on the enemy’s
enemy bases.
sensor network unless an enemy visually spots them,
they’re largely invisible. Often, the enemies won’t have
any idea that there’s a jammer somewhere inside their sensor range, interfering with their ability to
detect enemies.
You might want to consider laying a few Remote Jammers in key locations, rather than always
wearing a Jammer Pack. If you get enough Remote Jammers placed, you can enjoy the benefits of
jamming and still be free to carry a different pack—one that’ll help you with combat.

REMOTE TURRET
Remote Turrets (also known as
Claptraps) are fragile and have
limited range, but they deal great
damage quickly. And they have a
built-in, short-range Pulse Sensor
that lets them fire automatically at
any enemy who gets too close.
Only players wearing Medium
or Heavy Armor can carry the
Remote Turret. When they do, they’ll notice a significant difference in their speed and jumping ability. The
Turret is heavy and tends to weigh players down. The
Remote Inventory Station is the only other pack that
weighs this much.

Fig. 3-7. Once they lock onto you, Remote Turrets
will finish you off quickly.

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Remote Turrets generate an interference field, so there’s a limit to how many you can place in a
given area. You’ll find that you’re forced to spread them out somewhat.
A wide network of Remote Turrets and various sensors makes your base awfully hard to attack.
Also, Remote Turrets placed out in the open or at clever places inside a base can lay unsuspecting
enemies low very quickly.
It’s strongly recommended that you use Remote Turrets to defend crucial areas, including your
base. Later chapters provide detailed advice on getting the most out of these important items.

Remote Camera
The Remote Camera only detects enemies within a small range, and it must be
pointed more or less toward those enemies to see them. This makes it a poor substitute for Remote Pulse Sensors if you’re trying to cover a large outdoor area.
However, the Remote Camera has certain unique benefits.
First, the Remote Camera cannot be jammed. Also, unlike a Motion Sensor,
the Remote Camera can see a player regardless of whether he or she is moving.
Add these two qualities up, and you’ll realize that the Remote Camera cannot be
foiled. If a player gets close enough, and the Camera is pointing in the right direction, it will always see and add the player to the sensor network.
Also, unlike other sensors, Remote Cameras can—
and should—be stuck onto any surface. Ceilings, walls,
and sheer slopes can all hold Remote Cameras. This
allows you to place them in spots where enemies aren’t
likely to see and destroy them. Whenever possible, you
should jet up to the ceiling and stick cameras up there,
where they’re almost never noticed.
Finally, Cameras can be controlled from the
Controllable Objects List of the Commander Screen.
Just select a Camera from this list. Then you can look
through its eyes, rotating it to a new direction and even
zooming in with the Image Enhancer.
The best places to position Cameras are inside bases,
Fig. 3-8. Place Remote Cameras on walls and ceilon high vantage points, and near turrets. Cameras in
ings where your enemies will never suspect them.
friendly bases are ideal for spotting enemies for turrets.
Cameras in enemy bases allow you to see exactly what
the enemy is up to. And Cameras on tall vantage points allow you to see what’s going on in remote
parts of the map. Just take a second to access them from the Commander Screen.

After placing a Camera, be sure to access it from the Commander
Screen and rotate its view until it’s looking in the direction you
want. For example, aim it down a hallway that enemies tend to
enter your base through. Then, return to the Commander Screen
or your HUD view. The Camera will stay focused in the direction
you left it.

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31

REMOTE INVENTORY AND AMMO STATIONS
These deployables can only be carried by a Tribesman in Medium or Heavy Armor.
As with Remote Turrets, the Remote Inventory Pack is so heavy that it affects
jumping ability and maneuverability when carried. The Remote Ammo Station
confers no such penalty.
When deployed, these packs create miniature versions of full-sized Inventory
and Ammo Stations. There are two main differences between these packs and their
full-sized counterparts, however. These stations have
limited energy (and thus will run dry after enough purchases). And you can’t purchase armor from Remote
Inventory Stations—you need to visit a full-sized station
for that.
Remote Inventory Stations are among the most crucial items in the game while Remote Ammo Stations are
useful but limited. Remote Inventory Stations are usually preferable. Not only do they provide weapons, packs,
and miscellaneous items, but they also restore players’
health (something the Ammo Stations can’t do). And
they can replenish ammo just like a Remote Ammo
Station. If you’re going to go through the trouble of
lugging a Remote Station out into the field, therefore,
Fig. 3-9. Remote Inventory Stations are crucial to
make it an Inventory Station. Only use a Remote Ammo efficient play.
Station if you physically can’t get where you want to go
with a Remote Inventory Station. Or if you need to get
somewhere faster than the Remote Inventory Station will allow, use a Remote Ammo Station instead.
Think of Remote Inventory Stations as miniature bases. They can be used to supplement full-sized
Inventory Stations in bases where Inventory Stations are in short supply. And they can be dropped
anywhere to create an instant staging area for attack on enemy territory. We’ll discuss them at length
in later chapters.
For now, just be aware that great players often make heavy use of Remote Inventory Stations.

Miscellaneous Items
Miscellaneous items cover a wide range of functions. All miscellaneous items, save for the Repair
Patch, may be purchased at an Inventory Station. You can carry a finite number of miscellaneous
items, but carrying one doesn’t prevent you from taking another. For example, you can carry a Repair
Kit and your maximum load of Target Beacons, and your maximum load of Mines and Grenades.
There’s no good reason not to take all available miscellaneous items every time you visit an
Inventory Station. They’re cheap, they can be carried in addition to weapons and
packs, and they sometimes come in handy. Make them a part of your Favorites list.

Repair Patch
Repair Patches cannot be purchased or carried. They’re found lying on the ground
in certain deathmatch-style missions. Just run across them to restore a percentage
of your armor.

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Repair Kit
Repair Kits are available at Inventory Stations, though you can only carry one at a
time. Like the Repair Patch, the Repair Kit fixes a percentage of your armor.
Always carry a Repair Kit if possible, and get into the habit of automatically
pressing the key to activate it whenever you’ve taken significant damage.
Beginners often forget to use their Repair Kits. This not only makes them easier
to kill, but their opponents get to collect their unused Repair Kits from the
ground after killing them! Don’t let this happen to you. Always carry a Repair Kit,
and always use it.

Target Beacons
Target Beacons create a target for your teammates, much as a Targeting
Laser does. These items are often overlooked, but are actually quite powerful.
You have to actually be next to
the target in order to use the
Beacon effectively, which often
requires you to enter a highly
risky area. However, there’s a
real benefit to being able to paint a target with a Beacon
and then immediately run away. It’s better than standing in place for a prolonged period of time, pointing the
Targeting Laser at your objective, and hoping you don’t
get shot.
Learn to drop Target Beacons near enemy fortifications to take them out quickly, and in enemy bases—
especially if you’re about to get killed anyway. But be
sure to clear out after dropping them because standing
Fig. 3-10. Target Beacons present teammates with
near a Beacon you’ve just dropped is a recipe for disaster.
the same visual information as a Targeting Laser.

Target Beacons are fragile, so don’t expect them to stick around.
They get destroyed after being hit with a single mortar shell—or
even a single shot from a lesser weapon.

CHAPTER 3: PACKS & ITEMS

Grenades and Mines
We discussed Grenades and Mines in Chapter 2, but they’re counted as miscellaneous items as far as
inventory is concerned. That means you can carry them around for “free,” and they don’t take up
room that’s reserved for other weapons. Be sure to buy them whenever you visit an Inventory Station!

Summary
It’ll take time for you to learn how to get the most out of packs and miscellaneous items. Be sure to
experiment with different packs in different situations. And try to remember to use Mines and
Grenades to supplement your already formidable arsenal.
Both packs and miscellaneous items can give you a tremendous boost if you use them properly.
It’s often enough of a boost to move you from mediocrity to excellence.

33

4
Turrets, Sensors,
and Vehicles

T

he Tribes landscape is dotted with significant features. Understanding these features is
absolutely vital to becoming a good player. You need to know how a Pulse Sensor works,
how damaging a Fusion Turret is, and what causes a Missile Turret to fire at you. Otherwise,
you’re going to have a rough, confusing, and frustrating experience.
This chapter discusses turrets, sensors, vehicles—essentially, anything that isn’t a player or an
inactive part of the landscape. Instead of organizing features by category, you’ll find them organized
by where you’ll find them, either outdoors or indoors. A small section at the chapter’s end discusses
vehicles separately as they require a bit of extra explanation.

Exterior Features
The great outdoors is a dangerous place in Tribes. It’s virtually crawling with enemies, some obvious
and some not so obvious. A key to survival is to understand the non-human threats you’ll encounter,
so you won’t be constantly laid low by forces beyond your comprehension.
Note that we aren’t covering everything located outdoors in the following pages—just mechanical
and electronic threats. Furthermore, note that certain packs can be deployed both outside and inside,
and you’ll encounter them frequently, in addition to the threats mentioned here. Refer back to
Chapter 3 for more information on these objects, which are often just miniature versions of the features discussed in this chapter.

CHAPTER 4: TURRETS, SENSORS, & VEHICLES

35

Base
Though a base isn’t so much an object as a collection of
objects, we’ll discuss bases here because they’re so
important to the game.
A base is simply a collection of fortifications and
resources. For example, the typical base is a walled or
enclosed structure that possesses several turrets for
defense. It offers crucial resources such as Inventory
Stations, Command Stations, and Ammo Stations. It
possesses one or more entrances, but if those entrances
are properly
defended, a base is a
Fig. 4-1. Bases come in a variety of different shapes
tough nut to crack.
and sizes. Some of them, like this one, even float.
Most bases have
Generators located in
them. If a base has Generators, all (or most) of its mechanical assets
(turrets, elevators, Pulse Sensors, Inventory Stations, etc.) are powered by those Generators. If the Generators are destroyed, the base’s
mechanical assets are rendered useless until they’re repaired.
Your base is always vital, but in some missions, it’s more vital
than in others. For example, in a Capture the Flag style game,
each base has a flag that must be captured. Then it must be
touched to the opposing flag (also located in a base). These missions require strong base defense because the base is likely to be
under constant assault.
Other missions don’t emphasize bases. For example, you may
have a mission where the sole object is to maintain control of
three neutral towers in the middle of the map. This mission doesn’t call for you to defend your base
that much—those three towers are the center of attention instead.
Even if bases aren’t the focal point of a mission,
they’re strategically important. If your base gets invaded
and destroyed, your team will have to waste valuable
time and effort on repairs. This is extremely distracting.
Therefore, it’s always a good idea to defend your base.
If you happen upon an enemy base, be advised that
you usually can’t just rush in, commando-style, and
wreck it. You’ll have to employ cunning stealth tactics,
blazing speed, or massive firepower to deal significant
harm to a base. This usually means attacking with
friends.

Tower
Towers are usually neutral. That means there’s a square,
rotating “trigger” block in the center that any team
member can touch, thus claiming the tower for his or

Fig. 4-2. Towers, like bases, come in a variety of
shapes and sizes. Towers usually have a “trigger”
block that you can touch to claim them for your team.

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her team. Control of towers can change hands many times during a mission. (Some towers in certain
missions don’t have a trigger block; like bases, they belong to one side or the other.)
When teammates are killed, they tend to reappear near your team’s base. Since towers are usually
considered neutral, teammates won’t often reappear there.

Towers don’t always look like towers. Some towers, for example,
look more like dugouts or bunkers.
When we use the term “tower,” we’re referring to any fortified
outpost, with turrets or other useful features that can change
hands during a mission.
While typically smaller and less fortified than bases, towers sometimes possess the same amenities, such as Inventory Stations and various turrets. However, towers are usually located in territory
that’s “up for grabs.” Towers do act as respawn points for the team that owns them.
When a team takes control of a tower, it takes control of the tower’s turrets, stations, and other
amenities. This often poses a challenge: When taking control of an enemy tower, should you leave its
assets intact, preserving them for your team’s later use? Or should you destroy them so that your
attack on the tower is easier? The former technique makes the tower easier to defend from counterattack. But it makes your assault on the tower that much more difficult. The latter technique is sometimes the only way to proceed.
Don’t bother rebuilding a tower’s defenses unless you plan to keep enough teammates around to
defend it. There’s nothing worse than fully repairing a tower, only to have it fall to the enemy.

Pulse Sensor

Fig. 4-3. Pulse Sensors are crucial resources. If
they’re knocked out, it’s hard to figure out where the
enemy is.

Pulse Sensors are your team’s
primary sensors. They’re big,
rotating dishes that cover a vast
radius with their radar-like
vision. Enemies and enemy
objects in the Pulse Sensor’s
field of view are added to your
team’s sensor network.
Pulse Sensors operate on line-of-sight and thus cannot “see” things located behind walls or ridges. If you’re
ever in doubt as to whether a Pulse Sensor can see you,
just think of it as a big set of eyes. If you’re in a position
where you can see it, and you’re within its effective
range, then it can assuredly see you. If you can’t see it,
then it probably can’t see you either. Use the sensor indicator on the HUD. Red means you’ve been spotted, and
green means you have not been spotted.

CHAPTER 4: TURRETS, SENSORS, & VEHICLES
You should always try to keep your team’s Pulse Sensors in good
repair. In addition to letting your teammates see enemy positions,
Pulse Sensors help your turrets see enemies. (More on this later,
in Chapter 6.)
Like turrets, Pulse Sensors have a built-in energy supply that’s constantly being replenished. This
energy supply is just like the energy cell built into every player’s armor. Whereas a suit of armor’s
energy cell powers jump jets and certain weapons, the Pulse Sensor’s energy goes into Shields. To
destroy the Pulse Sensor, you need to knock down those Shields first.
If you fire at a Pulse Sensor that has active Shields, you’ll see a brief flash as your weapon fire hits
them. Your weapons deal absolutely no damage to a Pulse Sensor until its Shields are knocked down.
Unfortunately for you, those Shields replenish themselves at a very fast rate. In fact, unloading your
weapon into a Pulse Sensor as quickly as possible probably won’t wear down the Shields enough to do
any damage.
There are two answers to this dilemma. Fire at the Pulse Sensor with a weapon strong enough to
destroy it (Heavy Mortar, preferably, though the Plasma Gun and Grenade Launcher can do the job).
Or have multiple teammates fire at it simultaneously (the ELF Gun is ideal for this task). Remember,
though, those Shields never stop recharging! You have to destroy a Pulse Sensor with a constant
stream of fire. If you fire, pause, then fire again 10 seconds later, the Shields will have completely
recovered from the first shot, and you’ll never get anywhere.

Once the Pulse Sensor’s Shields are knocked down, it can be
destroyed quickly. The only way to fix it, then, is to get close and
use a Repair Pack on it.
The other way to take down a Pulse Sensor is to destroy the Generator that powers it. Be advised,
however, that some maps have Pulse Sensors with Generators that you can’t access. In these cases, a
direct attack on the Pulse Sensor is your only recourse.

The same rule holds true for turrets: If they have visible
Generators, you can destroy the Generators to temporarily disable
them. If not, then you have to take out the turrets themselves to
render them completely useless.

Fusion Turret
The Fusion Turret is a massive beast. It fires balls of plasma that travel slowly but
pack a big punch. Get hit with a couple of these, and it’s curtains for you.

The damage of the plasma, like that of almost every
weapon, decreases with range.

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The Fusion Turret has excellent range. Despite this
fact, it only fires at enemies within a fairly limited
radius—even if those targets are detected by your team’s
sensor network. You can rectify this shortcoming by
manually taking control of the Fusion Turret with a
Command Station. However, you’ll find that its projectiles move slowly enough that it’s very hard to hit distant, moving targets.
When should you take control of a Fusion Turret,
and when should you leave it alone? The Fusion Turret
doesn’t always take advantage of its range. So it’s sometimes to your advantage to take control of it manually if
there are multiple targets hovering at long range. You
Fig. 4-4. Fusion Turrets fire projectiles that are slow
probably won’t kill many targets if they don’t come
but very deadly at close range.
closer, but you might catch a few off guard. And you can
use the Fusion Turret to harass enemies that would otherwise plant themselves on a hilltop and shell your base with mortar fire. There’s value in keeping
such enemies on their toes; leave them alone, and they’ll pick your base apart.
At close range, however, the Fusion Turret usually holds its own without your intervention.
Whenever enemies approach the turret at close range, you’re often better off allowing it to fight its
own battles.
As with all turrets, you can render the Fusion Turret temporarily useless in one of three ways.
The first and most direct approach is to destroy it with weapons fire. Note that the same energy that
powers the Fusion Turret’s Shields also powers its plasma shots. Therefore, the turret won’t be able
to shoot back after you’ve damaged it beyond a certain point. This is also true with other turrets.
The second way to disable the Fusion Turret is to destroy the Generator that powers it. Again,
you should note that while some turrets have Generators, others have “implied” Generators that
theoretically exist somewhere, but aren’t accessible. For these turrets, cutting off the power source
is not an option.

ELF Turret
The ELF Turret works like a larger version of the Electron Flux Gun. It sucks
energy out of its target while dealing moderate damage. This Turret can’t
always be counted on to kill enemies. But it does render them incapable of
using Jump Jets or other energy-based devices for a short time, leaving them
vulnerable to defenders.

CHAPTER 4: TURRETS, SENSORS, & VEHICLES

39

The ELF Turret is a short-range weapon, and
it’s highly effective within that range. There’s usually little value in taking control of this type of
turret as it does a good job all by itself.
You can destroy or evade the ELF Turret using
the methods outlined under Fusion Turret:
Destroy the ELF Turret directly, destroy a
Generator powering it, or simply stay off the
enemy sensor network.

Missile Turret
Missile Turrets are highly
unique. They fire energyFig. 4-5. The ELF Turret sucks the energy out of
seeking missiles that deal
enemies at medium to close range and deals twice
great damage. These missiles as much damage as the ELF Gun.
home in on their target, so
the Missile Turret is extremely accurate at long range.
With all these assets, the Missile Turret naturally has a few limitations as
well. The main limitation is that it won’t automatically fire at anything picked up
by the sensor network. Its target must not only be visible on the sensor network, but also using jump jets,
or flying in a vehicle. (Both jump jets and vehicles
produce great amounts of energy, which in turn alerts
the Missile Turret to enemy presence.)
Thus, while getting shot by a Missile Turret is
nasty, you can walk right past an unmanned Missile
Turret and it won’t fire at you. Just remember not to
use your jump jets or fly past it in a vehicle.
Of course, enemy players can take control of a
Missile Turret with a Command Station. If this happens, they can shoot at anything, even players not
using jump jets. The missiles still home in on their
Fig. 4-6. Missile Turrets’ homing missiles are
target, so they’re extremely deadly. However, if the tarextremely potent and accurate at extreme range.
get is not jetting the missile tracking is less accurate.
The Missile Turret’s missiles lock onto the closest
energy source they’re fired at, regardless of team affiliation. So it’s easy for a player in manual control
of a Missile Turret to kill his or her teammates. Exercise caution, and don’t aim into a crowd if your
teammates are amidst it.
You can destroy, disable, or evade Missile Turrets in any of the usual ways. And as we just discussed, you can avoid confrontations with Missile Turrets by staying on the ground—provided that a
human player isn’t manning it. Also, you can sometimes avoid a missile that’s already been fired at
you by dropping from the sky like a stone, or by dropping behind a ridge.
Make no mistake: Missile Turrets are a force to be reckoned with. It’s often highly profitable to
take manual control of them, which makes them even more potent.

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Mortar Turret
The Mortar Turret is unique in that
it never fires automatically. A player
must take control of it and fire it
manually.
The Mortar Turret is incredibly
damaging; after all, it’s an even bigger version of the Heavy Mortar
available to Heavy Armor. It’s usually found in protected spots where
it doesn’t have a particularly great
field of view. So your teammates will have to spot enemies for it with the Targeting Laser or Target Beacons. Fig. 4-7. Mortar Turrets usually aren’t positioned in
spots where they can see the enemy, so they must
The Mortar Turret can easily blow itself up if you
be aided with Targeting Lasers.
fire a shell at too low of an angle and stick it on the
ground nearby. A single misfire will blow up the
Mortar Turret, so be careful and fire at a reasonably high angle.
As with other turrets, the Mortar Turret can be blown up directly or disabled by taking out its
Generator. Otherwise you can usually avoid it as it lies dormant when not manned, and it can’t easily
fire at targets that get too close. As with any mortar fire, the best way to avoid it is just to keep on
the move.

Interior Features
The following features are generally found indoors or at the edges of bases or turrets, though exceptions do exist. Read on for a more thorough understanding of these crucial objects.

Mini-Fusion (Sentinel) Turret
The Mini-Fusion Turret, or Sentinel, fires Blaster-sized projectiles that can chew
away an enemy in mere seconds. It takes a moment for the Turret to switch from
its dormant state to a firing state. But once it’s ready, it can hose down an enemy
in no time flat.
The Sentinel is not as durable
as, say, a full-sized Fusion Turret,
but it can take a great deal of punishment.
There are several ways of defeating a Sentinel. The
first way is to blow it up outright, preferably with Heavy
Mortar shells, Grenades, or Plasma Gun shots. Another
option is to destroy the Generator that powers it.
Sneaking past a Sentinel is another popular technique. First, run forward until the Sentinel pops out of
its dormant state and aims at you; then immediately
stop dead in your tracks. (The Sentinel “sees” you with a
Fig. 4-8. This Mini-Fusion Turret probably won’t
built-in motion sensor, but it won’t shoot at you if you
shoot if you freeze in your tracks.

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41

aren’t moving.) Wait until it goes back into its dormant state again, and then advance a few more
steps. Keep repeating until you’re past the Sentinel.
This technique works just fine if there aren’t any other enemies in the area. If there are, however,
this technique won’t work. They’ll hose you down with weapons fire while you’re standing there like
an idiot, waiting for the turret to go away. If you suspect there are enemies in the area, you either
need to destroy the turret or infiltrate the base from some other direction.
Also, if there are additional sensors in the area, such as a Camera looking directly at you, it can
alert the Sentinel to your position even if you stop in your tracks. In this case, stopping only gets you
killed faster.

Inventory Station
Inventory Stations are perhaps
the most important objects in the
game. They allow your team to
equip itself with the armor,
weapons, and gear it needs.
They’re also relatively fragile, so
they’re an obvious target.
If you get a chance to infiltrate
an enemy base, you should try to
destroy everything in sight. However, if you have to be
selective, take out Inventory Stations and Generators
Fig. 4-9. Inventory Stations are always at a premium
first. Inventory Stations are a choke point even under
and sometimes generate lines.
normal circumstances, amassing crowds of players lining up to use them. Destroying a few of them makes the enemy’s task even harder.
Be sure to use the Favorites option to create several sets of your favorite weapons and armor combinations. Then you can select a whole set of items at once just by pressing a single button. This
allows you to get in and get out quickly. If you don’t use Favorites, you’ll cause a traffic jam, and
everyone on your team will be guaranteed to hate you.

Inventory Stations also heal injured
players, adding to their already
immense value.

Ammo Station
Ammo stations restock players’ ammo but don’t provide
the healing that Inventory Stations do. While this is
theoretically useful, Ammo Stations are usually located
inside a base, not out in the
field where you really need
them. Thus, Ammo Stations
tend to be ignored under most
circumstances.

Fig. 4-10. Ammo Stations provide a quick ammo boost.

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If all you need is more ammo, visit an Ammo Station. If you need healing or need to purchase
something, an Inventory Station is your best bet.
If you invade an enemy base and are looking to do some damage, ignore the Ammo Stations until
you’ve taken out everything else.

Command
Station

Fig. 4-11. Command Stations allow you to control
turrets.

The Command Station allows
you to enter the Command
Screen. From there, you can
control turrets by selecting
them from the Controllable
Objects list.
The value of controlling turrets varies from mission
to mission, and from turret to turret. Practice controlling various turrets, and you’ll soon get the hang of
when to control them manually and when to let them
do their own thing.

Vehicle Station
The Vehicle Station is like an Inventory Station,
except that you can only purchase vehicles there—
no armor or weapons. Purchase a vehicle, and one
will appear on a nearby launching pad.
You can’t purchase a vehicle if there’s already
one sitting on the pad.
Try not to buy superfluous vehicles and leave
them sitting on the pad; this only gets in the way
of teammates who may want to buy a different
sort of vehicle.

Generators and
Solar Panels

Fig. 4-12. Vehicle Stations allow you to purchase
vehicles, which usually appear on a launching
pad nearby.

Generators are absolutely critical to bases. If you manage to sneak inside the enemy’s base, destroying its
Generators should be your first priority. Everything from Inventory Stations to
turrets to elevators will shut down if the Generators are destroyed.
Some bases possess more than one Generator. If there’s more than one, you’ll
usually find them side by side, so you can destroy both easily.
Also, some bases possess Solar Panels, which tend to be located on the roof.
You’ll have to destroy these Solar Panels in addition to Generators if you want to
completely knock out the base’s power.

CHAPTER 4: TURRETS, SENSORS, & VEHICLES

Fig. 4-13. Generators are both crucial and fragile. A
few Plasma Gun shots can take them out.

43

Fig. 4-14. Solar Panels are rare, but they can supplement Generators in certain missions.

Any weapon can destroy a Generator or Solar Panel, but the Plasma Gun is the weapon of
choice because it’s so fast and efficient.
Even though Generators are your primary targets when destroying a base, you shouldn’t
stop there. After destroying the Generators, move on to the Inventory Stations, Command
Stations, Vehicle Stations, turrets, and finally, the
Ammo Stations.

Elevators and Doors
Many bases possess elevators or doors. All work automatically; just walk to the right spot and they’ll move.
Of course, the power may be out, or the elevators or
doors may be coded to only function for the other team.
In these cases, you’ll have to use your jump jets or find
an alternate route.
Generally speaking, you seldom need elevators when
you’re in Light or Medium armor. Heavy Armor wearers,
however, can benefit immensely from them.

Vehicles

Fig. 4-15. Elevators are a boon to players in Heavy
Armor.

There are three types of flying vehicle in Tribes. Only one type is armed; the other two are purely
for transportation.
If you learn to master these vehicles, you’ll find that a number of possibilities open up for you.

Scout Flyer
The Scout Flyer is a small, fragile, one-man craft. It can’t take much punishment,
and it’s highly vulnerable to Missile Turrets. However, it’s so fast and agile that it’s
almost impossible to destroy with conventional weapons when it’s moving full
speed at a reasonable altitude.

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The Scout Flyer is the only armed vehicle in Tribes.
It fires powerful rockets; these rockets are dumb-fired,
meaning that they won’t home in on a target. It takes
some practice to reach the point where you can aim
these rockets accurately, especially when you’re flying
at full speed.
As with other flying vehicles, you can make the
Scout Flyer go higher by pressing the key normally used
to trigger jump jets. You can make it move forward by
holding down the button usually reserved for walking
forward. You can also gain altitude slowly by pointing
the nose of the Flyer up as you move forward.
While you may want to hold down the “up” and
Fig. 4-16. Scout Flyers take time to learn, but they’re
“forward”
buttons at the same time, in reality, the Flyer
powerful in the right hands.
won’t listen to both buttons at once. Concentrate on
using one button at a time. The best policy is usually to use the “up” button until you’re at cruising
at a respectable altitude, then move forward.
As stated previously, the Scout Flyer is a one-man craft. Like all flying craft, it can only be piloted
by someone in Light Armor. Jump onto it to pilot it, and jump again to leap out.
It’s easy to crash a Scout Flyer. Remember, if you get in trouble, concentrate on vertical movement rather than forward movement.
If you’re being harassed by a Flyer, your options are limited; Flyers are extremely hard to shoot
down with conventional weapons. Your best bet is to run to the safety of a Missile Turret; Flyers are
seldom available on maps that don’t have Missile Turrets. You can also just try to avoid the Flyer, or
try to shoot it down if you’re extremely good.
When piloting a Flyer, bear in mind that you can harass your enemies and even destroy tough
ground targets with rockets. But you can’t do anything decisive (like grab a flag) without disembarking.
Practice using a Scout Flyer. At first you’ll be clumsy and crash prone. But in time, you’ll learn
how to avoid the ground and fire rockets accurately, and you’ll learn that Flyers are effective weapons.

Light Personnel Carrier (LPC)
The Light Personnel Carrier can take somewhat
more abuse than the Scout Flyer, and it can carry
two passengers in addition to its pilot. On the
downside, it isn’t as fast as the Scout Flyer and
possesses no weapons.

Fig. 4-17. Light Personnel Carriers are used to move
players rapidly, and to keep them as a cohesive group.

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45

The Light Personnel Carrier’s main function is to get small groups of players from one side of the
battlefield to the other. This is extremely valuable when you’ve got a mixed group including players in
Heavy Armor. Heavy Armored players can take a long time to cross great distances otherwise.
If you’re organized, you can employ “fly-by” tactics with the LPC, having passengers rain down
Heavy Mortar and Grenade Launcher fire on targets below. This requires both skill and a good
Internet connection, however. Slower modem connections might bog down to the point where aiming is difficult when flying in a vehicle.
Also, you can use the LPC as a getaway vehicle. Send a passenger in to steal a flag while you park
the vehicle nearby. Then wait for the passenger to run back and hop in for a fast escape with the flag.

Heavy Personnel Carrier (HPC)
The Heavy Personnel Carrier is
like a bigger, slower LPC that
can carry up to four passengers
in addition to the pilot. It’s
ideal for deep, heavy-hitting
forays into enemy territory, or
for gunship duties.
As with the LPC, successful use
of the HPC is highly dependent
on your team’s ability to
function as a cohesive
unit. In a game where
everybody’s busy
doing their own
thing, the HPC is
almost worthless.

Fig. 4-18. You can use “fly-by” tactics when you’re a
passenger in a Heavy Personnel Carrier.

5
Combat Basics

U

nfortunately, you won’t become a great fighter just by reading a book. You can learn how to
improve your tactics, and what techniques to master, but the actual reading won’t take you
where you want to go. Getting better takes practice, and lots of it.
This chapter explains how to get started on combat and how to improve your chances of winning.
But to actually improve, you need to get in there and start fighting. Above all else, you have to
observe. Players who shut off their minds as they fight won’t get much out of the experience. On
the other hand, players who analyze what their opponents did to beat them are likely candidates to
keep improving.

Setup
The first thing to consider, before you even jump into a multiplayer game, is what controller to use
and how to set it up. An inadequate controller or control scheme will put limits on your abilities.
You’ll find it very hard to switch to a different scheme once you’ve become accustomed to one. Try,
therefore, to pick a good one from the start.

Choose Controllers
The mouse and keyboard combination is recommended because it’s extremely versatile. The mouse
provides great control, allowing you to turn quickly or slowly. The keyboard supplements the mouse,
adding enough keys to let you trigger all vital combat commands.
Joysticks are generally not recommended. They tend not to offer the full range of motion and precise degree of control offered by a mouse. High-quality analog joysticks might suffice, but then again,
they tend not to be nearly as precise as a mouse.
Using a mouse to control an action game might seem unnatural to you at first. But as you continue to use it, you’ll grow comfortable with it, and the benefits will become apparent.

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47

Configure your Controls
Mastery of the controls is key to succeeding in Tribes.
You’ll need to set up a configuration that works well
for you. There’s no ideal configuration that fits everyone
perfectly; you’ll have to experiment and find one that
you can live with.
Regardless of what setup you choose, all vital combat
commands should be within easy reach. You should seldom, if ever, have to look at the keyboard to find a command key. When this does happen, it should only be for
relatively uncommon commands that aren’t essential to
combat, such as dropping ammo.

Sample Setup

Fig. 5-1. Configure your controls before starting
to play.

Here’s a sample configuration that uses a three-button
mouse and keyboard. This happens to be the configuration that the author uses, so rest assured that
it works. Feel free to try it, but don’t hesitate to abandon it if it doesn’t suit you.
First, go to the Options panel from the main menu. Under Controls and Movement, make sure
that Free Look Always On is checked.

Free Look Always On is used by many of the best 3D action
gamers. When it’s enabled, your mouse movements control what
direction you’re looking in, rather than moving your feet.
This option enables you to look up and down with zero effort.
This is absolutely vital in games like Tribes, where most of your
enemies will be located somewhere above or below you.
Disabling this option severely limits your ability to play Tribes.
You also might want to check the Flip Mouse Vertical box, also found on this menu. This inverts
your mouse movements so that pulling back translates into “look up,” and pushing forward translates
to “look down.” Try it and see if it makes sense to you. If you’re used to flight simulators, chances are
good that it will.
Finally, you’ll want to adjust the mouse sensitivity slider. You’ll have to actually play to decide
what mouse sensitivity works for you, but many players tend to do well with the slider set a bit left
of center.
Now it’s time to set up keys using the Movement, General, and Inventory menus.
Your right hand controls the mouse. Mouse buttons are set up as follows:
• Mouse movement controls your orientation
• Right mouse button is Forward
• Left mouse button is Fire Weapon
• Center mouse button is Zoom

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Your left hand rests on the keyboard, with your index finger on . and your pinkie on N. Keys are
set up as follows:
• / Switches to the next weapon
• . Strafe Right
• , Strafe Left
• M Backward
• N Jetpack
• B Commander Screen
• z Jump
For the most part, these commands are mapped to the keys that your fingers rest upon. The
Commander Screen key isn’t directly underneath your fingers, but you can slide your pinkie over
and tap it quickly. So it’s extremely easy to locate.
Also, the Spacebar isn’t directly under your fingers, but you can reach it with your thumb or hit
it by lowering your palm.
If you frequently switch from first person to third person view mode, as some players do, you
should bind the 1st/3rd Toggle command to something easily accessible as well.
There are several other commands that are used frequently. These are arranged on the next row
up so that you can reach up and tap them quickly:
• ; Use Pack
• L Use Repair Kit
• K Deploy Beacon
• J Throw Grenade
• H Throw Mine
This is a simple arrangement that lets you handle just about anything you might want to do in
combat. Primary commands are all either under your fingers or close at hand.
You might also want to assign your favorite weapons to nearby keys. That way, you can quickly switch
to a favorite without having to cycle through weapons with /.
Less crucial or less common commands can be set up any way you’d like, or simply left at their
default keys. Just be sure to remember where they are.

Get Comfortable with the Controls
Once you’ve settled on a configuration that seems to work, stick with it and practice. If a particular
command needs to be moved because it’s hard to access, move it as soon as you identify the problem,
and keep practicing.
You won’t be particularly good at Tribes as long as you have to think about what keys to press.
Only when the controls become second nature will you start to excel.

Fight Preliminaries
OK, you’ve got your controls set up, and you’re fairly used to them. Now you can jump into a game
and at least not worry about fumbling for the right key. But there are still a number of things you
should do before you even get into a fight.

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49

Scan the Area
Tribes features huge, multi-level game environments
instead of the small, claustrophobic hallways that dominate many 3D action games. This means that your enemies won’t always be readily visible. They may be way off
in the distance, aiming a Laser Rifle at you from a hilltop. Or they may be skulking behind a ridgeline, using a
Jammer Pack to avoid detection. Or they may be standing above or below your base, safe from radar detection,
waiting for an opportune moment to strike.
Even if you manage to detect an enemy, if you fail to
observe your surroundings, you might not notice his
Fig. 5-2. Careful use of the Image Enhancer someteammates. Tribes is a team game, and getting attacked
times reveals enemies who aren’t otherwise visible.
by more than one player at once is a serious risk. Even
players with great combat skills will have trouble if they
continually fight against superior odds.
The bottom line is that situational awareness is a big deal in Tribes. You have to develop techniques for staying aware of your surroundings. The three most common ways are as follows:
Keep scanning the terrain.
Periodically check the map in the Commander View.
Occasionally jet straight up in the air and spin around, thus gaining an
elevated perspective and spotting enemies that would otherwise remain hidden.

Learn the Match-ups
Don’t walk into fights that you’re ill equipped for.
Understand the advantages and limitations of each
weapon and armor type, as well as the danger of attacking players in strong positions. Then you can avoid situations that are disadvantageous.
For example, you should rarely attack two or more
enemies by yourself. Even if you have great skills, that’s
a fight that’s difficult to win. You could, however, harass
both enemies if you have Light Armor and good movement skills. Perhaps you could draw them away from
their current location if that’s your main intent.
As another example, you should know better than to
march out into the open in Heavy Armor, without any
Fig. 5-3. Don’t walk into bad situations like walking
support. Skilled players will just cut you down from
alone in Heavy Armor on a relatively flat map.
long range. On the flip side, if you’re wearing Light
Armor and fighting someone in Heavy Armor, don’t get
too close and don’t stand around. Use your jets to get airborne and to fight from a distance. Capitalize
on your opponent’s lack of mobility; don’t get close, where he can easily shoot you.
We’ll discuss this topic more later in the chapter.

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Keep Moving
Beginners tend to stand still when fighting. That’s the
absolute worst thing you can do. Standing still makes you
an easy target and ensures that anyone can hit you. You
won’t live very long if you take that sort of pounding!
Lack of movement also makes you extremely
vulnerable to sniper fire and long-range Heavy
Mortar attacks.
We’ll discuss some common movement tactics in
the next few pages, but before we get there, just remember this: In combat, movement of any kind is almost
always preferable to standing still.
Fig. 5-4. Movement is crucial to success in combat.

Run Away, If Necessary
Be prepared to run away from any fight. Of course, this isn’t feasible if you’re wearing Heavy Armor,
and you’re being harassed by someone in Light Armor. But you can still try to retreat to terrain that’s
bumpier, where you can hide and be protected more than you would in the open.
Remember, most Tribes games aren’t won or lost based on kills. They’re based on completing your
objectives. Never be afraid to run away.

Movement Fundamentals
When you do become embroiled in a fight, you’ll soon realize that winning is closely tied in to movement. Choosing a good weapon and aiming are also crucial—and these skills will come with time.
But what really sets beginners apart from veterans is beginners’ lack of mobility. They tend to concentrate so much on aiming that they forget to move.
Here are a few tips on how to move effectively in combat.

Learn to Strafe
“Strafing”, in action game terms, means pressing a key that moves your character sideways. This is
different from turning. Turning actually turns your viewpoint around, whereas strafing slides your
whole virtual body sideways while you continue to face the same direction.
Strafing is useful in combat because it allows you to dodge shots without turning away from your
enemy. Press the left strafe key to slide neatly out of the path of an incoming projectile. Press the
right strafe key to slide right back to where you were before.
Strafing is usually preferable to turning in a fight. That’s because it allows you to move sideways
and dodge incoming shots while keeping your eyes glued on your target. Turning, on the other hand,
requires you to abandon your view of the target.
In a long-range firefight—for example, one where Blasters and Laser Rifles are being used— a
little strafing goes a long way. Strafe to either side to avoid incoming projectiles; then strafe back to
center position and fire a few shots at the enemy. You’ll stay alive a lot longer.

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51

Learn to Run Backwards
Though less crucial than strafing, running backward can be a valuable trick. It’s easiest to do this if
you’re using a mouse, and you have Free Look Always On enabled.
While running forward, simultaneously take your finger off the Forward key and whip your mouse
sideways so that you turn 180 degrees. Then, just a split second later, press and hold down the
Backward key. You’re now running backwards.
When is this trick useful? Let’s say that you run into a group of enemies. Retreating is the best
course of action, but you don’t want to let your pursuers get too comfortable. Running backwards lets
you return fire, so they can’t follow you in a straight line and pick you off at their leisure.

Of course, if you really want to escape, you also have to add jump
jets to the mix. Read on for details.

Learn to use Jump Jets
Jump jets are absolutely necessary in combat. The
lighter your armor, the more you need to use those jets.
Even Heavy Armor wearers should use them for occasional bursts of speed.
Light Armor, in particular, is incredibly mobile and
allows you to jet high into the air. It’s almost impossible
to hit someone who’s airborne. This is because of that
player’s speed, and because there’s no ground nearby to
shoot explosives into to cause splash damage.
Also, it’s usually easier to aim weapons from the air.
The Disk Launcher, for example, tends to be hard to aim
Fig. 5-5. Jump jets are crucial in combat; use them
from the ground. It’s tricky getting the disk to hit the
as frequently as possible, and concentrate on stayplayer directly, and hitting the ground near the player’s
ing airborne.
feet requires a very precise shot at a sharp angle.
Shooting from the air, however, makes the angle much more favorable.
Regardless of your armor type, you need to spend as much time as possible in the air. While sideways movement is useful, vertical movement is better. It allows you to position yourself high enough
so explosives hitting the ground below won’t catch you in their blast radius. Also, the more you jet
vertically instead of horizontally, the more time you’ll spend in the air. It’s just that simple.
The bottom line is that you should almost always use jump jets in combat. Jetting is much more
effective than strafing alone. The best policy is to combine jumping with a little strafing so that you
catch major air and also move sideways. This makes you virtually untouchable while you’re airborne.

Learn to Fire and Spin while Jetting
Use your jets constantly. It’ll take a while to learn them inside and out and develop an instinctive feel
for how high and how far they’ll take you. Once you’re comfortable with them, you need to start
adding to your jetting repertoire. Learn to spin around, fire at targets that are also airborne, and
observe the land below you.

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When you first start jetting, you’ll have tunnel vision. Your only concern will be jumping to the
spot you want to reach; that’s pretty hard all by itself. But again, this gets easier with time. The more
comfortable you are with jumping, the more you can do while airborne. Experienced players have
complete awareness as they jet. They continue to do the same sorts of things in the air—shooting,
strafing, spinning—that they do on the ground. Just because they’re jumping doesn’t mean that they
can’t do other things as well. But remember, energy management is key to survival.

Circle Strafing
Circle strafing is the fighting style of choice in most 3D action games. That isn’t the case with Tribes,
for reasons we’ll discuss later, but we’ll explain the maneuver here because it’s occasionally useful.

What is Circle Strafing?
Circle strafing takes basic strafing a step farther, but from a conceptual standpoint it’s pretty simple.
To circle strafe an immobile target, hold down either the left or right strafe key while facing that
target. You’ll start sliding off in one direction.
As you slide in your chosen direction, your target will slip out of your field of view—but you want
to keep looking at the target as you move. To do this, keep holding down the strafe key and simultaneously slide the mouse sideways to turn your view back toward the target. If you’re strafing to the
left, you’ll have to slide the mouse to the right to keep the target in view. If you’re strafing to the
right, you’ll have to move the mouse left to maintain
your view.
As you continue to strafe sideways, you’ll find that
you must continue using the mouse to turn yourself if
you want to keep the target in view. It’s an ongoing
process.
Keep this up for awhile, and you’ll realize that
you’re actually moving in a circle (Figure 5-6). Your
constant efforts to keep the target in view have caused
you to run circles around it. Congratulations, you’re
circle strafing!

Figure 5-6. Circle strafing seen from overhead. If
you try to keep your target in view while you strafe,
you’ll find yourself naturally running in a circle with
your target at the center.

Of course, for this tactic to be of any use,
you have to fire at the target while circling it.
Aiming while running takes a little practice.
Your opponent might also try to circle
strafe. Combat then looks a bit like Figure 5-7,
with the two combatants circling each other
and firing all the while.

Figure 5-7. Two circle strafing enemies seen from
overhead.

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53

If you aren’t in a big, open area you can’t always run in perfect
circles. That’s fine. Strafing while keeping your target in view is
the point, making a perfect circle isn’t.

Why Circle Strafe?
What’s the point of circle strafing? It keeps you in perpetual motion, which makes you a lot harder
to hit. Enemies have to lead you with their shots, which is trickier than firing at a motionless target.
Of course, your movement will initially make it harder for you to hit your target. But you’ll gradually learn to fire accurately on the run. Since you’ll know what you’re planning to do before you do
it, you’ll have an easier time hitting enemies than they’ll have hitting you.

Adapting Circle Strafing for Tribes
Pure Circle strafing is most valuable in games where players don’t have jump jets. In those games,
lateral movement is the best way to avoid shots.
Since Tribes features jump jets, which allow you to move vertically, pure circle strafing is fairly
obsolete. Jumping vertically makes you much harder to hit than running laterally.
The key, then, is to incorporate parts of circle strafing into your jump jetting routine. If you can
circle strafe while airborne you’ll be an extremely effective fighter.

Advanced Fight Techniques
Combat in Tribes is highly situational; the best tactics for any situation depend largely on the circumstances. The following sections examine specialized fighting techniques for specific situations.

Sniping
Sniping is a fairly easy way of picking off enemies, especially those who don’t know you’re there.
First, try to get up on a high point. If you can avoid
detection, so much the better; unwary targets move less
than ones who know of your presence. Ridgelines are
great for sniping because you can slide back down the
other side of the ridge to quickly hide.
Next, zoom in with the Image Enhancer. If you don’t
have a good shot right away, be patient. Missing with
the first shot often gives away your position. Also, only
fire when your energy is fully charged to do the
most damage.
Fig. 5-8. Sniping is both fun and valuable. It preAfter you do take a shot, assuming that you didn’t
vents enemies from holding one position too long
kill the target, you should sneak back behind cover for a and penalizes players for using Heavy Armor in
few moments. Players who have just been shot will look bad spots.
for the source; it’s best not to be visible at that time.
Then, after hiding for a few moments, pop up again and take another shot. Of course, most skilled
enemies won’t stand around and let you shoot them a second time. But if you did a good enough job
of hiding, they might think you left the area.

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Be aware that sniping leaves you open to enemy sniping. Since you tend to be immobile when
you fire at the enemy, other snipers will have a perfect shot at you during that time. Scout the area
as thoroughly as possible before starting to snipe, or you’ll find yourself on the wrong end of the
Laser Rifle.

Jet Fighting
Players in all armor types need to learn to use their jets, but Light Armored players especially can
make jetting while fighting an art form. As mentioned previously, you want to stay airborne as much
as possible during combat, especially in Light Armor. So you should devote lots of effort toward maximizing your airtime.
Learn little tricks like jumping before jetting for extra lift, or tapping the Jetpack key, instead of
holding it, to let energy build back up. These will soon become second nature.
Never allow yourself to become complacent and remain on the ground a second longer than necessary. If this happens, you either need to prod yourself into action or choose a less mobile armor
type. Never waste your Light Armor’s biggest asset—mobility.

Interior Fighting
Interior fights have their own set of rules, especially when they take place in enclosed spaces. Heavier
armor rules the corridors. If you’re in Light Armor, you need to master the art of firing and retreating, firing and retreating.
Grenade Launchers are particularly crucial weapons
indoors because they let you hit enemies hiding behind
corners, or at least flush them out.
Lightly armored players should retreat quickly
and try to approach heavily armored players from
unexpected directions, in hopes of getting in a few
quick shots. Plasma Guns and Grenade Launchers are
ideal weapons.
Heavily armored players fighting lightly armored
foes should use explosive weapons such as Disk
Launchers. These are very effective against Light
Armor, have a good blast radius, and have the added
benefit of bouncing their victims around, disorienting
Fig. 5-9. Indoor fights have their own set of rules.
them slightly.
When two lightly armored foes meet indoors, the
Chaingun can be effective, as can the Disk Launcher. Heavily armored opponents tend to resort to the
Plasma Gun and Heavy Mortar. These can easily hit heavy foes and deal tremendous damage, especially in close quarters.

Using Terrain
Learn to use the terrain as you fight. Particularly, observe these rules:
• Try to not let your enemy stand on higher ground than you. The higher you are, the more movement options open up for you.
• Standing on or near ridgelines helps. Being atop a ridge increases your options. You can drop off
either side of the ridge, use the ridge to block enemy fire, or jump to a great height.

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• If you’re on a steep hillside, mentally draw a line that
starts with your opponent, hits you, and then goes
slightly past you. If the line connects with the slope
behind you just a few feet after hitting you, you’re in
a bad spot. The enemy can now fire an explosive
weapon such as a Disk Launcher or Plasma Gun.
Even if they miss you, the projectiles will hit the
ground behind you and deal splash damage. If you
find yourself in this situation, jump away from the
hillside and try to reach a spot where there’s no
ground directly behind you.

Exploiting Vulnerabilities

Fig. 5-10. Try to stick to the high ground while fighting.

You’ll eventually become more accustomed to various
armor and weapons, and understand their capabilities better. Therefore, you’ll get an increasingly
better grasp of how to exploit enemies’ weaknesses based on their armor and weapons choices. There
are too many instances to list, but here are a few examples.
• When an enemy tries to gun you down with a Chaingun, seek cover briefly, then pop out again. The
Chaingun takes a moment to start firing, and if you’re under cover, your opponent will usually stop
firing until you reappear. That gives you time to reappear and return fire for a moment before the
Chaingun has time to start up again.
• If your enemy is firing a Grenade Launcher at you, try to stand on a nearby slope. The Grenades
will tend to bounce away from you, making you hard to hit.
• When enemies in Light Armor try to get too fancy with their jump jet tactics, use the Disk
Launcher to shoot walls or ridgelines behind them. You can also use the ELF Gun to quickly drop
them, then switch to the Disk Launcher for an easy shot.
• Stay well away from enemies in Heavy Armor, and ping them with Laser Rifle or Blaster fire. Use
your mobility to disappear behind an obstacle, then reappear somewhere unexpected.
• Get extremely close to opponents in Heavy Armor who try to use the Heavy Mortar on you. Then,
jet away at top speed when the mortar shell is fired. Often you can get an over-eager foe to kill himself with the blast.
• Sink back to longer range when enemies try to use the Plasma Gun on you. Then switch to the
Disk Launcher, which shoots faster projectiles than the Plasma Gun.
The list goes on. Keep your eyes open and pay attention to how your enemies kill you—particularly when they dispatch you with ease. Usually their choice of weapons and tactics is to some degree
predicated on the weapons and armor you’re using. This is the best way to learn what weapons and
armor to use in any given situation.

Teamwork
There’s a limit to how good you can be on your own. Teamwork will improve your effectiveness
instantly, without requiring lots of work on tricky combat skills. Just having a friend to distract
enemies makes them more likely to forget about your presence and make a mistake.

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There are any number of ways to use teamwork, but
for combat purposes, the first and most important step
is just to use a partner system. Make sure that the players on your team all have companions and go about
their tasks in pairs and trios instead of all alone. Again,
just having someone to help you fight, even if no tactics
have been agreed upon, can really make a difference.
Once you’ve got friends, more sophisticated teamwork is possible. For example, a teammate in Heavy
Armor can walk into the enemy’s view while friends in
Light Armor use a Jammer Pack and hide behind a
ridge. When enemies run out to pick on the lone Heavy
Armor wearer, the light teammates can ambush them.
Fig. 5-11. Teamwork helps to improve your
The exact degree of teamwork you can achieve
effectiveness.
depends on how well you know your teammates and
how effectively you can communicate with them. A local area network (LAN) encourages the most
communication because teammates can often physically shout to one another. On the Internet, communication is harder; you’ll need to play with people you know and continue to play with them over
time. Eventually you’ll get used to their styles of play.
The best way to improve teamwork is to join a Tribe. See Appendix A for more on this.

Getting Better
This chapter points you in the right direction, but
as we’ve tried to stress, it won’t take you all the
way to greatness. The best way to improve is simply to play, and to keep watching your enemies to
learn new techniques.
In particular, study the players that make you
angry. Chances are, they’re making you angry
because they’re beating you. Pay attention to the
ways they kill you—the armor type, the weapons,
the footwork. Try to reason out what allowed them
to beat you.
If you want to do even more homework, join a
Fig. 5-12. Use the Observer mode to watch particugame and enter Observer mode. Look for a particlarly good players and learn from them.
ularly skilled player and lock onto him or her. Just
watch that player for a while, and put some thought into what you’re seeing.
Every time the player kills an enemy or achieves an objective, consider why it happened. Perhaps
the player you’re watching paid more attention to his surroundings. Perhaps he used armor that was
more suited to his situation. Perhaps he stayed in the air longer than his opponent. There are hundreds of subtle tricks and skills that are hard to describe but easy to grasp if you see them in action.
Watch your enemies carefully, and you’re certain to learn.

6
Key Concepts

T

his chapter discusses key concepts that will appear time and again as you play Tribes. These
concepts are listed in no particular order, but they share a common theme: They’re all topics
that are central to understanding your game environment and becoming a better player. Most
of the information in this chapter can eventually be absorbed just by playing Tribes online. But we’re
presenting it here so you can learn quickly and move on.

Buying and Favorites
One of the first things you should do is develop five sets
of Inventory Station Favorites. Then, whenever you
want your favorite weapons and armor, you can purchase them later with a single button click.
The game remembers your Favorites lists, so the
time you spend carefully selecting Favorites will pay
dividends later. Setting your Favorites also benefits your
team. It gets you out of the Inventroy Station quickly,
allowing faster access to your teammates.
It’s recommended that you develop your Favorites
list at an Inventory Station that isn’t very crowded.
Better yet, host a multiplayer game and don’t have
anyone else join it. You’ll find yourself all alone on an
empty map. Then, you can wander up to any Inventory
Station you choose and select Favorites at your leisure,
when there are no distractions.

Fig. 6-1. Favorites lists should be developed as soon
as possible.

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Generally speaking, you want to select sets of Favorites that correspond to different roles. For
example, you might have a set of Favorites for times when you want to play sniper. This set might
look like this:
• Light Armor
• Energy Pack
• Laser Rifle
• Disk Launcher
• Plasma Gun
• Repair Kit
• Mine (3)
• Grenade (5)
• Assorted Ammo
Another set of Favorites might be a “heavy base defense” set. This might include Heavy Armor,
several weapons, a Shield or Repair Pack (to repair parts of your base) and anything else you think
you’d need. You’d select this set whenever you choose to guard the interior of a small base.
Favorites shouldn’t be set in stone. They’re general-purpose lists and won’t always apply to every
game. If it’s clear that a particular set isn’t optimal for your game, modify it. This is preferable to buying the Favorites, selling the unwanted items, and then buying replacements every time you visit the
Inventory Station.

Using Jump Jets
Jump jet mastery is crucial to success in Tribes.
You should get in the habit of using jets constantly,
both in combat and as you move from one place
to another.
The first rule of jump jets is “Up, then Over.” Jet
straight up until you’re at the height you want; then
move forward, sideways, or wherever you want to go.
Moving laterally right away kills your upward
momentum, so you won’t get much height if you
start pressing the Forward or Backward key too early.
The second rule is to always jump before you take Fig. 6-2. Even in Heavy Armor, you should make use
off. This gives you extra lift and is particularly impor- of jump jets whenever possible.
tant in the heavier armor types, which need all the
help they can get. Also, if you jump forward, your forward momentum will carry into your jump. This
allows you to move forward right away, without pressing the Forward key and killing your upward
momentum.
You might see players making jumps that you thought were impossible—for example, from a hilltop all the way to the top of a floating base. A combination of things makes these jumps possible.
That combination usually begins with careful observation of the two rules we just explained. It also
includes Light Armor, jumping from the highest possible point, and perhaps even an Energy Pack for
more jet power.

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The Sensor Network
A key to understanding Tribes is to understand the sensor network. A faulty understanding of the sensor network will prevent you from becoming a good player.

The Enemy Sensor Network: Getting Detected
Sensors come in many types, and they’re all slightly different. (Read Chapters 3 and 4 for specifics on various
deployable and permanent sensors, and how they work.)
Anytime an enemy sensor or camera “sees” you, you’re
added to the enemy sensor network.
You’re also added to the enemy sensor network
whenever an enemy is looking in your direction, and
you’re within a certain visual range of that enemy.
Note that the key here is visual range, not actual
range. A very distant enemy looking your way might
barely see you walking around. But if you’re outside
of that visual range, the red triangle won’t appear over
your head. If that enemy uses an Image Enhancer to
zoom in and stare at you “up close,” however, you’ll
get added to the enemy sensor network.

Fig. 6-3. Pulse Sensors are a common way to be
added to the enemy sensor network—but by no
means the only way.

To summarize:
• An enemy who’s looking at you will add you to the enemy sensor
network unless he’s extremely far away.
• An enemy whose back is turned to you won’t add you to the
sensor network, no matter how close you are. So it is indeed
possible to sneak up behind on an enemy undetected.
• An enemy looking at you from long range may or may not add
you to the enemy sensor network, depending on the distance.
If that enemy zooms in on you with an Image Enhancer, though,
you’re sure to be added to the sensor network.

The Consequences of Detection
What, exactly, does being added to the enemy sensor network entail? It means two things. First, if
your enemies look at their Command Screens, you’ll appear on the map. This means that any enemy
looking for a fight knows exactly where to find you. Second, any player looking in your general direction will see a red triangle floating over your head. This even happens if you’re so far away that he
normally wouldn’t be able to see you.

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The red triangle leaves you open to all sorts
of abuse. Laser Rifle sniping and Heavy Mortar
shelling are two of the most common forms.
That little red triangle is nothing more than a
“Shoot me!” sign plastered on top of your head.
That’s why evading the enemy sensor network
is always desirable.

Staying Undetected

Fig. 6-4. Hiding behind ridgelines is a good way to
avoid both Pulse Sensors and visual detection.

Big terrain features, such as hills and ridges, allow
you to hide from Pulse Sensors, which all operate
on line of sight. It’s standard practice to hide
under cover of these features in an effort to stay
off the enemy’s sensor network as much as possible. This is particularly key if you’re attempting
a stealth mission, but even overt attacks work
more smoothly if they aren’t detected until they’re
near their target.

Even if you have a Jammer Pack, use natural cover because
it’ll hide from visual detection. Plus your jammer can’t
work indefinitely.

On the flip side, be aware that enemies will do the same thing to you. So they won’t always appear
on your sensor network—even if they’re technically within the radius of a Pulse Sensor.
A Sensor Jammer placed on the ground, or an active Jammer Pack on your back, will hide you
from all types of enemy Pulse Sensors. They will not, however, shield you from Motion Sensors or
enemies that visually detect you. Either of these threats is perfectly capable of adding you to the
enemy sensor network.

Knowing When You’re Detected
Rookies run around without any idea of whether they’ve been detected or not. Veterans learn how the
enemy sensor network operates (which you just did by reading the last few pages). They constantly
ask themselves, “Has anyone seen me? If not, is anyone likely to see me?” It’s important to know if
you’ve been added to the enemy sensor network. Then, you can take evasive action if you have, and
proceed efficiently with your business if you haven’t.
Learn to watch the Sensor Indicator in the upper right corner of your screen. If it’s green,
enemy Pulse Sensors are not detecting you. If it’s yellow, you’re being protected from Pulse Sensors
by a jammer—either a Jammer Pack on your back or a Remote Jammer nearby. If it’s red, enemy
Pulse Sensors have indeed picked you up. If that’s the case, you’re guaranteed to be on the enemy
sensor network.

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Your Sensor Indicator can’t tell when an enemy visually spots you,
when a motion detector picks you up, or when a Camera sights
you. It just tells you when you’re being seen by Pulse Sensors,
which are by no means the only things that can detect you. So be
advised that even though your Sensor Indicator is green, it’s still
possible that you’re being watched.

Building Infrastructure
and Defenses
It’s possible to win without building an infrastructure
of Remote Pulse Sensors, Motion Sensors, Remote
Inventory Stations, and Remote Turrets. But that infrastructure sure helps.
Ideally, you want to have sensor influence over much
of the map. This is easy to achieve if you have at least
one team member constantly doing things that will
build infrastructure. So have someone deploy Remote
Turrets, Cameras, and Motion Sensors near bases and
key structures, and scatter Remote Pulse Sensors across
the map. Ideally, this team member will double as a base
Fig. 6-5. Several Remote Pulse Sensors have been
defender if things get ugly.
placed on this map, greatly extending sensor range.
Attacking players should also take it upon themselves to place the occasional deployable on the map.
The most common and effective deployables for offensive players include Remote Inventory Stations
and Sensor Jammers, both of which facilitate base attacks.
As a general rule, anything that can be deployed is easy to blow up. A few well-placed shots from
any weapon will take out Remote Turrets and Remote Pulse Sensors. However, most players aren’t
fully committed to destroying these resources. They’re busy doing other things. Therefore, a number
of them are likely to remain. And as long as your team has a better sensor network than the enemy
does, you’ll have a definite advantage.
Be aware of enemy infrastructure. Whenever you stumble across a small object deployed in the
battlefield, check the map in the Commander View to see if it’s yours. If so, it’ll show up as a green
object on the map. If it belongs to the enemy, it’ll be red or invisible. Destroy it if that’s the case,
being sure to stand back slightly because deployables explode when they’re shot.

Understanding Terrain
The vast majority of the maps you’ll fight on are outdoor areas. Very few of these areas are particularly level; most feature prominent ridges, slopes, and inclines. Learning how to make the most of
these features is crucial to survival.

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Terrain in Battles
Terrain figures prominently in most battles. So don’t
let your enemy stand on higher ground than you, and
don’t stand where there’s ground behind your back.
For example, if you’re standing on a hillside when
you’re attacked, you’ve got ground right behind your
back. So even if the enemy misses with the Disk
Launcher or Plasma Gun, they projectiles will hit
the ground behind you and deal splash damage.

Terrain and Sensors
We’ve already discussed the effects of terrain on Pulse
Sensors under “Staying Undetected,” earlier in this
chapter. Refer back to that section if necessary, and
remember to stay hidden from enemy Pulse Sensors
whenever it’s feasible.

Fig. 6-6. In battles, you want to stick to the air or
high ground whenever possible.

Limits of Terrain
The terrain of your combat area extends far beyond what
you’ll see in the Command Screen map. However, terrain beyond the edges of the Command Screen map is
considered to be outside the mission area.
In most cases, there’s no real penalty for wandering
outside the mission area. It’s sometimes even desirable
to do this if you’re trying to sneak somewhere since
you’re unlikely to encounter any enemies beyond the
mission area’s boundaries.
If you’re playing a mission with flags, however, and
you happen to be carrying a flag when you exit the mission area, it’s another story. The flag returns to its original
Fig. 6-7. After leaving the mission area, there’s no
green wedge on the map to show you where you are. location the instant you leave the combat area. In these
cases, you should carefully avoid the edge of the map.
Also, in deathmatch-style missions, where the objective is to rack up kills, you’ll start getting
damaged after a few seconds outside the mission area.
If you happen to get outside the mission area and can’t find your way back, just assign yourself a
waypoint. Read the section titled “Setting Waypoints” for more details.

The Commander View
The Commander View is a powerful tool. It’s dominated by a map that shows you the position of
everything that’s been detected by your team’s sensor network. That’s every team member, every
friendly piece of equipment, and every enemy player or device—everything!
Read the manual for specifics on what the Commander View’s buttons and menu options do.
Then read the following for insights on how to put that knowledge into practice.

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Reading the Map
The Commander Screen’s biggest feature is a large map.
This map is explained in your game manual, but a few
things bear repeating.
First, note that all of your teammates will appear on
the map unless they’ve left the mission area. Your enemies, however, won’t all show up on the map. Only the
enemies inside your team’s sensor network will appear.
Next, note that if players have lines extending from
them to a point on the map, it means they have an
assignment. Perhaps they were given an assignment by
a commander; perhaps they gave themselves an assignment (see Setting Waypoints, below). It’s nice when
your teammates have visible assignments. Then you can
see what they’re trying to accomplish without asking
them or observing them for a prolonged period of time.
Also, note that while the map shows the sweep of
your team’s Pulse Sensors, there may be enemies hiding
within those arcs. They may be hiding behind terrain
features or using jammers of some kind.

Fig. 6-8. Learn to constantly refer to the map. If
you don’t, you’ll have no idea what the big picture
looks like.

Issuing Commands
Having read the section of the manual that deals with
commands, you may be anxious to command others or
receive orders from your fellow players. Here are a few
things to bear in mind.
First, you can issue commands to players under
your control. Players are placed under your
control if they select your name from the Commander
Screen and press the Select Commander button. You
can also issue commands to peers if they have not
assigned themselves to a command, or been assigned
one by a commander. There’s no way for you to force
Fig. 6-9. You can only issue commands to yourself
yourself into a commanding role. A player has to actuor to someone under your control.
ally select you as a commander before you can order
that player around.
As you can imagine, this leads to organizational problems when your team is inexperienced or
contains individuals who don’t want to be given orders. You can beg and plead with people to make
you their commander, but you need their cooperation to make it happen. If players on your team are
unwilling to designate a commander, you’re stuck with a disorganized team. (See Getting Organized,
below, for more details on how to cope with this situation.)
If you’re keen on teamwork, but nobody will make you commander, feel free to select another
team member and make him or her your commander. At least that way, someone’s in control of
somebody, which theoretically helps your team get coordinated.

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Setting Waypoints
Even if you aren’t in control of anyone else, you’re still in control of yourself. You can select yourself
from the Player List of the Commander Screen and issue yourself orders with the root menu under
the player list.

The last line on the chat HUD always displays the last command
issued to you. The text is yellow until you acknowledge the command, at which point it turns green. Commands you issue to yourself are automatically green.
Why would you issue yourself an order? After all, you know exactly what you’re doing; formally
ordering yourself to do something seems redundant. There are two reasons for issuing yourself
orders: It helps with navigation, and it lets teammates know your plans.
First, issuing yourself a command helps you navigate. For example, if you order yourself to attack
the enemy base, you’ll notice that a green arrow appears on the compass of your HUD. This arrow
indicates the direction of your objective, allowing you to instantly determine what direction it lies in.
A number in the center of the compass indicates the distance to the objective.

It’s always nice to have that green arrow pointing you in the right
direction. But it’s especially useful if you manage to wander out of
the mission area and can’t see yourself on the map. In this situation, it’s possible to actually get lost and not know how to get back
onto the map. But if you’ve given yourself an objective, the green
arrow will help you get back on track.
Second, your teammates can look at the map and see a line that runs from you to your objective.
This allows them to instantly see what you’re up to. For example, if the line runs to the enemy base,
they can determine that you’re going to attack it.

If you just want a reference point on your compass, and you don’t
want your teammates to know what you’re up to, press the
Objective Completed key. This will remove the line from the map
but retain the marker on your compass so you can easily navigate.

Controlling Turrets
Another thing you’ll want to do from the Commander Screen is take manual control of turrets. (This
only works if you’re at a Command Station.) Do this by selecting them from the Controllable Objects
list. Return to the Commander Screen by pressing q.

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Get used to quickly going back and forth between
the Commander Screen and a controllable object.
This will come in handy. You can quickly locate
incoming enemies with the Commander Screen’s
map, then switch to the closest turret to hand out
some punishment.
You can also control Cameras in the same way
you control turrets, but you don’t need to be at a
Command Station.

Destroying Objects
At some point in most games, you’ll want to destroy
Fig. 6-10. Most turrets, like this Missile Turret, are
heavy enemy objects, such as turrets or Pulse Sensors.
at their best when you’re manually controlling them.
It’s key to understand your limitations as you attack
these objects. Otherwise, you’ll spend lots of time trying
to do something impossible.
First, understand that small, remote objects (the
kind deployed from packs) are fragile. A couple shots
from anything will take them out. Fire at will!
Next on the fragility list come Stations (Inventory,
Ammo, Command and Vehicle) and Generators. These
objects can be destroyed with just about any weapon
because they don’t have Shields. A few shots from a
Plasma Gun is the ideal way to take these things out,
but again, anything will do.
More difficult to kill are the small Sentinel turrets
generally found indoors. These turrets possess Shields,
but since they won’t fire at you when you aren’t moving, you can stand still and pound them. Bear in mind
that their Shields are constantly replenishing themFig. 6-11. You can shoot a Pulse Sensor with a Disk
selves. So Grenade Launchers, Plasma Guns, and
Launcher all you want, but you won’t really damage
Heavy Mortars are the preferred way to take them
it unless a friend is helping you.
out. Fire rapidly and constantly, and don’t stop until
the turret is gone.
The same rule applies to all other turrets and Pulse
Sensors. These objects are protected by heavy Shields. So you shouldn’t even consider attacking them
with anything less than a Plasma Gun, Grenade Launcher, or Heavy Mortar, the Heavy Mortar being
preferable. (You’ll need a close shot, lots of ammo, direct aim, and an enemy-free environment to use
the Plasma Gun or Grenade Launcher.)
An alternative is to have one or two friends help attack the object. If everyone attacks simultaneously, you can wear the object down with any weapons. Ideally, however, one player will use the ELF
Gun, which specializes in draining objects’ power so teammates can easily finish it off.

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Since Shields repair themselves constantly, there’s no point in
attacking a heavy object slowly. This only gives the Shields time
to repair themselves. Instead, you have to fire at these objects as
quickly as possible to knock out the Shields, then destroy them.

Evading Turrets and
Infiltrating Bases
To be successful in enemy territory, you must first learn how to avoid being gunned down by turrets.
The first step is learning how to avoid being added to the enemy sensor network. The section
labeled “The Sensor Network,” earlier in this chapter, will help you with that.
Next, you need to study individual turrets and learn what makes them fire. For example, the
Fusion Turret won’t automatically fire at you from long distance. And the Missile Turret won’t typically bother you if you aren’t using your jump jets. Refer to Chapter 4 for details on each turret’s
peculiarities.
Finally, you need to realize that on maps with Command Stations, human players are capable of
taking control of turrets at any time. This makes them deadly and unpredictable. Watch for evidence
that a human enemy is controlling turrets, and adjust your strategy accordingly if you see it.
For more on this subject, look to Chapter 11. The topic of invading enemy territory is a big one,
and you’ll find a detailed examination of how to approach it.

Taking a Role
While you’ll probably be aimless in your first few
games, you’ll soon realize that the most effective
players assign themselves a very definite role. They
usually change roles as the circumstances dictate.
But the important thing is that at any given time
they know exactly what they want to achieve.
For example, a player might decide to be a
point-of-attack base defender. This means standing
near the flag or near the entrance to a base, and
guarding it from the enemy. Another role is that
of base raider. There are many roles to choose
from. Chapters 8-12 explain the task of finding a
role and how to excel at the role once you’ve
selected it.

Fig. 6-12. Lots of teammates are on offense right
now. In this case, it may be best to play defense.

CHAPTER 6: KEY CONCEPTS
It doesn’t matter whether a commander assigns a role to you,
or whether you assigned it to yourself. Your game will start to
improve the minute you take a definite role.

Getting Organized
The final concept for you to grasp is that of organization. It’s important to determine, right away, what
sort of organization (or lack thereof) your team possesses, and how you fit into that organization.
If your team is well organized, with a commander already assigned, you should make that person
your commander as well, and play the role you’re given. Be happy if this is the case, for unless the
commander is hopelessly incompetent, your team is likely to benefit from the organization.
If your team doesn’t have an explicit commander, pay attention. Sometimes teams have an informal command structure that’s just as effective as a formal one. For example, one player might be
extremely good, and other players will follow him around and help him out. If this is the case, ask
this player what you should be doing, and try to follow his or her suggestions.
If your teammates aren’t helpful in the least,
and there’s no apparent organization, you can try
to jump-start the process. Merely select someone
as your commander and see if that player issues
any orders.
Finally, if none of the above seems to be working,
you have one of two options. First,
you can look for an area that’s
being sorely neglected (defense,
for example) and fill it by yourself.
Second, you can try to try to team
up with friendly players, even if they don’t
really care. For example, locate a player that seems competent
and use a “buddy” system. Stick near this player to increase
the likelihood of his or her mission succeeding. Also,
you can watch the Commander Screen map and try
to join the flow of battle at opportune times. For
example, if several teammates are attacking a
position at once, try to get there fast and
help out.
This sort of makeshift teamwork isn’t
ideal, but it’s the best you can do when
your team won’t accept formal
command structures. Work with
what you’ve got!

67

7
Training Missions

T

his chapter covers Tribes’ eight training missions. Pop-up messages will appear during each
training mission and walk you through it, so our focus here isn’t necessarily to help you win.
Instead, our focus is on providing tips that will help you master the techniques required in
each mission.
Feel free to refer to this chapter as you play through all eight training missions.

Trigger
Block

Start

Fig. 7-1. You start out due south of the trigger block.

Mission 1:
Welcome
This first mission introduces you to the HUD and to
your jump jets.
You start out on an elevated platform. A series of
floating platforms leads away from you on two sides. The
very top platform has a spinning trigger block that you
must touch to end the mission.

The trigger block is identical to the
ones you’ll find in any structure that
can be captured for a specific team in
multiplayer maps.

Don’t touch the block right away. Instead, pay close attention to the messages that periodically
appear and explain your HUD. Meanwhile, jet from platform to platform, avoiding the one with the
trigger block for now.

CHAPTER 7: TRAINING MISSIONS

69

As you jet around, bear the following tips in mind:
• The first rule of jumping is “up, then over.” Hold down the Jetpack key without pressing any other
movement keys until you reach the desired height. Then, after reaching that height, press another
movement key (such as Forward) while holding down the Jetpack key to fly in the desired direction.
If you try to move forward or backward or strafe too early, you’ll completely kill your upward
momentum.
• Always jump before jetting and activate your jets at the top of your jump. This gives you more lift
than if you simply started jetting from the ground.
• If you jump while running forward, then trigger the jets at the top of the jump, your forward
momentum will carry into your jump. The same holds true of backward or lateral movement.
Again, be sure not to keep pressing a movement key during the initial phases of your jetting, or
you’ll kill your upward momentum.
• Lay off the jets before you reach your target, or you’ll overshoot it. You’ll need to practice awhile
before you know how far you can expect your momentum to carry you. But it’s usually better to let
up on the jets early. You can always use them again if it looks like you’re coming up short.
Overshooting your target is a trickier problem to overcome.
• Simultaneously tap the Jetpack and Backward keys to slow down your forward progress. This is useful if you’re afraid you’ll fly too far and overshoot your target. Optionally, you can hold these keys
down to completely stall your movement or even start flying backwards. Or you can spin around
180 degrees in midair, then press Forward. This also reverses your momentum.
• Especially in Light Armor, you can often use up all your energy in a jump, but then wait a split second and tap the Jetpack key again. This uses the energy that built up while you floated in midair.
Also, it sometimes gives you a little extra lift to get
you over an obstacle or onto a high ledge.
• Try not to use every bit of your energy if you aren’t
going to reach your target. Otherwise, you’ll fall fast
and hard. Conserve a bit of energy and use it a second
or two before you hit the ground to break your fall
somewhat. If you do use all your energy in a jump, lay
off the jets for a moment as you fall. A bit of energy
will build up, so you can break your fall with that.
When the HUD information stops coming, jet up to
the top block and press up against the spinning trigger
block. This ends the mission.
Fig. 7-2. Touch the block to end the mission.

You shouldn’t try to jet all the way from the ground to the trigger
block platform. However, it’s possible to jump from the ground
all the way up to the platforms on either side of the trigger
block. This requires a tall jump, but you might want to try it to
test your skills.

70 TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Mission 2:
Weapons
This mission tests your weapons skills. You
needn’t worry about movement because you’re
stuck inside a small base, and you’ll be teleported
back inside if you try to leave.
Over the course of this mission, weapons will
pop up automatically, and enemies will appear at
various intervals. Your task is to shoot these enemies—not so difficult since they move slowly and
don’t shoot back.
Here are some tips that’ll get you through it:

Base

• Pop-up tips tell you when enemies have entered Fig. 7-3. Stay inside your base.
the area. If you don’t see them and are unsure
where they are, use the Commander Screen (it
defaults to C) and locate them on the map. Then close the Commander Screen and shoot them.
• Move around inside your base until you get a
clear shot at your target.
• Lead your target.
• Use the Zoom feature. Learn to move and fire
while simultaneously holding down the Zoom
button. If this is difficult, assign it to a key
that you can easily hold down while doing
other things.
• When firing the Grenade Launcher, aim for
the ground near your target and watch how the
Grenades bounce.

Fig. 7-4. Zoom in to get a better shot.

• Aim for the feet of your target when using an
explosive weapon such as the Disk Launcher
and the Plasma Gun.

The mission ends when all targets have been destroyed.

CHAPTER 7: TRAINING MISSIONS

71

Mission 3: Vehicle
This mission introduces you to flying vehicles. It’s not
too difficult if you take it slow and easy.
You start out in a base with a Vehicle Station.
Approach the station and purchase a Scout. Jump into
the Scout and you’ll find yourself in the pilot’s seat.

HPC
LPC
Finish

Switching from first person to third
person perspective can be especially
valuable when piloting a vehicle. It
gives you a better sense of your relationship to the ground and any nearby
terrain obstacles.

Start
Fig. 7-5. You’ll need to fly all three vehicle types to
complete the mission.

Your task is now to fly to the waypoint marked on
your compass where another Vehicle Station awaits.
Along the way are sets of pylons that you can fly
through if you wish, but doing so doesn’t confer any
sort of bonus.

If you crash and destroy your vehicle,
you’ll need to go back to the last station
you visited, re-purchase it, and try again.
Here’s an overview of the controls:
Fig. 7-6. Flying through the pylons isn’t necessary,
but you should master the controls to the point where
you can easily do it.

• The Jetpack key makes the vehicle fly straight up.
• The Forward key makes the vehicle move in the direction you’re pointing. If you point the nose of the craft
slightly skyward, you’ll gain altitude as you move forward. If you point the nose toward the ground, you’ll
lose altitude.

• The Backward key can be used to halt forward movement and also to move backward.
• Strafe keys may be used to adjust your course, but it’s easier just to turn with the mouse. Strafing
doesn’t work too well in vehicles.
When flying a craft, here are some things to remember:
• The craft doesn’t respond to more than one key at once. Thus, if you press the Jetpack key and also
hold down the Forward key, you won’t get the benefits from both. (That’s because the craft has only
one set of jets, which can only be pointed in one direction at any given time.) Alternate between
keys, therefore, depending on what your priority is.

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• To take off, hold down the Jetpack key for a second. Then let up and move forward. Don’t try to
move forward right away. Without that initial second of vertical Jetpack lift, you’ll probably scrape
along the bottom of the launch pad and damage the vehicle.
• There’s never any good reason to crash. If you’re speeding toward an obstacle and think you’ll hit
it, lay off the Forward key and use the Jetpack key. When you’re at sufficient height to clear the
obstacle, move forward again.
• As you gain experience you can approach your target at full speed and land perfectly. At first, however, slow down as you approach your landing spot and lay off the Forward key. Then use only periodic taps of the Jetpack key so you will descend slowly. Remember that you can jump at any point
to exit the craft, which is particularly useful if you’re about to crash.
When you reach the waypoint, land the craft nearby and purchase a Light Personnel Carrier at
the Vehicle Station. Fly this craft to the next waypoint where you can purchase a Heavy Personnel
Carrier. Finally, fly the Heavy Personnel Carrier to the final waypoint where the mission ends.

Mission 4: Command & Target
This mission requires you to destroy several targets indirectly—by commanding a pair of Heavy
Mortar-wielding teammates. It’s not a complex
mission if you approach it step by step.
First, visit the nearby Inventory Station.
Target 1
Purchase a Targeting Laser. You can also purchase
an Energy Pack to increase your mobility, but this
Target 3
isn’t required.
Approach the Solar Panels located at your first
Target 2
waypoint. Stand on a hill near the Solar Panels.

Avoid the Fusion Turrets in
the tower to the west. If you
get too close, they’ll shoot
at you.

Start

Fig. 7-7. Your first waypoint is north-northwest.

Now, enter the Commander Screen and select
your two companions. Order both of them to attack a point on the ground near where you’re standing. They won’t actually fire at this spot; they’ll just run up and join you.

CHAPTER 7: TRAINING MISSIONS

73

Don’t order your companions to attack the actual waypoint. If you
do this, they’ll march underneath the platform the Solar Panels
are sitting on where they can’t get a good shot at it. Instead, just
order them to a spot where they’re within Heavy Mortar range of
the target. Heavy Mortars can shoot a long way, so you’ve got a
lot of flexibility.
In multiplayer games, you needn’t worry about specifics like
this. You’ll be dealing with human teammates capable of making
their own decisions. So if you order them to attack a target, they’ll
know enough to stand well back while they bombard it.
When your teammates are by your side, select the
Targeting Laser from your weapons list, zoom in on the
Solar Panels, and fire at them. Hold down the Fire button for a long time and watch where the mortar shells
hit. Adjust your aim if you’re slightly off.
If your companions aren’t shooting, they aren’t in a
position to do so. Make sure you’ve moved them close
enough that they can shoot at the target, but not so
close that they’re literally standing beneath it.
Once you’ve destroyed all the Solar Panels, it’s an
easy task to destroy the Pulse Sensor at the next waypoint, and the two Fusion Turrets at the third. Be sure
to order your teammates into position so they can hit
each new target.
The mission ends when all targets are destroyed.

Fig. 7-8. Stand in a place where you can see both
your teammates and the target.

Mission 5: CTF

Enemy Base
Base

Fig. 7-9. The enemy base is off to the west. Ignore
the pyramid near the center of the map; it isn’t
important.

This mission is a simplified Capture the Flag scenario.
It features both enemy turrets and computer-controlled
players. Don’t worry—the enemy won’t go after your
flag, so you don’t need to concern yourself with defense.
All you have to do is retrieve the flag from the enemy
base and touch it to your own flag, located slightly
southwest of your base. You’ll need to do this three
times to win.
If you get killed, you get to try again, but if you kill
any enemy players, they’re gone for good. This allows
you to take one thing at a time and achieve your goals
without much pressure.

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You can take any number of approaches to capturing the enemy’s flag, but we’ll discuss three in particular. You can use one technique to capture the flag all three times, or you can use any combination.
Regardless of what technique you use, attack and kill the two enemy players roaming in the center of the map first.

Enemy players are highly vulnerable to the Laser Rifle at long
range. The Disk Launcher is also a good weapon to use against
them. Be sure to use your jump jets and strafe from side to side
as you shoot them.
After capturing the flag for the first time, a new enemy will
appear in the vicinity of the flag. Kill him before taking the
flag again. After capturing the flag a second time, a final enemy
will appear. Kill him as well.
To capture the flag with the “speed” technique, outfit yourself in Light Armor and an Energy
Pack. Run toward the enemy base, dodging and jetting to avoid the two Fusion Turrets that guard it.
Take the flag and keep running! Return to your base and touch the flag to yours.

The speed technique is pretty hard, especially for a newcomer.
Don’t be discouraged if you fail; those Fusion Turrets are nasty.
The stealth approach involves Light Armor and a Jammer Pack. Approach the enemy base, turn on
the Jammer Pack when the Fusion Turrets start shooting at you, and grab the flag. Then get out of
the area quickly before your energy runs out and the Jammer Pack stops working.

The stealth approach is
easiest for the beginner.

Finally, the power approach involves taking
Heavy Armor, an Ammo Pack, and a Heavy Mortar.
Approach the two Fusion Turrets and destroy
them with several low-trajectory Mortar shots
apiece. It may take a couple of tries to get the
knack of hitting the Turrets. But once both are
gone, you can approach the flag at your leisure.
Fig. 7-10. After leveling both Fusion Turrets with
low-trajectory Mortar fire, you can come and go as
you please without worrying about turret fire.

CHAPTER 7: TRAINING MISSIONS
This mission is easy because there’s no pressure on your flag.
Bear in mind that in a real Capture the Flag game, enemy players
will actively try to steal your flag.
Also, in a real game, you can count on much more resistance
as you approach an enemy base. Human players reappear a
moment after you kill them. So you’ll never be able to clear a path
to the enemy base that’s completely free of all resistance as you
did in this mission. You’ll always have enemies to contend with,
so you’ll need to learn to play under pressure.

Mission 6: Towers
This mission requires you to take three towers defended
by computer-controlled enemies and turrets. As with
CTF, there are several ways to tackle the mission.
Here’s one.
As the mission starts, you’ll find yourself near the
middle of the map. Your first waypoint is Tower 1, off to
the west. Approach it and kill the computer-controlled
player that comes out to greet you.
Enter the tower, ignoring the ELF Turret that zaps
you on the way in. It’ll drain your energy but won’t deal
massive damage if you keep moving. Touch the spinning
trigger block to capture the tower. Now you don’t need
to fear that ELF Turret anymore.

Tower 3
Tower 1
Start

Tower 2
Fig. 7-11. The first tower is almost due west.

While inside the tower, look up. Note that
there’s a ledge up high. You can jet up there to
collect some healing items, an Energy Pack,
and a Laser Rifle. Feel free to drop your Blaster
(by arming it, then pressing c + W) and take
the Laser Rifle in its place. You can then easily
snipe the remaining computer players with the
Laser Rifle.

Fig. 7-12. There’s a Laser Rifle and Energy Pack on
a ledge inside this tower. You’ll need to jet quite
high to get up there, preferably starting from inside
the tower itself.

Now head south toward the second tower. Kill the
lone, computer-controlled player guarding it, preferably
at a distance with the Laser Rifle, then approach. Strafe
as you get close to dodge the Fusion Turret that guards
the tower. Touch the trigger block to capture the tower.

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Finally, approach the third tower, which is located due north. Snipe the computer-controlled
player patrolling this tower’s roof. Then get inside, again strafing to avoid the Fusion Turret guarding
it. Descend to the lower level and touch the trigger block to win the mission.

As with CTF, bear in mind that in a real Towers mission, you’ll
need to play defense so the enemy can’t take back your towers.

Mission 7: Retrieval
You start out in a base in the western half of the
map. The structure containing the three flags you
must retrieve lies to the east.
First, go to your base’s Inventory Station and
equip yourself. For speed’s sake, the combination of
Light Armor and Energy Pack is recommended—
but you can take anything you’d like.
Proceed toward the waypoint. As you approach
it, you’ll need to kill a computer-controlled player.
The structure with the flags in it has no entry at
ground level, so to get inside, you must jet up
into it.

Base
Flags

Fig. 7-13. To the east lies the flag depository. You’ll
have to make three trips there.

Fig. 7-14. You’ll need to use your jets to get inside.

Grab the first flag you see inside, which is called
the Tyantic Flag. Take it back to your base and place
it on one of the three pedestals located next to the
Inventory Station. Heal yourself at the Inventory
Station if necessary.
Return to the flag structure and jet inside. Go
deeper into the structure. You’ll need to kill another
enemy, and then you can collect a second flag, called
the Orion Flag. Return it to your base and put it on
a pedestal.

Interior combat is a bit different from exterior combat. There’s
less room to maneuver. Learn to pop out from behind corners and
then quickly retreat.
Use the Disk Launcher or Grenade Launcher to kill the enemies
you encounter inside.

CHAPTER 7: TRAINING MISSIONS

77

Finally, go to the flag structure one last time and kill a final enemy whom you’ll encounter deep
inside it. Now you can collect the third and final flag, called the Cyltic flag. Return it to your base,
place it on a pedestal next to the others, and you’ll win.

Mission 8: Destroy
By now you’re familiar with the basics, so this should be an easy mission.
You start out next to a base with an Inventory Station. Equip yourself as you please; as usual, we
recommend Light Armor, an Energy Pack, and a Laser Rifle for expediency’s sake.
Proceed due west toward your first waypoint. It’s
guarded by a single defender; snipe the defender with
your Laser Rifle and proceed. Destroy the Solar Panel
Target 3
at this base with repeated weapons fire.
Target 2

All three of your targets have a single
defender, but the targets are very close
to one another. So it’s possible that a
second enemy will attack you as you
deal with the first target. If this is the
case, realize that it’s just the defender
from one of the other targets.

Target 1
Start
Fig. 7-15. Your three targets are located relatively
close to one another.

Nearby is your second waypoint, a small base
defended by another computer-controlled player. Gun
down this player and enter the base. You’ll see a Portable
Generator. Destroy the Generator and move along.

Don’t bother trying to destroy the
Pulse Sensor on top of this base;
it’s very difficult to accomplish if
you don’t have a Heavy Mortar.
Fig. 7-16. Your enemies are vulnerable to long-range
Laser Rifle fire.

The third waypoint marks the spot of the final target. Approach it and kill the enemy patrolling
nearby. Then enter the base and shoot the Primary Generator located inside. It’s sitting up on a ledge,
so be sure to look up.
Once you’ve destroyed this item, the mission is a success.

78 TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Overview
These training missions have taught you several valuable skills, but they can’t prepare you for the
speed and chaos of a real multiplayer game. You won’t be fighting against predictable computercontrolled enemies that patrol in circles and don’t always notice you at long range. You’ll be up
against real humans who can and will victimize you in the same way that you victimized those
AI-controlled foes.
If any aspect of these missions—the jumping, the vehicle
piloting, the gunnery—seems difficult to you, play the
missions several times over. Play until every task is easy,
and you can win without losing a single life. When you’ve
reached that point, you aren’t necessarily ready to be
effective in a multiplayer game. But you’ll at least have
a firm grasp on the basics.

8
Getting Started in
Multiplayer Games
S

tarting out in a multiplayer game of Tribes can be brutal. This chapter suggests a method for
getting through your first few games.
Note that the advice in this chapter isn’t geared toward making you an effective player; that comes
later. All this chapter does is suggest ways to experiment, learn, and gain as much as possible from
your first few games. Subsequent chapters deal with the larger task of honing specific skills.

Understand your Connection
Before you join a game of Tribes, consult the section of your manual entitled Ping and Lag. It
explains what ping and lag are, and how they’ll affect your game experience.
You don’t need to worry much about these factors if you’re playing over a LAN. And you’ve got no
worries if you’re connected to the Internet with a dedicated digital line (more on that in a moment).
However, most Internet denizens use modems to connect to Tribes. If you’re one of those unlucky
souls, it’s important to learn how ping and lag can affect (and even dominate) your game experience.

Interpret Your Ping Numbers
Establish an Internet connection before launching Tribes. Then launch the game, select Play Game,
and select a name and appearance for your character. Next, select Join Multiplayer Game, and Tribes
will automatically “ping” all available Internet servers.

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There are multiple columns of server information (Figure 8-1), including Server Name, Number
of Players, and Ping. The ping number is expressed
in milliseconds, with lower numbers indicating
faster connections.
If you’re using a modem connection, the best
you can usually hope for is a ping less than 300.
Pings around 150 are sometimes possible under
near-perfect conditions, but anything better than
that is unlikely for a modem.
If you’re using a non-modem connection to the
Internet, you’ll see much better performance. Your
ping on some servers is likely to be less than 100.
Fig. 8-1. Lower ping numbers are better. The
As stated in the game manual, low ping usually
numbers you see here are fairly typical for a
means less lag and a faster game. This isn’t always
decent modem.
the case, but it’s generally true. Let ping play a
major role in which servers you choose. If you choose servers where you
have low ping, you’re much more likely to hold your own and enjoy yourself.

Improve your Connection
With a modem, it’s pretty much guaranteed that you won’t get a good ping for every available server.
You’ll only get consistently good pings (under 300) to servers that are either physically close to you,
or have particularly fast connections to the Internet. Learn to stick with these servers.

ENHANCE YOUR MODEM CONNECTION
If your connection to every server is poor—in other words, it’s always over 300—you should take
steps to improve it. Here are a few possibilities.
First, select the Options tab from the top of the
Tribes main menu, select Network, and then click the
Modem button (Figure 8-2). This tells Tribes that you’re
using a modem so that it sets certain internal values to
make the game experience smoother for you.
This alone won’t always help. There are several
other potential problems, and most of them require
money to fix. Furthermore, it’s hard to tell where the
problem really lies. So it’s possible to fix one or more
problems without really getting to the heart of the
matter. But in case you’re interested, here are the
possibilities.
First, it helps to have a good modem. High-end,
Fig. 8-2. Be sure to tell Tribes what sort of connec56k U.S. Robotics modems are always a good bet. Lowtion you’re using.
end modems tend to have more trouble maintaining fast
Internet connections.
Next, you need to dial in to an ISP (Internet Service Provider) that uses good, quality modems. If
you’re in the market for an ISP, ask prospective services how new their equipment is, and what sort of

CHAPTER 8: GETTING STARTED IN MULTIPLAYER GAMES
modems they use. Since your modem is actually dialing into a modem at your ISP, the quality of both
modems matters. And if both modems are roughly the same model, from the same manufacturer, so
much the better.

It also helps if your ISP’s modems—the modems you’re dialing
into—are physically close to your home.
The first three digits of your dial-up number usually tell the
story. If they match the first three digits of your home phone number
or belong to an area close to your home, you’re in good shape.
Also, the phone wiring in your home can be a problem. If you hear lots of clicking or buzzing
whenever you talk on the phone, consider rewiring your phone jacks (if you know how). Or have
someone else do it (if you can afford it). This not only improves the quality of your voice calls, but it
helps smooth out your modem connections as well.

GET A DIGITAL LINE
The modem solutions discussed above pale when compared to digital Internet connections. A large
and growing number of areas around the country offer some form of digital subscriber line. This provides a faster, cleaner, and superior connection to the Internet than a modem can.
Of these solutions, ISDN offers the least bandwidth, but it’s still superior to a modem, and your
ping is guaranteed to improve dramatically. The downside is that it’s significantly more expensive
than a modem, and it can be a pain to install.
Newer technologies include the super-fast DSL (Digital Subscriber Line). This comes in several
varieties, like ADSL (Asymmetric Digital Subscriber Line) and SDSL (Symmetric Digital Subscriber
Line). Cable modems, offered by your local cable company, are also extremely quick.
If a DSL or cable modem service is available in your area, you might want to consider it. These
services are an investment, however, so you might have to do some soul-searching to decide whether
the benefits outweigh the costs.
Of course, these services may be unavailable in your area. Or they might be out of the question
because of their cost. In these cases, you can always try to install Tribes on the computers at work or
at school. Then you can play on the local area network,
or on the super-fast Internet connection that most universities and large businesses possess.

Learn your
Objectives

Fig. 8-3. Learning your objectives is the first step.
Ignore them, and you’re doomed to confusion.

When you finally connect to a multiplayer game, you
should first go to the Objectives screen of your armor’s
built-in PDA (Personal Digital Assistant). This screen
in reached by pressing O, assuming that you didn’t
reconfigure the key.
Look at your objectives. Do your best to genuinely
understand them. And note that in most games, there

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are no points awarded for killing members of the other team. That’s just something you’ll do as you
pursue the mission’s larger goals.
When you’re finished evaluating your mission goals, it’s time to visit the Commander Screen.

Study the Map
Now press C to activate the Commander Screen,
which is dominated by a large map. This is where
you’ll get a sense of what the terrain looks like and
figure out your next move.

Locate Yourself
The first task is to locate yourself on the map.
You’re the green wedge. If you aren’t immediately
visible, zoom in on parts of the map where there
are large concentrations of friendly teammates and
objects. You could very well be somewhere in the
mess, and zooming in will reveal your location.

Fig. 8-4. Try to figure out where all the important
stuff is, and what your teammates are up to.

Look for Key Features
After locating yourself, look for key objects like bases and towers. Your base, if you have one, isn’t
labeled as such on the map. But you can figure out where it is. It’ll have a high concentration of
friendly objects in it, and it’ll probably have a big Pulse Sensor whose arc is visible on the map.
If your team has a base, so does the enemy team. You can bet that it’s the big structure on the
opposite side of the map.
If there are towers in this mission, they’ll also be clearly visible. Miscellaneous structures will
also appear.
If you’re unclear as to what a particular structure is, the easiest solution is to run there and look
at it. Sure, you’ll get killed a few times as you do this. But it’s better to get killed now and figure out
where everything is, rather than later, when you’re trying to make a difference.

Note Teammate Positions
As you observe the map, watch your teammates. Particularly, watch what they’re doing. If they’re
scattered around the map, separate from one another and attacking enemies individually, you’re
on a bad—or a skilled but highly individualistic—team. Regardless, you’ll know not to expect
much cooperation.
If your teammates are moving around in bands, however, and appear to be holding key locations
on the map, you’ve probably joined an organized team.

Approach your Base
After absorbing all this information, you should turn your attention to your base. If it’s a game with
towers but no bases, focus on a tower that your team currently possesses. Locate it on the map and
command yourself to defend it. This will place a waypoint marker on your HUD Compass, making it
easy to get there.

CHAPTER 8: GETTING STARTED IN MULTIPLAYER GAMES
Now leave the Commander Screen and follow the green triangle on your compass until you reach
your base. If your team is relatively skilled, it’ll probably be defended by numerous teammates; there
won’t be many enemies nearby. If your team is bad, or if the base just happens to be under siege at
the moment, there’ll be mayhem all around. Do your best to ignore it.

Find an Inventory Station
Most bases have an Inventory Station. If the base doesn’t
have one, you’re probably at a tower instead of a true
base. (Towers are structures that start the game as
neutral entities and can change hands many times over
the course of play. They don’t always have Inventory
Stations.) Or you could just be in a rare mission where
Inventory Stations are absent.

Never spend more than a moment or
two at an Inventory Station, especially
if it’s in demand. Establish Favorites
lists in missions where Inventory Stations
are plentiful, or in single-player training
missions. That way, you don’t have
to create them when you’re in a tense
situation.

Fig. 8-5. Go select Light Armor at an Inventory
Station.

Switch into Light Armor
Assuming that you manage to find an Inventory Station, approach it and buy Light Armor. If you previously created a list of favorites that includes Light Armor, buy those favorites now. Otherwise, just
buy the Light Armor and get out of the way. After all, your teammates will be itching to use the
Inventory Station too.

Study the Base
Now explore your base or tower. This will be easy due to the agility of your Light Armor. You won’t
have to deal with the sluggish speed and clumsiness of the heavier armor types.
Run laps around the base and learn it by heart. There’ll be a lot to see if it’s a large base, and not
much to see if it’s a small base. Explore for as long as it takes to memorize how to get around, and
where the important items—Inventory Stations, turrets, flags—are.

Study the Base’s Exterior
When you’re done exploring the inside of the base, study the exterior as well. Note every entrance to
the base. Also, note any significant features nearby. Is there a vehicle bay? Are there hilltops that
attackers tend to congregate on and lob Heavy Mortar shells at your base? Is it a floating base, or is it
firmly set on the ground?

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Play Defense
Now that you know what your base looks like, both inside and out, you’re ready to play some rudimentary defense.

Switch Back to Medium Armor
First, return to the Inventory Station and purchase Medium Armor. Your Light Armor is highly
mobile, but it isn’t the best choice for defense, at least for a beginner. Light Armor is fragile, and
you probably aren’t skilled enough to make full use of its agility yet. It’s better to stick with the
more durable Medium Armor. (Heavy Armor is frustrating for a beginner because it’s so hard to get
around in.)

Man the Interior
The easiest form of defense for a beginner to play is
point-of-attack defense, where you physically stand
near a point of enemy attack. If you’re defending a
base or tower, you can choose to guard one of its
entrances. Or if you’re guarding a flag, you should
stay near the flag.
Defense is a fine art, and it’s discussed more in
Chapter 9. For now, just try to gun down enemies
who get too close, meanwhile staying near your
base. If you stay near your base, your team’s turrets
are likely to help you fight—plus, you’re likely to
have teammates nearby.

Fig. 8-6. Play defense. Don’t worry about the fine
points; just blast any enemy who gets too close to
your goal.

Pursue Attackers
Attackers intent on destroying your base won’t necessarily come after you. Instead, you’ll have to
chase them. Practice chasing them around if they don’t initiate combat.

Experiment
After playing defense for awhile, switch gears. You may be tempted to stick with defense for now and
continue to get the hang of it. But it’s best to explore just a bit more so you can experience a number
of different situations. Remember, the faster you try out different roles, the faster you’ll learn about
the game environment.

Try Different Armors
First, experiment with different armor types. Try to play defense in Light Armor and Heavy Armor and
see how they affect your ability to defend. Again, don’t worry if you don’t seem to be too effective;
you’re just gaining experience and learning about the game.
Don’t dismiss any armor type, even if you hate it at first. All three armor types have their place.
None is better than the other, though some armors are better suited to certain roles and situations.

CHAPTER 8: GETTING STARTED IN MULTIPLAYER GAMES

85

Experiment with Weapons Sets
Also, buy various weapons and play around with them. Practice shooting at immobile objects at first,
then try to gun down enemies. Some weapons, like the Disk Launcher, are easy to grasp. Others, like
the Grenade Launcher, are more difficult to fire properly. Watch the arc of your shots and try to predict where they’ll land.

Attack the Enemy
Finally, as your last exercise, you should go attack the
enemy. You’ll probably fail miserably, but that’s okay. By
doing this now, you’ll see what you’re up against, and
the offensive techniques outlined in Chapter 11 will
make more sense to you.

Onward
The next few chapters
discuss various roles that
you can play in Tribes,
from defense to offense, from
midfielder to commander.
Keep reading for specific
tips and tactics.

Fig. 8-7. A few attacks on the enemy base—even
hopeless ones—give you a taste of how hard it is to
play good offense.

9
Defense Primer

D

efense is a crucial role in any game except for pure “deathmatch” levels, where the only
goal is to rack up kills. Other game types all feature objects and locations that must be
defended if your team is to win.
Defense is also the best role for a beginning player. Not only is it vital, but it’s relatively easy
from both a conceptual and a skill standpoint. Conceptually, it’s easy because your goal is to
defend something—and that’s it. There’s less decision making involved than with offense. Also,
defense typically requires less skill than many other roles. You’re in your own territory, and you
have the benefit of friendly turrets and teammates to assist you.
Still, that doesn’t mean that defense isn’t challenging. Try to hold down the fort against a
barrage of Heavy Mortar fire. Or try to defend your flag from an extremely skilled raider in Light
Armor and an Energy Pack. You’ll soon see what we mean.
Keep reading to learn the fundamentals of playing defense.

Perimeter Defense vs.
Point-of-Attack Defense
There are many ways to approach defense, but for clarity’s sake, we’re going to emphasize two:
perimeter defense and point-of-attack defense. We’ll also look at a hybrid or all-purpose defensive
style, which uses elements of both perimeter and point-of-attack styles.

CHAPTER 9: DEFENSE PRIMER

Point-of-Attack Defense
Point-of-attack defense is easy to grasp. It involves locating the object or structure you’re trying
to defend, staying close to it, and killing anyone who gets too close. There are numerous fine
points to grasp, and numerous ways to make yourself more effective. We’ll talk about these later
in the chapter.
Point-of-attack defense typically takes place indoors, though it can be useful in certain outdoor
situations as well. It’s usually best when the defender wears Medium or Heavy armor, which
absorbs lots of punishment and presents a formidable challenge in enclosed spaces.

Perimeter Defense
Perimeter Defense involves defending your objective from a distance. Instead of letting enemies get
close to the object or location being defended, perimeter defenders array themselves a fair distance
from the objective. Then they harass or intercept enemies before they get too close.
Most commonly, perimeter defenders station themselves between their objective and the enemy
base since that’s where most enemies tend to come from. But perimeter defense is most effective
when there are defenders on all sides, encircling the objective so that nothing can break through
and take it.
Medium and Light armor are common choices for perimeter defense because this defensive
style involves interception and pursuit.

All-Purpose Defenses
Finally, it’s possible to play a hybrid defensive role, which we’ll call all-purpose defense. This is
useful when you’re the only person defending a particular objective, or when you’re in a game
with very few players. When playing this type of defense, you can start out as a perimeter defender.
Then you gradually retreat and become a point-of-attack defender as the onslaught comes
toward you.

Mastering
Point-of-Attack
Defense
Point-of-attack defense is the most obvious
defense. If you’re supposed to defend a flag,
you stand right by it; if you’re supposed to
defend a base, you wait inside it. But as
with all useful techniques, you have to step
beyond the obvious if you want to be truly
great at it. Here are some guidelines for the
would-be point-of-attack defender.
Fig. 9-1. Point-of-attack defense is easy to play but difficult
to master.

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When to Use It
When should you play point-of-attack defense? Here are a few suggestions.
First of all, point-of-attack defense is seldom necessary in spots that aren’t focal points of the
mission. For example, if your mission is to capture towers, very few enemies will bother attacking your team’s base. Defend those towers, not the base! Since your teammates will automatically
reappear near the base whenever they’re killed, you’re sure to have a few players wandering
around there at most times. That’s good enough if the enemy isn’t making an effort to wreck
your base.
Next, understand that point-of-attack defense is very effective in enclosed areas, especially in
large bases and areas with heavy fortifications like Plasma Turrets. It’s less effective in small structures and in open areas. If you’re trying to defend a flag that’s sitting right out in the open, for
example, point-of-attack defense is a lousy idea. Enemies can shoot at you from all angles, picking
you off at long range, and then run in and steal the flag after dispatching you.
Similarly, if you’re defending a small tower by yourself, with only a few turrets guarding the
area, pure point-of-attack defense usually won’t work. The tower is lightly fortified and offers
very little protection. So once the enemy knows you’re in there, it’s an easy matter of using
Heavy Mortar shells or grenades to flush you out. These situations demand a more active,
all-purpose defense.

Point-of-attack defense is best in big games with lots of
players, where key objects and locations have multiple
defenders. In these cases, a single point-of-attack defender
in Heavy Armor can make a big difference against enemies
who manage to sneak through.

Who Should Use It
There should seldom be more than one person on pure point-of-attack defense—for example, right
next to the flag, or inside the base. The others should take a more active role, playing perimeter
defense. That way, most enemies won’t reach the point-of-attack defender in the first place.
In missions featuring particularly big bases with multiple entrances, it may be desirable to
have point-of-attack defenders guarding every entrance. However, in most cases these defenders
could be of more use in a perimeter defense or all-purpose defensive role. They should aggressively
take on enemies and hold onto turf instead of hiding indoors.

Effective Weapons and Armor
If you’re playing pure point-of-attack defense, guarding a small, enclosed area for an extended
period of time, you should probably wear Heavy Armor. Enclosed areas minimize the maneuverability of players in Light Armor, but they focus explosions and weapons fire, making Heavy
Armor’s durability a real asset.

CHAPTER 9: DEFENSE PRIMER
Medium Armor is also good, especially if you’re planning on moving
around a little, and possibly playing
point-of-attack at more than one spot.
For example, you’re guarding one
entrance to your base, but you know that
a major attack
is about to hit a different entrance. If
you’re wearing Medium Armor, you can
get to the trouble spot faster.
So, you’ll probably be using Heavy
Armor, and the enemies you’ll be facing
probably won’t be in Heavy Armor.
Therefore, you should use big, damaging Fig. 9-2. The Heavy Mortar is an effective room-clearer.
weapons that can deliver a beating at
close range. Since you’re well protected,
you needn’t worry too much about keeping yourself alive.
Good choices for indoor fights are Disk Launchers, the Plasma Gun, and even the Heavy
Mortar. Grenade Launchers are great for taking out enemies who are hiding around corners, and
for pinning enemies in the middle of several explosive threats.
The Heavy Mortar is an ideal, last-ditch weapon. If your enemy is going to beat you, lob down
a shell and hope it takes both of you out. If you’re both killed, you’re likely to reappear nearby,
and your enemy will probably reappear in his team’s territory. So you’ll have effectively foiled
his assault.

Effective Techniques
The following suggestions will help you improve your point-of-attack skills. Even the most stalwart
of defenders should read them.

USE EXISTING DEFENSES
It’s crucial that you pick a good spot for
defense. Just because you’re defending a
flag doesn’t mean you have to stand right
on top of it. And just because you’re
defending an entrance doesn’t mean you
have to stand in the doorway.
The ideal defensive spot is somewhere that an automated defensive item
can help you out. For example, many
bases have one or more Mini-Fusion
Turrets (otherwise known as Sentinels)
Fig. 9-3. This Sentinel turret will alert the defender to
intruders by popping up.

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located near their entrances. If you’re guarding such an entrance, stand in a place where you can’t
be seen by intruders, but you can see the turret. Since Mini-Fusion Turrets use internal motion
detectors, they can’t be jammed. Thus, watching the turret will always let you know that an
enemy is approaching.
Of course, the enemy might use the “advance, then halt, then advance again” technique to
sneak past the Sentinel. But you’ll know immediately because the Sentinel will pop out but not
fire. Wait a moment as the Sentinel retracts, then pops out again as the attacker creeps in still
further. Then run around the corner and attack with a Disk Launcher! You’ll startle the enemy
who’ll be forced to either stand and take the abuse, or run and get mowed down by the turret.

External turrets can be of use, too. Always try to situate
yourself near defenses of some variety so they can help
you out as you defend your position.

MAXIMIZE
SURPRISE VALUE
If you’re wearing Heavy Armor, you want
to position yourself in spots where you’ll
surprise the enemy. You don’t want
opponents to see you down a long hallway. Instead, you want them to turn a
corner, and wham! You’re in their faces
at point-blank range.
Therefore, you should either hide
just around a sharp corner, or in part of
a room that’s not immediately visible to
someone entering. So for example, you
Fig. 9-4. Stand beside the doorway, not in full view of it, so
don’t want to stand in full view of a
that enemies won’t see you until they’ve entered.
doorway. Instead, you want to stand off
to the side of the doorway, hugging the
wall, so that enemies can’t see you before they enter the room. Or, if there’s a balcony above the
entrance, stand up there. You can then safely drop Grenades from above.
Once your enemy enters the area, attack first. The element of surprise, plus your Heavy Armor,
should carry the battle.

BLOCK THE EXITS
Heavy Armor takes up lots of space. This can be a problem if you’re wearing it because it can be
difficult to traverse narrow spaces, but it can also be an asset. You can block a narrow hallway or

CHAPTER 9: DEFENSE PRIMER
doorway if you’re wearing Heavy Armor. This can trap a lightly armored foe whom you can pound
into oblivion. Be aware of this, and do your best to make the most of your size.

DON’T GET ANXIOUS
You might get into a standoff where your enemy is behind a corner or down a hallway, and both of
you know that the other is there. But don’t get anxious and run into his line of fire. If you positioned yourself well, you’re still between the enemy and his goal. Just let the fight come to you,
and even gradually retreat if necessary.

Enhance the Defense
If you’re truly serious about playing point-of-attack defense, you’ll place extra defenses in the spot
you’re trying to defend. This is particularly important when you’re wearing Heavy Armor and
facing nimble foes. The extra defenses give them more to deal with, so they can’t focus all their
attention on evading your shots.
You should never play point-of-attack
defense without heavily fortifying your
base, plus the area around your base if
you have enough time. Those extra
defenses will pay off handily, dispatching
careless enemies and weakening others
to the point where you can finish them
off easily.

DROP THE STATION
If there isn’t an Inventory Station right
next to the spot you’re defending, grab
one and slap it down. This greatly speeds
the process of placing defenses.

PLACE TURRETS

Fig. 9-5. A Mobile Inventory Station near the flag makes it
easy to place Remote Turrets quickly.

Next, buy several Remote Turrets and
place them in the area you’re trying to defend. Make sure they’re facing in the direction you expect
attacks to come from; that way they don’t have to swivel around before they start firing.
Also, be sure to place them around corners, below ridges, or anywhere else that they they’re
likely to surprise the enemy. Just as you don’t want the enemy to see you from afar, you don’t want
the enemy to see a Remote Turret either.
When you place Remote Turrets just around corners, stick them close to walls so that an
attacker cannot see them without fully turning the corner. Optimally, place them in parts of a
room that an attacker won’t see the instant he or she walks in.

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DEPLOY SENSORS
AND JAMMERS
Remote Turrets have built-in pulse sensors, and thus they can be foiled by players with Sensor Jammer Packs. While
you’re busy throwing down Turrets,
therefore, you should add a few Motion
Sensors to the area. Motion Sensors are
great because they pick up moving enemies, even if they’re using jammers. Plus
they work through walls—line of sight is
not required. This means you can put
them in highly protected locations (i.e. in
Fig. 9-6. This Camera and Remote Turret combination is
hard-to-see nooks and crannies), and
tough to beat.
they’ll still be effective.
Cameras are also great if you put
them in the right spots. They’ll lock onto enemies and cause turrets to keep firing at them despite
jamming and despite whether they keep moving. That’s ideal.
In addition to adding Motion Sensors and Cameras, throw down a jammer or two, especially in
spots where you’ll be spending some time. (Remember, jammers work on a line-of-sight basis, so you
may need several of them if you want to cover a big area.) Jammers help conceal the fact that you’re
lurking inside the base, effectively disguising you from the enemy. Keep in mind that jammers jam
friendly as well as enemy players. If you put one near your base, it will help conceal enemy players.

Change of Pace Techniques
Just standing in one area gets boring and predictable. Even if you don’t intend to leave your base,
there are things you can do to keep enemies on their toes.
If there’s a Command Station nearby, use it occasionally. Take manual control of turrets and hose
down attackers before they get close to you. If the turrets are sometimes left on automatic control,
but sometimes controlled by a player, your enemies will never know what to expect
from them.
Move around a little. If you were standing on one side of a doorway, move to the other side after
killing an attacker. Chances are good that he’ll be back again, and he’ll expect you to be in the same
place. Just changing your position slightly can go a long way toward confusing him.

Advanced Tricks
There are a number of subtle ways to improve your point-of-attack defense, many of which are best
learned through trying rather than reading. But here are a few suggestions.
Use Remote Turrets in conjunction with Remote Cameras placed on the ceiling. Cameras are
great indoors because you can point them down a hallway that invaders enter. They reveal an enemy
to Turrets regardless of whether that enemy is moving or using a jammer.
Also, you can use Cameras to supplement the Sentinel turrets that guard the entrances to many
bases. Invaders will run up and then stop, assuming that the Sentinel’s built-in motion sensor will

CHAPTER 9: DEFENSE PRIMER

93

lose sight of them as they stand motionless. But
thanks to the Camera, they’ll be in for a
big surprise.
When selecting weapons, remember that the
Disk Launcher is a good weapon of choice for
taking down Light Armored enemies indoors.
Most other weapons have relatively slow projectiles, and good players in Light Armor will make
you miss.
If you’re in an enclosed area, and you’re a
great shot with the Heavy Mortar, you can “trap”
enemies in lighter armor with mortar shells.
Fire one shell behind enemies to prevent them
from backtracking; then fire one in front of
Fig. 9-7. Remote Cameras placed next to Sentinel turrets
them (near you). They’ll be stuck between the
greatly enhance their effectiveness.
two shells and will probably get blown up. You’ll
also be damaged, but if you’re in Heavy Armor,
you’ll probably survive. Also, using a Shield Pack
increases your survival chances greatly.
Mines can be a deadly addition to any defense. But the key is letting your teammates know
where they are, and not mining areas that your teammates will be passing through constantly.
Experiment with mines, and you’ll find that they can add incredible punch to your defense.

The Final Word
Point-of-attack defense isn’t appropriate for every mission, and you shouldn’t have too many players
doing it. But it can be invaluable for catching enemies who make it through the perimeter defense.

Mastering
Perimeter
Defense
In most missions, the majority of your defenders
should be playing perimeter defense.
As mentioned earlier, while point-of-attack
defense involves standing close to the object
being guarded, perimeter defense involves
guarding it from a distance.
A classic example of perimeter defense would
involve a base located in a valley. If all the
defenders were to play point-of-attack defense,
they’d crowd into the base. But that would allow

Fig. 9-8. Perimeter Defense requires you to stay vigilant
and intercept enemies well before they reach their goal.

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attackers to run up to the base unharmed. They could then shell it with Heavy Mortar fire, set up
Remote Inventory Stations nearby, and generally make themselves comfortable.
Instead, the defenders should play perimeter defense, spreading out on the hilltops surrounding the base and watching for enemies in all directions. When enemies do arrive, the perimeter
defenders should harass and occupy them. They should first snipe with Laser Rifles and Blasters,
then swarm the enemy and attack with closer-range weapons.

When to Use It
Perimeter defense is a great defensive style for just about every mission. It’s most effective when
you have several friends helping you out.
If you have four players on defense, three or even four should be perimeter defenders.
However, if all four players are on the perimeter, it’s important that they’re experienced enough to
watch for sneak attacks. But it’s probably best to have at least one point-of-attack defender to stay
at home and guard against stealthy raids.

Especially when you’re defending a base, you have little to
lose by charging and attacking well before the enemy gets
to your base. That’s because you’re likely to reappear near
your base after getting killed. So you’ll be in a position to
fight that same enemy again. If you’re lucky, you’ll even
have time to buy your Favorites again.

Effective Weapons and Armor
Perimeter defenders can use whatever
armor and weapons suit the situation.
The best choices are predicated on what
the map is like and what tactics the
enemy is using.
Regardless of the map, however, it’s
always good to have a couple of perimeter defenders in Light Armor with
Energy Packs. These players can serve as
defensive snipers, picking away at attackers with Laser Rifles before they even get
close. These players can often disrupt
major attacks well before they reach the
critical stage.
Fig. 9-9. Perimeter defenders in Light Armor are useful for
pursuing enemies intent on snatching your flag—or those
that have it and are trying to flee.

CHAPTER 9: DEFENSE PRIMER
These snipers are also highly mobile. So they’re ideal for chasing enemies who manage to get
into the base, steal the flag, or start causing other problems.
Medium Armor works well on the perimeter too, but you have to be smarter about being in
position to intercept your foes. On maps where snatch-and-grab tactics work (for example, where
your flag is sitting right out in the open), Light Armor is often better. But Medium Armor is a good
choice if a few of the defenders already have Light Armor.
Finally, Heavy Armor can be useful, but as always, you need to have teammates nearby to support you. You’ll be able to disrupt enemy advances with your Heavy Mortar, and you can take lots
of punishment. But Heavy Armored players on perimeter defense tend to be vulnerable to sniper
shots and other long-range punishment. Players in Heavy Armor might want to consider retreating
into the base when they’ve taken serious damage.

Heavy Armor is most useful on perimeter defense when
you’re facing a slow, rumbling attack involving multiple
enemies in Medium and Heavy Armor. It’s least useful in
defending against speed and stealth attacks because it’s
hard to keep up with enemies in Light Armor.

Effective Techniques
Stay on the high ground surrounding
the object you’re defending. Periodically
check the Commander Screen map, and
also scan the horizon visually. If enemies
appear at long range, snipe at them and
alert your friends.
As enemies approach, multiple perimeter defenders should gather and attack. At
least one defender should stay back and
watch for attacks from other sides, however.
Tailor your defense to the attacks you’re
facing. If the enemy keeps approaching
from a given point, you might want to
place Remote Turrets or mines there for
added defense. If the enemy constantly
attacks in Light Armor, make sure you have
enough Light Armored defenders available
to give chase.

Fig. 9-10. Teamwork is a trademark of a good perimeter
defense.

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Remote Inventory Stations can be useful on defense, even
though you’re usually quite close to a base with a full-sized
Inventory Station. They cut down on the time you’d otherwise take running back and forth from your post to the
Inventory Station.

Change of Pace Techniques
Instead of sniping at enemies and letting them know you’re there, perimeter defenders can hide
and even use Jammer Packs to conceal themselves from attackers. Then, when the attackers enter
the base or get close to the objective, you can ambush them. This works best if the attackers are
busy trying to deal with emplaced defenses such as turrets because it further distracts them.
Feel free to move out farther than usual if you think the enemy is getting accustomed to seeing you in a particular position. For example, if you’ve been standing on the same hill for quite
some time, move to another hill that’s closer to the enemy base. Then, when enemies approach,
they won’t expect to see you when you attack.
You should occasionally patrol the area around your base. Enemies often like to set up “mini
bases” with Remote Inventory Stations and Sensor Jammers. And it’s vital to root these out so
they don’t provide a staging area for constant attacks.

The Final Word
Perimeter defense is best when it includes a mix of armor types and weapons payloads. The one
constant, however, is the need for fast, light snipers. These snipers can chase quick enemies that
get too close. And they can brush back enemies that would otherwise park themselves at long
range and fire Heavy Mortars to their hearts’ content.

All-purpose Defense
All-purpose defense is a mixture of point-of-attack defense and perimeter defense. Essentially, it’s
a phrase for any defense where you spend some time outside, then spend some time inside.
All-purpose defense is most useful when you’re the only defender at a particular location, or
when you don’t have much support.
An example of all-purpose defense would be a player in Medium Armor guarding a tower.
When the coast is clear, the player spends time setting up Turrets and Motion Sensors outside
the base. Then, as an enemy approaches, the player does battle, staying close to the defenses he or
she has put up. Eventually, the player retreats into the tower if necessary, and continues the fight
from inside.

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Effective Weapons and Armor
You can be effective in any armor type if you’re
playing all-purpose defense. If you use Heavy
Armor, a good technique is to stand on top of
the structure you’re defending. Next, lob Heavy
Mortar shells at anyone who approaches. Then,
drop down inside whatever you’re defending to
continue the fight.
Medium and Light Armor require different
tactics. Since you don’t have the durability of
Heavy Armor, you’ll want to stay outside more
often, where you’re most maneuverable. Follow
and harass the enemy, but be careful if the
fight progresses to a more enclosed area.

If you have the opportunity,
you can even use Light Armor
outside and then quickly switch
to a heavier armor type after
dashing inside.

Fig. 9-11. This defender in Heavy Armor can lob Heavy
Mortar shells at incoming enemies, then aim down and
defend the tower’s interior if need be.

Effective Techniques
Since all-purpose defense combines elements of point-of-attack and perimeter defense, you should
follow the rules of those defense types. When you’re outside, use more of a perimeter defensive
style. Either harass incoming enemies at long range with a Laser Rifle or Blaster, or hide and
sneak up on them as they deal with emplaced defenses.
When the fight moves inside, employ more of a point-of-attack style. Make your stand in spots
where you’ll be supported by emplaced defenses. And try not to stand somewhere obvious, where
you can be flushed out by Grenades. Your enemy will know you’re there, so you’ve got to be somewhere that’s reasonably well protected. (If no such place exists, you should stay outside.)

Defense Overview
It doesn’t matter whether you employ a point-of-attack defense, a perimeter defense, or a combination thereof. You can rest assured that whenever you’re playing defense, you’re making a difference. Defense is fundamental, but it’s often overlooked by teams intent on attacking.
Remember, especially in capture-the-flag style games, you cannot lose if your defense holds
through the entire game.

10
“Midfielder” Primer

T

hough offense and defense are the most clearly defined roles, you’ll spend a lot of time on
the in-between turf that separates key locations. You probably won’t want to spend your
entire game traversing this middle ground. However, there are valuable reasons to be there
and valuable things to do there. This chapter is devoted to helping you be effective in that area.

The Midfielder Position
The “midfielder” role isn’t one that most
players take willingly. It’s simply a necessary evil. To get somewhere, you have to
travel across unclaimed tracts of land.
Still, there’s value to being in that
unpopular middle area, if only because it
puts you in position to play different
roles quickly.
While in that middle area, you can
perform reconnaissance, snipe at enemies, build infrastructure, destroy
enemy infrastructure, and quickly move
to defensive and offensive roles.
Fig. 10-1. There’s a lot of territory out there. It’s not just
dead space; make it work for you.

CHAPTER 10: “MIDFIELDER” PRIMER

Reconnaissance
The first valuable role performed by a midfield player is reconnaissance. Most maps are large
enough that it’s impossible to extend your team’s sensor range across the whole thing. Thus,
there’s value in having players in the middle territory who are paying attention.
Recon is working best when it uncovers a major assault. This usually entails three or more
attackers advancing as a group. Such attacks can be deadly if not picked up well before they reach
your base.

When to use Reconnaissance
Nobody should play a pure recon role throughout an entire game; there are too many other valuable things you can be doing instead.
Rather, recon is something you should do while you’re working on something else—like laying
down a sensor network or proceeding toward an enemy base. Just keep your eyes open and watch
the terrain you’re crossing rather than single-mindedly trekking toward your goal.
When you do find something worth noting—usually a group of enemies—alert your teammates. It’s important for everyone to be on the same page.

Tricks and Tips
Light Armor is far and away the best
armor for recon, especially when paired
with an Energy Pack. This configuration
also lets you take on the role of sniper,
something we’ll discuss momentarily.
Jump jets are crucial to spotting
enemies. Good players will often jet
high into the air, spinning around the
whole time. They can then look for
enemies that would otherwise be
hidden behind ridges or other prominent terrain features.
Also, players intent on scouting
should periodically refer to their
Commander Screen. Even stealthy
attackers sometimes appear on the
sensor network for a moment.

Fig. 10-2. Spin around in midair to get a good view of
what’s happening below.

Midfield Sniper
Another role—one that’s more versatile than recon and worth spending some time at—is that of
midfield sniper.
Defensive and offensive sniping serve obvious purposes, but midfield sniping can be equally
profitable if you approach it with the right attitude. Here’s a look at what you can do.

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If your team is lacking adequate offense and defense, play one
of those roles instead of midfield sniper. That’s because midfield sniping is pointless unless you’ve got a strong offense
and defense.
Your role as midfield sniper is essentially to distract
enemies rather than necessarily kill them outright. So it’s
important that there be teammates nearby to capitalize on
the distraction. They can do this by attacking a base after
you’ve distracted the defenders. Or they can clean up an
assault team after you’ve made its members scatter with
your sniper fire. But if those teammates aren’t ready to
help, you might as well join the attack or defense team.

Harass Defenders
Key enemy sites are likely to have a
number of defenders standing around
outside. These defenders get pretty comfortable if there’s nobody around to pick
on them. And pick on them you can, if
you’re playing the role of midfield sniper.
The key to this sort of sniping is to
understand your role: Distract defenders,
make them uncomfortable, force them
to leave their ideal defensive spots. They
may even run out and attack you. You
aren’t trying to invade the base; that’s
Fig. 10-3. The defenders on this floating base will either
not going to work. You’re trying to pave
the way for your team’s real attackers by have to take cover or chase you in order to stop the sniping.
disrupting the enemy defense.
If defenders try to pursue you, run away. Lure then away from their tasks. If they shift to
another spot, move around until you can see them again. Just be as annoying as possible; you’ll
get them out of their normal game plan.

Take Out Makeshift Defenses
Defenders like to place deployable objects near their bases—Remote Turrets, Remote Jammers,
Remote Inventory Stations, and so forth. If they do this properly, you won’t be able to see these
items from long range.

CHAPTER 10: “MIDFIELDER” PRIMER
Defenders may be sloppy, however, or they
may just want to place as many items as possible. In that case, some of those deployed items
will be in full view of a sniper who’s zooming in
with an Image Enhancer. Since the Sniper Rifle
is quite powerful, and since these deployable
items are extremely fragile, you can often take
them out with a single shot.
Destroying infrastructure in this way is very
efficient. The enemy spent a good deal of time
lugging a pack out and deploying it whereas you
can destroy that object just by shooting at it.
Destroying makeshift defenses is often just
as vital as harassing enemy defenders.

Disrupt Plodding
Offensives

101

Fig. 10-4. Remote Turrets will fall with one well-placed
sniper shot.

Every so often, your enemies decide to attack your base with power, not stealth or speed. They
assemble an assault team, most of whom usually wear Medium or Heavy Armor, and start lumbering toward your base. One member
of this team often carries a Remote
Inventory Station. So when the team
gets close to its destination, it can set
up a “mini-base” of sorts.
It’s important to catch these sorts of
attacks well before they reach your base.
They can be extremely tough to deal
with when they get to high ground and
start shelling your base. In transit, however, they’re vulnerable—especially if
they have players in Heavy Armor.
Whenever you encounter such a
group, alert your teammates and then
start sniping at the heaviest armored
Fig. 10-5. This group of enemies should be disrupted before players in the group. If their lightly
they reach your base.
armored companions are paying attention, they’ll come attack you. Fly away
and let them pursue you. You’ll be surprised at what lengths some players will go to get a kill.
They’ll even abandon their pals in Heavy Armor and leave them vulnerable.
Hopefully your teammates will listen to you and pick on the less mobile members of the team
while you distract the lighter members.

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Infrastructure Builder
Another role you can assume is that of infrastructure builder. As with most mid-field roles, you
probably don’t want to spend all your time on this. But it’s something you can do while working
on other tasks.

Extend Sensor Range
Adding sensors to the map enhances your team’s view of the battlefield. The more information
each team member can gain by looking at his or her Commander Screen, the better informed your
team’s decisions will be.
Remote Pulse Sensors are the items of choice when establishing sensor networks that need to
cover lots of ground. Remote Motion Sensors cover designated areas better than Remote Pulse
Sensors. However, they cover a smaller radius.
Either deploy Remote Pulse Sensors on hilltops or just below hilltops. Generally they’ll last
longer if they’re placed on the side of the hill facing your own base. Enemies won’t see them
unless they look down constantly as they approach.

Add “Surprise” Turrets
Adding the occasional Remote Turret
to the open landscape helps keep the
enemy on its toes. Turrets placed out
in the open aren’t as potent as those in
enclosed areas. But if the enemy gets
zapped by a Turret once, it’ll have to be
that much more cautious in the future.
Place Remote Turrets on ridges or
slopes that face your base. That way,
enemies won’t see them while approaching and will be shot the moment they
crest the hill. They’re likely to be looking at your base instead of at the
ground, so the turret might get in
a few good shots.

Fig. 10-6. These Remote Turrets are just far enough
down the slope that players coming from the other side
won’t see them.

Snipers can easily pick off remote Turrets placed on slopes
facing away from your base. Avoid placing Turrets in such
exposed areas as it seldom pays off.

CHAPTER 10: “MIDFIELDER” PRIMER

Create Jamming Zones
Another valuable task is to create jamming zones with Remote Jammers. Specifically, it can be
useful to place a line of Remote Jammers that leads toward the enemy base, enabling teammates
to sneak up unannounced.
Note that the best place for these Jammers is off to the side rather than in a straight line from
your base to the enemy’s. The enemy is likely to guard the straight-line approach well. And it’s
likely to locate your players visually, despite the jamming, if they approach in such a direct route.

Infrastructure Destroyer
Another valuable role is that of infrastructure destroyer. Depending on how the enemy team operates, this can be a vital role or a worthless quest. Some teams won’t bother placing many objects
on the battlefield, and in this case, you’re better off in some other role.

Scan for Unmarked Items
When you stumble upon a remote item
placed on the map, it won’t be immediately
obvious what team it belongs to. Quickly
check your map. If the item appears there
and is green, it’s yours. If it doesn’t show
up or it’s labeled in red, it’s the enemy’s.
Get rid of it!

If you happen to destroy
an enemy Remote Jammer,
quickly look at the map again.
Items that were previously
hidden may now be visible
on the map.

Fig. 10-7. This Remote Inventory Station and Remote
Jammer need to be destroyed.

Watch your Sensor Indicator
Say you’re in a location where the main enemy Pulse Sensors shouldn’t reach, yet your Sensor
Indicator is flashing red. That means the enemy has placed an auxiliary Pulse Sensor somewhere.
Look for it using the Sensor Indicator. By dropping down on various sides of a hill, you can determine what direction the Pulse Sensor is located in, and then go destroy it.

Jump for Better Perspective
Periodically jet straight up in the air and spin around, looking for suspicious objects and players.
This will occasionally reveal a hornet’s nest of enemy activity that you’d previously missed.

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Watch for
Gatherings
If the enemy tends to gather at a
specific point or always approaches
your base from a specific area, that’s
a good place to look for enemy gear.
Approach cautiously and destroy
anything you find. Occasionally
you’ll discover a full-fledged mini
base, complete with Remote Inventory
Station, Remote Jammer, and possibly
even Remote Turrets.
Fig. 10-8. Craggy areas near your base are where the
enemy typically drops Remote Inventory Stations.

Emergency Defender
When you’re playing a midfielder role, you’re free to go anywhere you’d like. And since you’re
probably in Light Armor, you can usually get there fast. This allows you to play the role of emergency defender. You can rush to the aid
of any key position that’s coming under
heavy attack. Or you might intercept an
enemy flag carrier who’s making a break
for his base.
Don’t be afraid to abandon the midfielder role. It’s useful, but much of its
use comes from its flexibility; you can
help out wherever you’re needed.

Situational
Attacker
Just as you can jump in on defense, feel
free to join a promising offensive if
you’re in position to do so. For example,
occasionally you’ll see a team of players
in Heavy and Medium Armor lumbering toward the enemy base. It could use support from someone in Light Armor, to protect it from agile defenders. Go help its cause.
Fig. 10-9. The map shows that the base is under attack.
Time to head back and help out!

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105

Similarly, you might see a number of teammates launching a full-scale attack on an enemy
position. So you may want to sneak in from the rear and damage the target while its defenders are
all occupied. This can be surprisingly effective, and often it’ll complement your teammates’ attack
much more effectively than direct support.

Attacking an enemy position is a whole new role, which
we’ll deal with extensively in the next chapter.

11
Assault Primer

A

ttacking a fortified enemy position ranks among the most difficult tasks in Tribes.
Until you become familiar with the various turrets and sensors that guard most bases,
you’re prone to getting gunned down every time you get close. And that’s without any
human enemies in the area! Throw in a few stalwart defenders, and you’ve got a task that looks
nearly impossible.
Attacking enemy bases never gets easy, but it does get easier. Keep reading for tips on how to
infiltrate enemy strongholds and come away with your prize.

Preliminaries
Before you start smashing through enemy fortifications like they aren’t even there, you’ll need to
master a few crucial skills.

Master the Defenses
First, you need complete knowledge of every item in the game world. You need to be able to distinguish different types of turrets from one another on sight. You also need to know what causes
those turrets to fire, and how to avoid them. You shouldn’t have to ask yourself what to do in any
given situation; you should be able to instinctively react to the defenses you’re facing. This means
freezing in your tracks at the sight of a Sentinel turret or staying on the ground as you pass a
Missile Turret.

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107

You’ll also do better if you have a good idea of how the enemy base or tower is laid out. You
don’t need a complete mental map. However, you should know how many entrances there are and
what sorts of defenses lie beyond each entrance. You should also know roughly where the vital
objects (flags, Generators) inside each base are. When in doubt, you can host a multiplayer game
and explore the bases at your leisure without any interference. Or, if you want to learn in a real
game situation, you can study your own base closely. There are usually minor differences between
bases, but they’re generally just that—minor. If you understand your own base’s layout, you can
bet that the enemy base is nearly identical.

Know your Goals
Know what you’re trying to do before
infiltrating an enemy stronghold. Until
base raiding becomes second nature to
you, the excitement of actually infiltrating enemy territory may have a tendency
to obscure your real purpose. You’ll be
wondering what to achieve.
If you’re trying to capture a tower,
remember that your objective is to capture the spinning block at the tower’s
center. If you want to capture a flag,
remember to do so without getting
distracted once you’re inside the base.
If you plan on wrecking the enemy
base, go right for the Generators.

Fig. 11-1. What are your goals? Capturing a flag?
Destroying a Generator? Figure it out before you attack.

Prepare Yourself
Once you know your goals, your choice of armor and equipment should become quite obvious. Are
you trying to jet to the top of the enemy fort and drop through a ceiling hatch? Light Armor and
an Energy Pack are a good choice. Maybe you’re trying to take over a tower with a lone defender in
Heavy Armor inside? A Grenade Launcher usually lets you soften up the tower from outside before
charging in.
Think about what you’re trying to achieve; then select armor and weapons that will help you
attain your goals.

Observe the Enemy
The enemy’s behavior and defensive style make a huge difference in what offensive tactics will
work. For example, if the enemy base is defended by a few enemies in Heavy Armor, a speed or
stealth raid might capitalize on their sluggishness. If large numbers of Light Armored enemies are
holding down the fort, distraction and long-distance shelling might be useful.

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Generally speaking, the more defenders stationed at the place you’re attacking, the less likely that commando-style
speed or stealth raids will work. All
those enemies will see you and gun you
down. Extremely well guarded spots will
only fall to powerful strikes by large
strike forces or a combination of power
and sneakiness.

Stealth
Attacks
Fig. 11-2. Depending on where the defense has arrayed
Pure stealth raids are both exhilarating
itself, you might want to adjust your tactics.
and rewarding. There’s nothing better
than sneaking up to an enemy base with
Sensor Jammer on, jetting to the top, dropping through a ceiling hatch, and sneaking past
numerous turrets and defenses until you’ve reached your goal.
Of course, stealth attacks are also high-risk; once you’re caught, you’re usually in serious
trouble. Of course, there’s always a chance that you can run away—and you can always try again.

When to Attack with Stealth
Stealth attacks are most useful against lightly guarded targets and targets with multiple entrances.
For example, a tower guarded by a single enemy is a good target. So is a massive base with
multiple entrances, some of which may
be poorly guarded.
Bad candidates for stealth raids
include bases with only one entrance
and bases that are swarming with
defenders. You can use jamming to get
yourself past any number of sensors.
And if you’re cautious, you can even
sneak past a couple of human defenders.
But generally speaking, if there are
multiple enemies in the area, you’re
bound to be seen.

Fig. 11-3. This large craft, which is in fact an enemy base,
has multiple entrances and is thus a good candidate for a
stealth raid.

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109

How to Proceed
Standard practice is to approach the target
along a path that’s at least partially shielded
from Pulse Sensors. This means staying behind
ridges and hills. Also, don’t forget about the
threat of visual detection.
When you must cross relatively open areas,
use a Jammer Pack to cut down the risk of
detection. Also, try to make sure that there are
few enemies who might see you. (A Jammer
Pack is usually required for pure stealth missions, but if the defenders are distracted or inattentive enough, it’s not necessary.)
Fig. 11-4. Ceiling entrances, or entrances located beneath
an enemy base, are ideal for stealthy attacks.

Don’t hesitate to stop for awhile behind a hill or ridge and let
your energy rise up to maximum. That way, you’ll have a full
charge for your Jammer Pack when you break cover.
While you’re under cover, occasionally pop up and scan
the terrain you’re heading into. Watch the movement patterns of your enemies. Do your best to avoid them.
When you’re near the target, scan it again. This may involve standing on a hilltop with Sensor
Jammer engaged, giving the base a once-over with the Image Enhancer. Then drop back to let
your energy get back to full.

If there are so many defenders that it’s hard just to get near
the base without being seen, stealth alone probably isn’t the
best approach. Try speed or power instead, as discussed
later in this chapter.
When you’re ready, engage your Sensor Jammer (if you have one) and make your final
approach on the target. If the target has multiple entrances, you often want to use the top one.
Lower entrances usually swarm with defenders.
If all goes well, you’ll be able to drop inside the enemy base.

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Inside the Base
Inside the base, don’t lose your head. Proceed as quickly as possible, but stop short near corners
and junctions so you don’t run full speed into an enemy’s chest.
Deal with threats in the most convenient way possible. Sneak past Sentinel turrets and ignore
objects that aren’t vital to your task.

In most cases you should ignore targets that aren’t central to
your quest. Generators are an exception. If you happen upon
Generators, you should probably blow them up, even if your
main task is to capture a flag. This sends the base into
turmoil and paves the way for more attacks.
When you get to your goal, execute your task quickly and run, preferably back the way you came.
After all, the way you came was clear the first time you did it, so it’s likely to be clear again. Also,
you know what to expect.

Variations
Any number of things can and will go
wrong on a stealth mission. Here are
some tips for overcoming adversity.
While it’s best to be as quiet as possible, sometimes you’ll need to take out
enemy fortifications. For example, you
might need to destroy a Remote Turret
inside the enemy base. If you do,
Grenade Launchers are the preferred
weapon because they let you fire safely
from around corridors.
If you get caught very close to your
Fig. 11-5. Even if you can’t accomplish your primary objectarget, your two primary options are to
tive, such as escaping with the flag, you can at least deal
flee or to wreck as much as possible. The some damage.
former option works well if you aren’t
actually inside yet. It also works if you’re
attacking a tower or small base that’s more or less open to the air. The latter option is best if you’re
well inside a base and probably can’t escape. If this is the case, start running like crazy while lobbing grenades and dropping mines if you can. Just try to wreck as many Inventory Stations and
other useful objects as possible. That way, the enemy will at least have to spend some time repairing the damage.

CHAPTER 11: ASSAULT PRIMER
Finally, note that while speed attacks work just fine with one player, two players in close coordination can be even better. With two players, you can efficiently destroy large enemy turrets
(especially if one teammate has an ELF Gun). Also, you’ll stand a chance if you run into a lone
enemy inside.

Jammer Packs not only protect the wearer from sensors but
also protect a small area around the wearer. Thus, if two
teammates stick close together, they can both benefit from
one player’s Jammer Pack.

Speed Attacks
Speed attacks, like stealth attacks, are often performed by a single player although having a partner or two can greatly assist you. Unlike the stealth attacker, who tries to hide from enemies at all
costs, the speed attacker only hides until it’s time to strike. He or she then uses the pure maneuverability of the Light Armor and Energy Pack combination to zip in and strike the target. The
effectiveness of this technique varies greatly and depends largely on the circumstances.

When to Use Speed
Speed attacks are excellent for flag missions where the flags are sitting more or
less out in the open. In these missions,
sneaking all the way up to the flags is
nearly impossible. Instead, you can
sometimes use your blazing speed and
jumping ability to snatch the flag and
get away.
Speed attacks are also useful against
large bases with multiple entrances, and
targets that are currently under attack.
In these cases, you rely on the enemy
defenders being distracted or out of position. You then capitalize by blasting in
Fig. 11-6. This mission, with its flags located right out in
from the opposite direction and making
the open, leaves the door open for speedy raids.
them pay.
You won’t be able to capture and hold
an area with speed attacks. However, you’ll sometimes be able to snatch a flag or destroy a
Generator before the defenders manage to catch up.

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Pure speed is not feasible in many situations, but speed combined with stealth or power can be
deadly. The last major section of this chapter discusses the value of combination attacks.

Techniques
The essence of the speed attack is to catch enemies napping, out of position, or stuck in heavier
armor than they should really be wearing.
Approach the enemy target with stealth, using ridges and hills as you would for a stealth attack.
When you get close to the target, blast your way up to it. Or you can hang around and wait for
the defenders to shift until there’s an open spot in the defense. Do your best to avoid detection, but
if you are detected, don’t sweat it. Use your jets to avoid getting shot, and go for the goal.
Once you do reach your goal, you’ll need to be fast. If it’s a flag, you need to be able to swoop
down and take it in one pass. If it’s a Generator, you need to shoot it rapidly with a Plasma Gun or
other fast-acting weapon. You generally won’t have much of a chance to destroy your target before
the defenders get to you.

Improving the Speed Attack
The value of speed attacks often comes
down to your raw skill with the jump jets
and your ability to maneuver skillfully
under pressure. If you’re good, you
might be able to do some damage. If
you’re lousy, you should keep practicing
and stick to stealth or power attacks
until you improve.
As with stealth attacks, don’t try to
force the issue if a particular spot is
extremely well defended. Stealth attacks
and speed attacks don’t work too well
against well-prepared foes. In these cases
you need to combine your stealth or
speed with power, as explained in the last
section of this chapter.

Fig. 11-7. If the base is too well defended, pure speed
attacks usually won’t work.

Power Attacks
When Jammer Packs and nifty jump jet moves fail, power is necessary. A target that’s defended by
a large contingent is a tough nut to crack. You can’t expect to take it by sneaking up to it in plain
view of multiple enemies or by jetting into a hail of gunfire. In these cases, you need to present a
legitimate threat and wear down the enemy defenses to the point where those first two attack types
can succeed.

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113

When to use Power
Use power attacks when the enemy has dug
in and fortified heavily. Use them when
defenders are swarming around your objective. In short, use them anytime that speed
and stealth just aren’t getting it done.
Don’t bother with power attacks on
locales that are poorly defended in the first
place. If there’s just one defender, shelling
the base with heavy Mortar fire is overkill.
Just take out the defender and proceed
from there.
However, you should understand that
when you’re playing against a competent
team, your main objectives will very rarely
be poorly defended. They’ll be extremely
tough to approach, and power will be
necessary.

Fig. 11-8. Shelling the enemy base from afar is a staple of
many power attacks.

The Value of Teamwork
Power attacks require teamwork. Specifically, they require a crew of multiple attackers who hit the
base at the same time. Ideally this crew includes players in several different types of armor. Heavy
Armor wearers can shell the target if
necessary. Medium Armor wearers act as
all-purpose attackers, and Light Armor
wearers provide mobility (and perhaps
capitalize on weaknesses left by the
defenders).
Flat-out attacking an enemy target by
yourself isn’t usually a great idea. You’ll
get killed by a crew of defenders if the
other team is any good. Lone players can
get away with stealth and speed raids,
but they can’t summon the power to
break down enemy defenses.
Fig. 11-9. Without teammates at your side, your attack is
likely to be a failure.

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Approaching
Correctly
It’s hard to send a large group of players
across the map without getting detected.
Nevertheless, your group should still
try to hide behind terrain features
until revealing yourselves is absolutely
necessary.
Stick together while approaching
the enemy stronghold. This doesn’t
mean sticking side by side, however.
Separate a bit, especially when enemies
attack, so that you confuse the enemy
by attacking from multiple directions.
When the skirmish is over, you should
rejoin and proceed toward the target as
a cohesive unit.

Fig. 11-10. A Personnel Carrier is a great way to keep an
attack group cohesive and move it to its destination quickly.
Make sure you have a good pilot, though; this one crashed
and needed repairs.

Players in lighter armor need to protect players in Heavy
Armor during the passage toward the enemy stronghold.
Heavy Armor lacks maneuverability, and if left alone, it’ll
soon wither under long-range fire from lighter enemies.
Of course, if you can get your hands on a Heavy Personnel Carrier and fly to the target, you’ll
be in great shape for the assault.

Dismantling the Base
When you get within Heavy Mortar range of the base, the common technique is to start shelling it
with Heavy Mortar or Grenade Launcher fire. Destroy enemy turrets and Pulse Sensors if possible,
and break up clumps of defenders that try to shoot at you.
Meanwhile, players in lighter armor need to defend the heavy hitters against the inevitable
rush of defenders that swarm out of the base. The idea is to keep heavier armor types alive to
deliver a full payload and knock out a good chunk of the base’s defenses.

Taking the Next Step
If you manage to clear out the deadliest enemy defenses and most of the defenders, move forward
and take control of your target. If you deal some damage but don’t completely shatter your target,

CHAPTER 11: ASSAULT PRIMER

115

you’ll need to follow up with another fast attack. Ideally, you want to mount another attack before
the defenses you destroyed are repaired.
Of course, to be truly effective on the first try, you should combine your power attack with a
speed or stealth raid.

Combined Attacks
Good teams with solid defense can defuse most of the attacks we’ve discussed in this chapter.
They’re observant enough to foil pure stealth raids and have enough light defenders in place to
intercept speed attackers. They also do a good job of running out to meet power attacks, defusing
them before they can bring the whole base to its knees.
However, even a very good defensive team has its lapses. Those lapses come most frequently
as a result of multiple attacks that happen at the same time. At some point the defenders have
to decide whether to commit everyone to defending against an initial attack or to leave people
behind. The first choice risks allowing a sneak attack from another direction, and the second
risks losing out to that first attack. It’s a tough situation that you need to learn to capitalize on.

Speed and Stealth
In the speed and stealth combined attack, a speed player approaches the enemy target and makes
threatening overtures. Perhaps he flies to mid range, blasts off a few shots, and drops back behind
a hillside. Perhaps he jets quite close to the base, as if trying to invade it. Regardless, he causes
a distraction.
Meanwhile, as the distraction happens, the stealth player sneaks in from the opposite direction
that the speed player came from. If he’s lucky, the defenders are busy dealing with the speed
player, and the speed player is agile enough to occupy them for awhile. This makes it much easier
for the stealth player to sneak in undetected and go about his business.

Power and Stealth
The power and stealth combined attack begins
when an offensive team approaches the enemy
stronghold. This offensive team should ideally
be tough enough to pose a serious threat. It
should consist of several members and use standard techniques to start wearing down the base.
If the base defenders are any good, they’ll
react to this threat. Some defenders will run out
to meet the invaders head-on; those that don’t
will undoubtedly watch the fight. This is the
time for a stealthy player (or pair of players) to
approach the enemy base from the opposite
direction and deal some damage.

Fig. 11-11. Sneak into the base while the defenders are
busy dealing with an obvious threat.

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If your teammates are novices, they’ll initiate lots of weak,
poorly considered attacks on the enemy base all by themselves. This isn’t as good as a well considered attack.
Nevertheless, these pathetic attempts at heroism can sometimes distract defenders long enough for you to sneak in.

Power and Speed
The power and speed attack is much like a power and stealth attack. The difference is that the
player(s) sneaking up from the weak side use pure speed to blaze up to their target instead of stealth.

Avoiding Battle Lock
There’s one final consideration when you’re on offense, and that’s avoiding “battle lock.” Observe
the following simple rules to keep yourself focused.

Keep your Priorities Straight
Don’t fight just for the sake of fighting. Don’t waste time shooting at players who aren’t in a position to harm your team effort or fighting meaningless battles well away from critical resources.
Instead, tear yourself away and try to refocus on a clear goal.

Look for the Alternate Battle
Sometimes two teams will get so absorbed in a battle over a single piece of turf that they’ll forget
about other important objectives. For example, players may fight over a watchtower yet leave their
base undefended. Or on a Capture & Hold mission, players might get so wrapped up in battling for
one tower that other, equally valuable towers
are forgotten.
If the enemy seems to be locked in on
fighting one particular battle, don’t be afraid
to abandon the fight and look for easier targets
elsewhere. Often you’ll do more good away
from the main fight than you would in it.

Don’t Ignore
Defenders
When you’re attacking a target, don’t ignore
defenders. That doesn’t mean you have to
fight. It just means that you can’t focus so
much on your target that you fail to account
for them.

Fig. 11-12. Don’t do something shortsighted, like capturing
this trigger block while allowing an enemy to blast you.
Take out the enemy first; then capture the block.

CHAPTER 11: ASSAULT PRIMER
For example, in Capture & Hold missions, players will often rush in, ignoring defenders, and
touch the trigger block, capturing a tower for their team. That’s fine, but the defenders can simply
shoot in the direction of the trigger block, easily kill the attackers, and then retake the tower.
The moral of the story is to think things through
and not get so focused on your goal that you
achieve only a temporary one. Always try to
consider the defenders in the area. Then ask
yourself if you have a legitimate chance of
beating them with the tactics you’re about
to use. If not, you may need to go back
to the drawing board and attack in
a different way.

117

12
Command Primer

C

ommand is a tough business. Often, the trick lies not in developing good battle plans,
but in conveying your intentions to your teammates and getting them to listen. This
chapter takes a look at some of the difficulties associated with command and suggests
methods for overcoming them. However, it doesn’t delve as far into the X’s and O’s as you might
have expected. That’s because you’ll often find yourself with limited control over your team’s
actions. So any plans, save for basic ones, are likely to fall by the wayside.
If you start playing with a close-knit team, you’ll eventually develop finer control over your
team. By the time you develop this control, however, you’re likely to have developed your own
theories about the best way to command.

Three Levels of Command
Though the distinction is rather arbitrary, we’ll say that there are three levels of command in
Tribes. By “levels of command” we’re not talking about rank but rather about the degree of control
you exert over your team. Sometimes you’ll select a level of command through conscious effort,
but often you’ll find that it’s dictated by your teammates.

CHAPTER 12: COMMAND PRIMER

The Leader by Example
The leader by example doesn’t spend
much time giving explicit orders.
Mainly, such a leader spends his or her
time playing a normal role and doing it
well. Occasionally the leader might suggest tasks for other teammates. If the
teammates are inclined to cooperate,
they might help the leader accomplish
those tasks. Generally speaking though,
the leader by example doesn’t spend
much time barking orders.
If your team has a leader by example,
and nothing more, you probably aren’t
very well organized. There’s a lot of free
Fig. 12-1. The leader by example spends much of his time
reign with people doing the things they
in an ordinary combat role.
want to do rather than things they were
ordered to do. This can work out fine if
you have talented players on your team who actively seek out roles and perform
them without any prompting.
Also, teammates who have been playing together for so long that they know their roles by
heart can get away with this level of leadership. For teams such as these, formal orders can be
a needless burden.

The Field Commander
If your team is a bit more organized, you may be able to assume the role of field commander.
The field commander usually has direct control over most of the team. He plays a role—
usually a fairly undemanding role, though, so he has time to give orders. Whenever he isn’t
pursuing his role, he’s examining the map and issuing general orders to his underlings.
Field commanders are valuable in games where there aren’t many players. In such games,
your team can’t afford to have someone just playing commander—you need everyone to contribute to the fight!

The Dedicated Commander
Finally, there is the dedicated commander role. A dedicated commander does nothing but command. Most of his time is spent in a safe location (such as the heart of his team’s base) staring at
the commander screen.

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Occasionally the dedicated commander will spring into action, but only
in times of dire need—for example, if the
base he’s in gets attacked. His energies
are instead dedicated to managing the
flow of battle.

Dedicated commanders
can issue more complicated
commands than the other
commanders because they
have the time to devote to it.

Fig. 12-2. The dedicated commander only plays defense
when the base is under a serious threat.

Leading by
Example
If you’re leading by example, you might have an extremely talented team that’s completely selfmotivated. More likely though, you’re stuck on a team that’s not too well organized and doesn’t
want to be told what to do. If this is the case, the amount of leadership you can provide is limited.

Take over Necessary Roles
The first thing you should do is take over an important role—usually, defense or offense. The role
you choose should be based not on what you’d prefer to do, but on what needs to be done to win—
and what’s feasible. For example, you might love to go on offense, particularly because your team
members on offense are doing a lousy job. However, if defense is nonexistent, you should really
play defense instead.

Ask for Help
If you’ve chosen a role that requires several people, ask your team if anyone is prepared to help.
If you’re defending a base, for example, you could announce which base entrance you’re guarding
and suggest that someone needs to guard a different entrance. If your teammates are paying
attention, you might just get the help you need.

Suggest Options
Once you’ve taken a role and recruited teammates to help you, you can turn your attention
to other teammates working on different tasks. For example, if you’re on defense, you might
look at the map and notice that your teammates on offense are making a classic mistake.

CHAPTER 12: COMMAND PRIMER
They’re attacking the enemy base individually instead of in waves. Suggest
that they team up before attacking.
Of course, you can’t be sure that
they’ll listen to you. Even if they do, if
they aren’t committed to disciplined
play, they won’t follow particularly
complex commands. You’ll have to give
simple suggestions like “Everyone attack
as a group!” or “Everyone get back on
defense!” instead of trying to coordinate
complex strikes.

Field
Command

Fig. 12-3. As a commander by example, you can suggest,
but you can’t really command.

As field commander, you juggle the roles of combatant and commander. You have direct control of
all or most of your team, but you aren’t ready to sit back in your base and devote yourself entirely
to command. Your reasons for that may vary; perhaps your team is short on manpower and needs
everyone to fight. Maybe your team doesn’t respond well to orders other than simple ones, so
you’d be wasting your time as a dedicated commander. Or maybe the idea of just sitting around
issuing commands bores you to death.
Regardless, the main difficulty as field commander is balancing your combat duties with your
command duties.

Perform a Role

Fig. 12-4. Splitting time between turret duty and command
makes sense for a field commander.

First, pick a role. Defense is ideal
because on defense, you should have
lots of downtime in which to issue
commands.
If this mission has Command
Stations, you can be an effective field
commander by issuing commands half
the time, and manning the turrets the
other half. You’ll be juggling back and
forth between turret views and the
Commander Screen in order to man the
turrets. So it’s a natural progression to
issue a few orders whenever you’re in
the Commander Screen.

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Offense, being the most demanding role you can choose, is
tough to juggle with command. However, it can be rewarding
if nobody else on your team is qualified to organize a legitimate assault on enemy territory.

Assign Initial Commands
As you start the mission, you should assign your teammates initial commands. These should be
general commands, and they don’t need to be updated that much. For example, you might assign
three players to defend your base and five players to attack the enemy base. Then you’d let those
commands stand for awhile.

Assign Group Leaders
It’s useful to specify who’s in charge of various tasks. For example, if you assign five teammates to
attack an enemy base, specify which one of them is the leader of that strike force. This helps with
organization, especially if the leader is an experienced player. Attacking an enemy fortification
requires strategy. So if you allow all five attackers to proceed on their own, you’re likely to end
up with a straggling, disjointed attack.

Periodically Revise Commands
Every so often you should tear yourself away from whatever role you’re performing and look at the
Commander Screen. Reevaluate what’s happening. Do you need more attackers or defenders? Does
someone need to go out and establish a better sensor network? Assign new orders in accordance
with what you see; then go back to your other role.

Dedicated Command
The dedicated commander does nothing but command. This means that there’s one less player on
the battlefield. Nevertheless, the benefit of having one person coordinating the entire team’s effort
should outweigh this drawback. If it doesn’t, you either aren’t a very good commander, or your
team isn’t listening to you. In either case, step aside and either become a field commander or let
someone else take the reins.

Establish Yourself
The first role of the dedicated commander is to establish himself in a safe spot, usually the
team’s base. In times of extreme crisis, the commander can break away from command to
defend the base. During slow times, he can add to the base’s infrastructure by dropping Remote
Turrets, Cameras, and other fortifications. By and large though, he should be glued to the
Commander Screen.

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123

Assign Sub-Commanders
If your team is large, you should have two or three sub-commanders. Have these sub-commanders
assign you as a commander. Then have the rest of the team assign the sub-commanders as their
commanders. Players should then stick close to their sub-commanders at all times, unless otherwise ordered.
The value of having sub-commanders is evident when you want to issue orders quickly. Instead
of handpicking several teammates for a task, you can select a sub-commander’s group and assign it
to a task. This is much quicker than individually selecting four or five players and giving them all
the same order.
Another benefit of sub-commanders is that they reduce the need to micro-manage. For example, if you assign a group with a sub-commander to attack a base, the sub-commander can take
over from there. He or she can lead teammates to an appropriate spot to stage an attack and initiate the attack in an intelligent way. Without the sub-commander, you may have to micro-manage
the attack yourself, first ordering the group to gather someplace, then to advance.
The last benefit of having sub-commanders is that it gets your team used to traveling in
groups. If players know they’re supposed to stick close to their sub-commander, they’ll organize
into groups more readily than if left to their own devices. The sub-commander serves as a focal
point. Players always know who to join. So if they get killed, they can jump back into the flow of
the game instantly just by gathering around the sub-commander.

Continually Watch the Battlefield
Continually watch the battlefield and
revise your orders accordingly. As a dedicated commander you can issue more
complex orders than a field commander
because you’ve got the time to do so.
For example, don’t just tell five men
to attack a base. Tell them to assemble
near a base, wait for a sniper to reach a
nearby hill, and then attack.

As you gain command
experience, you’ll find
that having a dedicated
commander can do a
lot for your team.

Fig. 12-5. As a dedicated commander you’ll spend most of
the game looking at this screen.

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Coordinating Attacks
Perhaps the toughest thing to do as a commander is to coordinate attacks on enemy strongholds.
Here are a few tips on how to do that successfully.

Assign Groups
If you haven’t assigned sub-commanders, do so now. It saves you a lot of grief.
If sub-commanders aren’t feasible, you’ll have to mentally assign various players to groups and
issue them commands simultaneously to get them into position.

Make them Wait
The biggest challenge facing a commander of an undisciplined team is making people wait.
Players naturally want to sprint out and attack as soon as possible—which is a bad idea. This
results in scattered, ineffective attacks with players approaching the enemy base in a trickle
instead of a wave.
Make sure your attack group has properly assembled before letting it proceed on its way. If
you can’t ensure a cohesive group, then your attacks won’t get very far.

Get Stealth Attackers into Place First
Coordinating combination attacks, especially ones that use both power and stealth, can be very
rewarding. Whenever you’re doing this, the key is to let stealthy players get into position before
starting the main attack. If you jump the gun and let the main force of your attack push ahead too
early, the stealthy player won’t be ready. Successful stealth raids require both good positioning and
absolute concentration.

Overview of Assignments
After commanding for a while, you’ll
develop your own theories on how to
allocate your forces. To supplement
these theories, here are a few suggestions on how to divide your forces in
each of the major team game types.

Capture the Flag
A prerequisite for Capture the Flag is
solid defense. However, you may have
a few truly skilled individuals handling
defense. This allows you to place around
70 percent of your forces on offense
while leaving only a few defenders at
the base.

Fig. 12-6. Capture the Flag games require a solid foundation of defense.

CHAPTER 12: COMMAND PRIMER
Bear in mind that whenever individuals are killed, they tend to reappear near your base.
This provides a constant flow of extra teammates in the vicinity of the base in addition to
dedicated defenders.
Also, if you’re acting as dedicated commander, you can break away from your role to help deal
with serious threats to your base.
Ultimately, the mix of offensive to defensive players is entirely up to you. Having too few
defenders carries obvious risks. However, having too few attackers is also dangerous because it
takes pressure off the enemy and allows it to concentrate purely on offense.

Capture & Hold
On Capture & Hold missions, you want
your team to split into several subgroups. The size of these sub-groups
should vary depending on the number
of players on your team and the number of towers to be held.
If, for example, you have seven
players under your command, and you
need to capture three towers, form
three attack groups. Make one group
of three members and two groups of
two members and send them all off to
hold different towers.
Remember, holding only two of the
Fig. 12-7. Capture & Hold missions require you to split your
three towers for the majority of the
forces into multiple teams.
game will secure a victory. Therefore,
you can create only two groups and
assign them to two of the three towers. This way, your forces won’t
be spread so thin, and you’ll be able to effectively defend those two towers.

On maps with more towers, it’s often useful to have at least
one roving player in Light Armor with a Jammer Pack or
Energy Pack. This player would be charged with locating
undefended towers and quickly grabbing them. Without such
a player, you run the risk of focusing too much on one or two
towers. Then the enemy can hold several uncontested towers
in other parts of the map.

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Defend & Destroy
Defend & Destroy missions are much like Capture the Flag in that you must divide forces between
base defense and offense. However, it’s easier to destroy something than to carry a flag all the way
back to a base. So you might want to concentrate even more on defense.

Find & Retrieve
Find & Retrieve missions can be divided into two stages: the acquisition phase and the battle phase.
In the acquisition stage, you should send the majority of your team out, preferably in Light
Armor, to collect items and return to base. Only a few defenders should remain behind to ensure
that the base isn’t attacked.
Then, when a sufficient number of
items has been collected, it’s a matter
of defending them while simultaneously
trying to take the enemy’s items.
Generally speaking, the ratio of attackers to defenders should fluctuate depending on how many items your team
controls. If your team has more items than
the enemy does, you should concentrate
almost entirely on defense. Only feint at
the enemy base to keep them from overcommitting their forces to offense. If your
team has fewer items than the other team,
you should concentrate most of your
Fig. 12-8. The first stage of Find & Retrieve missions is to
collect objects from the map.
forces on offense.

13
Advanced
Battle Guide

T

he majority of this chapter discusses specific strategies for specific maps. There are far too
many strategies and styles of play for us to cover every tactic or prepare you for every contingency. Regardless, you should find these brief notes valuable.
The end of the chapter provides a few general suggestions for maintaining a high level of play.

Maps
The following pages contain notes on every map included with the game. Read on for general tips
on how to play each scenario.

A Dish Served
Best Cold
Mission Type: Defend & Destroy
Planet: Tyr’s Cradle
Weather: Sunny, Clear
Time of Day: Midday
Number of Teams: 2
This Defend & Destroy mission puts each
team in control of a scattered base consisting
of several distinct structures rather than a
single, unified base. Each team has a pair of
Generators that it must defend. There’s one in

Base
Dropship

Base

Fig. 13-1. A Dish Served Best Cold

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an easy-to-attack tower and one in a small, two-level base that’s harder to get at. Destroying an
enemy Generator is worth two points.
In addition, an abandoned dropship in the center of the map provides one point if it’s captured
and held. This dropship can be used as a tiebreaker in close games. However, it becomes less
important in games where a team has destroyed one or more of its targets.

As with all Defend & Destroy missions, destroyed objectives
can be repaired. For example, if the enemy destroys your
Generator, you can use a Repair Pack to fix it, and it’ll
generate power again. However, this doesn’t reverse the
points the other team got by destroying the Generator; those
are permanent.
If the enemy destroys the Generator a second time after
you’ve fixed it, no more points are gained.
Vehicles are available in this mission, and they’re quite useful for transportation. Each base has
a single Missile Turret, which makes direct attacks with vehicles implausible. But if the Turret is
destroyed, such attacks become feasible.

Anthill
Mission Type: Capture & Hold
Planet: Theta Draconis IV
Weather: Clear
Time of Day: Midday
Number of Teams: 2

Towers
Base

Anthill is both complicated and extremely
Base
popular, so it’s in your best interest to figure
it out quickly. Read the next few paragraphs
to learn more.
Most Capture & Hold missions feature
multiple towers, but this mission features
only a single alien structure. Thus, the
Fig. 13-2. Anthill
entire game is a scramble to control that
single structure.
Both sides start out in bases located on the eastern and western edges of the map. The disputed
structure is located in the middle of the map, underground. And there’s only one way to reach it.
Approach one of four towers near the map’s middle, enter that tower, and drop down to the bottom
of a shaft. Each shaft leads to the same underground structure containing a massive vertical column with several floors and an elevator in the center. The trigger block that determines control of
the structure is at the top of this column. (If you’re having trouble visualizing this, host a multiplayer game and check it out for yourself.)

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129

Above ground, two of the four towers have Missile Turrets atop them. Thus, once a team has
grabbed control of the structure, it can make life miserable for the other team. The Missile Turrets
make it tough to approach the towers, especially if a player is manually controlling them.
Meanwhile, the rest of the team can hole up inside the structure and play defense.
A good strategy is to make a mad dash for the structure immediately, with everyone in Light
Armor. If this succeeds, have a couple of players in heavier armor come to secure the area. It is
preferable for them to go with Remote Inventory Stations so you can drop Remote Turrets and
fortify the structure.
If this fails, and the enemy takes control of the structure, you should then try to sneak someone with Light Armor inside. Have him destroy the Generator at the bottom. This takes out power
to the Missile Turrets, which can otherwise ruin your attacks.
Failing this, you should have a player in Heavy Armor shell the Missile Turrets into oblivion.
Otherwise, they’ll make it hard just to get near the bunker, much less attack it.
Then, attack the bunker in waves, and be sure to enter through more than just one tower. If
your attacks only come through one tower, the enemy will foil them easily.
A good mix of armor types helps out greatly. Light Armored players can jet around and wreak
havoc and even capture the structure for a brief time. But without companions in Medium and
Heavy Armor, they won’t have any staying power.
Mines are very effective. You can mine the trigger block, along with the four entrances to the
structure. Even if enemies attack these mines and detonate them harmlessly, you’ll hear the noise
and have extra time to respond to the threat.

Blood Runs Cold
Mission Type: Deathmatch
Planet: Tyr’s Cradle
Weather: Cold, Clear
Time of Day: Midday
Number of Teams: —
This deathmatch level features a small
outdoor area with a large structure in
the middle. Outside, towers indicate the
borders of the mission area; pass beyond
them at your own risk. Clusters of
weapons and ammo lie in depressions in
the ground near these towers, not on the
Fig. 13-3. Blood Runs Cold
towers themselves (as is often the case
with such maps).
The central structure runs deep underground and takes some time to get used to. It, too, is
packed with weapons, and you’ll find healing items and packs in here as well.
Don’t enter the brutal central structure until you’ve collected at least one good weapon.
Explosive weapons are best, especially in the close confines indoors. As always with deathmatch
missions, look for chances to attack enemies who are otherwise engaged. Also, try not to get
caught in the middle of a firefight. Fixating on one enemy is usually a recipe for disaster.

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Bloody Vengeance
Mission Type: Defend & Destroy
Planet: Tombaugh V
Weather: Clear
Time of Day: Day
Number of Teams: 2

Base

This Defend & Destroy mission places
each team in a base fortified by massive
walls. Each base has multiple targets.
There are two Solar Panels worth one
point each, two Plasma Turrets worth
Base
two points each, and two Generators
worth three points each.
Fig. 13-4. Bloody Vengeance
The Solar Panels are located on top of
a pair of towers inside each base’s walls
and thus are easy to attack. The Plasma Turrets, likewise, are in plain view, mounted on top of
walls. The Generators are the hardest to attain. They’re located underneath the bases and can only
be reached by entering the towers through lofty openings.
Ammo Stations, Inventory Stations, Command Stations, and other key stations are hidden
underground with the Generators. A Vehicle Station is located above ground, at the center of
each base.
A key to success is maintaining a good ratio of defenders outside your base to defenders lurking underground. If you have too many defenders underground, you’ll lose control of the exterior
of your base.
Also, realize that you must fly up a vertical shaft to get back to ground level after visiting the
underground Inventory Stations. It’s a long flight, so don’t expect to get into Heavy Armor and
still be able to jet back up.

Broadside
Mission Type: Capture the Flag
Planet: Deus Sanguinis
Weather: Clear
Time of Day: Midday
Number of Teams: 2
This is a Capture the Flag mission that features extremely large, floating bases. They’re
so large that it makes sense to have multiple
defenders guarding both the lower (main)
entrance and the upper (rooftop) entrances
to your base. Also, there’s value in scattering
Remote Turrets all throughout the base and
selectively mining the flag area.

Base

Fig. 13-5. Broadside

Base

CHAPTER 13: ADVANCE BATTLE GUIDE
However, don’t fall into the trap of putting too many defenders inside. Defenders guarding each
exit should split time between inside and outside. If too much time is spent inside, you’ll lose sight
of what’s happening outside and allow enemies to swarm your base.
The first step is usually to destroy the turrets, Pulse Sensor, and Solar Panel on top of the
enemy base. Also, you can often use the help of your own base’s Mortar Turret. Then, when these
items are worn down, attackers can try to infiltrate. Multiple attackers in Light or Medium Armor
are best. In Heavy Armor, you’d need to make extensive use of the step-like floating platforms leading up to the enemy base. That would leave you vulnerable.
You should also make sure that there are a few team members standing on the exterior of your
base at all times. Have them shoot and harass enemies on the other base, fix your turrets, and prevent the enemy from repairing its own base features.
If both teams are highly defensive minded, this mission could easily result in a draw. Don’t get
impatient and let your defense break down, though. There’s nothing worse than holding out for
most of the mission, only to let it all slip away when everyone leaves for a massive attack.

Citadels
Mission Type: Capture & Hold
Planet: Sarkanus VII
Weather: Hazy
Time of Day: Midday
Number of Teams: 2

Base

This Capture & Hold mission features three
massive floating citadels that are up for grabs at
Citadels
the mission’s start. These citadels are fully functional bases, complete with turrets, a Generator,
Base
Inventory Stations, Ammo Stations, and a
Command Station.
Each side starts in a small base in the corner Fig. 13-6. Citadel
of the map. These bases have automatic doors
that are triggered only by friendly team members, so attacking the enemy’s base is rarely an easy task.
Each base has a Vehicle Station, and vehicles are quite important on this map. Aside from
the fact that the map is large, the bases float high enough that players in Heavy Armor may have
trouble jumping in. This is especially true when assaulting the central base, which is extremely
high in the air. The central tower is even a tough jump for a player in Light Armor.
Each citadel has a Missile Turret, which makes it hard to fly a vehicle in the vicinity. If the
enemy takes a citadel, you’ll usually have to take out its Missile Turret if you hope to launch a
good assault on it. Otherwise, the Missile Turret will shoot you down.
Since there are only three citadels, and they’re all quite heavily fortified, you’d do well to
defend them aggressively once you’ve taken them. Don’t bother trying commando raids on enemy
citadels—their Missile Turrets and sheer height make it difficult to take them over. You must first
wear down the defenses, then bring a large contingent of teammates to secure them.

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Criss Cross
Mission Type: Capture & Hold
Planet: Ultima Thule
Weather: Clear
Time of Day: Day
Number of Teams: 2

Base

Towers
This mission features five towers that are
up for grabs, arranged in a rough square
with four towers at the corners, and one
at dead center.
Each team starts at a base that’s little
Base
more than a Missile Turret and some
Inventory Stations.
Fig. 13-7. Criss Cross
The towers themselves are not all
identical, and knowing their quirks is
essential. The northwest and southeast towers have exterior turrets and Inventory Stations and
thus are quite valuable. The northeast and southwest towers have Pulse Sensors, Mini-Fusion
Turrets and little else. So they don’t provide much for their defenders. These towers tend to
change hands a lot.
The central tower is the largest, and it is the prize tower. It doesn’t have an Inventory Station,
but it has a Mortar Turret and big Pulse Sensor radius, plus a Command Station. Plus, it’s big and
features only one path leading to its trigger block, so it’s easy to defend.
Generally speaking, your team should do one of two things: Commit to taking the two towers
closest to your base, plus the central tower. Or ignore the central tower (save for destroying its
Mortar Turret) and take three of the outer towers.

Dangerous Crossing
Mission Type: Capture the Flag
Planet: Tombaugh V
Weather: Hazy
Time of Day: Midday
Number of Teams: 2
This is a very simple mission, with two
bases separated by a huge chasm. Each
base is small and lightly fortified and has
a separate, outdoor Inventory Station
that helps ease the usual Inventory
Station bottlenecks.

Base

Base

Fig. 13-8. Dangerous Crossing

CHAPTER 13: ADVANCE BATTLE GUIDE
The size of the map makes stealth and speed attractive, so a smart team will do its best to
defend against such attacks.
The bridge leading across the chasm is a nice touch, but it isn’t a good idea to use it. Running
along the bridge just makes you an attractive target.

Death Knell
Mission Type: Find & Retrieve
Planet: Theta Draconis IV
Weather: Clear
Time of Day: Night
Number of Teams: 2

Base

Flag
Repository
This is a classic 20-minute Find & Retrieve mission. Each team has a base with four pedestals.
Near the middle of the map is an undefended
neutral installation that contains four flags.
Your task is to retrieve the four flags and
Base
hold them at your base. Very seldom are all four
flags actually captured by one team. Usually, the Fig. 13-9. Death Knell
mission is decided by which team has the most
flags when time runs out.
Additionally, capturing the flag installation and holding it garners your team a point. This is
tricky, however, as the installation has no built-in defenses.
The flags are located at the very bottom of the installation. Several players in Light Armor
should raid the installation at the mission’s start. Eventually, it’ll be a fight where the side with
more flags tries to defend them, and the side with fewer flags tries to steal more.
Beware, however, of leaving your base unprotected, even if your team has fewer flags. If a
stealthy attacker steals your last flag, you’ll automatically lose.
Finally, note that it’s easy to wander out of the mission area on this map because the bases
are so close to the edges. Refer to the map periodically if you want to stay inbounds.

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Desert of Death
Mission Type: Capture the Flag
Planet: Omicron Argentis VI
Weather: Clear
Time of Day: Night
Number of Teams: 2

Base

This unique Capture the Flag mission
contains no Inventory Stations, so you’re
stuck in the armor you started with. In
addition, you’ll either have to use your
Base
default weapons and items, or collect
them from the map.
There are a few valuable weapons and Fig. 13-10. Desert of Death
items scattered across the map; they’re
all located on stone ruins. Repair Packs
and Energy Packs are relatively common. The most significant trove may very well lie in the
center of the map. Here you’ll find a Plasma Gun and Ammo, plus a Laser Rifle.
To succeed in this mission, a truly disciplined team will gather into an army and swarm the
enemy base. Individual heroics usually don’t work. This is because Fusion Turrets and ELF Turrets
guard the pyramids holding the flags, and the flags are stuck in holes in the ground. Mines (which
can be found near each base) are carefully placed at the pyramid entrances and by the flags. So,
it’s extremely difficult for a lone attacker to swoop in and take the prize.
The Plasma Gun lets you take out enemy Pulse Sensors—quickly if you have a teammate help
out (perhaps with the Chaingun or Disk Launcher). This goes a long way toward making commando raids easier. However, a truly alert team won’t give you enough time to take out its Pulse
Sensors. So, massive raids are often the best way to go.

Fallen
Mission Type: Find & Retrieve
Planet: Halcyon II
Weather: Clear
Time of Day: Day
Number of Teams: 2
This relatively straightforward Find &
Retrieve mission places each team in
charge of a base at the periphery of the
map. Three flags are located in the main
chamber of a wrecked ship near the
map’s center. The teams are charged
with retrieving these three flags and taking them back to their respective bases.

Base

Craft with
Flags

Base

Fig. 13-11. Fallen

CHAPTER 13: ADVANCE BATTLE GUIDE

135

The only real twist is the ship containing the flags. It’s fallen on its side. So anyone trying to
get inside must jet up and enter through hard-to-find side openings. In addition, traversing the
interior of the ship is disorienting because of the skewed perspective.
There is one large entrance and one small entrance to the ship. The large entrance is easier to
enter through but requires you to take a roundabout path to the flags. The smaller entrance is sort
of a back door and is more direct.
The flags themselves reside near the top of the ship.
As usual with these missions, make sure your team initially sprints out to take at least one flag
and retrieve it. Then try to take flags from the enemy base while defending your own.

Fog-of-War
Base

Mission Type: Find & Retrieve
Planet: Garden of Vishnu
Weather: Foggy
Time of Day: Midday
Number of Teams: 2

Tower

Like Death Knell, Fog-of-War is a grabFlags
the-flags mission with a twist. The main
objective is to bring all four flags from their
Tower
floating pedestals at the center of the map
to your team’s medium-sized base. There
Base
are also two valuable towers near these
flags, which contain Mortar Turrets, Missile Fig. 13-12. Fog-of-War
Turrets, and even Inventory Stations.
The real trick here lies in striking a balance between controlling these towers, grabbing flags,
and defending your base. If your team can grab all four flags and convey them all back to your
base, you can concentrate entirely on defending. But that’s hard to do. More likely you’ll need to
maintain a strong presence in at least one of the two central towers. Meanwhile, leave a few teammates behind to guard the flags.

Four Way Dance
Mission Type: Capture the Flag
Planet: Septa Scarabae IV
Weather: Rain, Low Visibility
Time of Day: Midday
Number of Teams: 4
This unusual, four-way Capture the Flag
mission is intriguing, to say the least.
Four teams start the game with small
bases arrayed around a central tower.

Base
Base
Tower
Base
Base
Fig. 13-13. Four Way Dance

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The tower doesn’t have any massive turrets or far-reaching Pulse Sensors. It does, however, have a
Vehicle Station, and one point is granted for possessing it.
The key to beating this mission is a blend of strong defense and opportunistic offense.
Everyone’s base has a number of turrets. But the bases themselves are very small and thus prone
to damage from shelling and vulnerable to hit-and-run raids. You’ll need a few skilled players on
defense to hold down the fort.
On the other hand, there’s more incentive to go on the offensive than in most Capture the
Flag missions. Perfect defense in most Capture the Flag games ensures at least a tie. However,
it’s entirely possible to never lose your flag in Four Way Dance yet still lose the mission. That’s
because your enemies can steal other teams’ flags.
Be opportunistic. Steal flags from weakened bases. If a team decides to go on the defensive,
leave it alone and go after bases that have fewer defenders. Selecting the right targets is
extremely important.

Free for All
Mission Type: Capture & Hold
Planet: Theta Draconis IV
Weather: Clear
Time of Day: Midday
Number of Teams: 4
This mission is fundamentally identical
Base
to Anthill, save that four teams compete
Towers
for the central structure instead of two.
Also, each of the four towers at the center of the map has a Missile Tower, as
Base
opposed to the Anthill mission, where
only two of them do.
Attacking enemy bases is pointless in
Base
this mission. There are just too many
factions, and disrupting one of them
Base
won’t affect the others.
In Anthill, you’ll often see a team
Fig. 13-14. Free for All
hold the central structure for a long
time. However, this is rare in Free for All
due to the sheer number of attackers assaulting it at all times.
Attack in big, strong groups so you can fight your way to the trigger block and hold it for a
while when you get there. Also, have one team member in Light Armor whose only job is to fly up
and touch the trigger block as frequently as possible. This technique usually won’t gain you the
structure for more than a few moments at a time. But those moments add up, especially in a fourplayer environment where games tend to be close.

CHAPTER 13: ADVANCE BATTLE GUIDE

137

Hammer Down
Mission Type: Defend & Destroy
Planet: Tombaugh V
Weather: Clear
Time of Day: Midday
Number of Teams: 2

Bases

This mission requires your team to
Bases
defend three mini-bases, each with a
mission-critical Generator. The central
base also has a Command Station that
must be defended.
Since your bases are scattered,
defending all three will be extremely difFig. 13-15. Hammer Down
ficult, especially if your team isn’t very
large. You may want to concede one of
your three bases, allowing the enemy to destroy it, and focus on defending the other two extremely
well. Then, if you manage to destroy two of the enemy’s Generators, your team will win.
Another strategy is to guard only one base—the central one. Then launch a full-scale attack
with the other team members that would otherwise be on defense. If you manage to take down the
enemy’s central base, this approach will definitely pay off.

Ice Ridge
Mission Type: Capture the Flag
Planet: Zeta Hercules XI
Weather: Foggy
Time of Day: Morning
Number of Teams: 2

Base

This is a mission that requires solid perimeter
defense. Flags are right out in the open on each
base’s rooftop. So a failure to establish a strong
and vigilant perimeter defense means enemies
Base
can easily swoop down, snatch your flag, then
make off with it.
A valley runs down the middle of this map
connecting the two teams’ bases. Stealth attack- Fig. 13-16. Ice Ridge
ers will want to approach the enemy base from
either side of this valley, not down the middle.
Perhaps the best way to capture a flag in this mission is to destroy the enemy’s main Pulse
Sensor, then initiate a multiple-wave attack. Have several players swoop down slightly, one after
another, from different directions. If one attacker can draw the majority of the defenders, another
attacker should be in a good position to snatch the flag.

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

King Under the Hill
Mission Type: Deathmatch
Planet: Fiafagon
Weather: Partly Cloudy
Time of Day: Night
Number of Teams: None (Free for All)
Underground
A massive, multi-level, underground strucStructure
ture runs through the middle of this deathmatch-style map. It contains weapons, ammo,
and healing items. You can also locate good
weapons outside, on small structures scattered around the periphery of the map.
A Repair Pack on a huge pedestal inside
Fig. 13-17. King Under the Hill
the structure is a valuable prize. Try to grab
it if you can; it’ll greatly increase your
chances of staying alive.
As with all deathmatches, learn the terrain and look for targets of opportunity. Since teamwork
doesn’t apply here, use hard-hitting, splash damage weapons like the Plasma Gun and Disk
Launcher. These weapons can finish the job and perhaps injure multiple enemies at once.

Lucky Seven
Mission Type: Capture & Hold
Planet: Avicord’s Planet
Weather: Clear
Time of Day: Night
Number of Teams: 3
7 Towers
This three-way fight for seven towers is
an exercise in decision making. Since
there are three teams involved, you
can’t count on there only being as many
enemies as teammates. Thus, you have
to be selective when you pick your fights.
Fig. 13-18. Lucky Seven
The central and central southern
towers don’t have Inventory Stations,
and their trigger blocks are right out in the open. So they’re likely to change hands quite a bit.
The other towers are somewhat harder to assault.
Instead of agreeing upon towers to defend and sticking with them, watch the flow of the
mission and go after towers that are weak. Sticking with a plan all through the game can be disastrous. For example, let’s say you decide to attack the southeastern tower and hold it, along with a
couple others. If another team has been beaten up so badly that they only hold that one tower,

CHAPTER 13: ADVANCE BATTLE GUIDE
you’ll have an extremely tough time taking it. That’s because the battered team will pour all of
its manpower into holding it. In addition, anyone you kill will reappear nearby because that’s
the only tower the team holds.
Look for opportunities and soft spots, therefore, and take the towers that you suspect will
fall easily.

Mudslide
Mission Type: Find & Retrieve
Planet: Hecta Paramis
Weather: Clear
Time of Day: Midday
Number of Teams: 2

Flags

Base

Flag
This is an interesting mission because
Repository
instead of returning flags to your base for
Base
the victory, you must take them to a cenFlags
tral flag repository. Just like a tower, the
repository has a trigger block that can be
captured to switch possession.
Fig. 13-19. Mudslide
A valid strategy is to try to have most
of your team capture the flag repository
while one team member grabs a flag. Then you can have the majority of your team hold the
repository while the flag carrier comes and places it there. Hold the repository for the rest of the
mission to win.
The flag repository has light defenses but no Inventory Stations. So, bringing Remote
Inventory Stations is usually a vital key to holding the repository against your foes.

No Man’s Land
Mission Type: Find & Retrieve
Planet: Parson’s Planet
Weather: Clear
Time of Day: Day
Number of Teams: 2
Four of the five target flags are located in
a central repository, which can be captured and held for a point. The fifth flag
is located in a crashed ship that you can
only enter by jetting in through a hole.
This ship has crashed at a crazy angle, so
you’ll have a tough time making your
way through it.

Base

Dropship
Flag
Repository

Base
Fig. 13-20. No Man’s Land

139

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE

An effective strategy for this mission is to snatch as many flags as possible, as quickly as
possible. Then take them all back to your base. If you manage to get four of the five flags, you
can just hole up and ignore the repository. Even if the other team gets the last flag and holds the
repository, they’ll only get two points.
However, if you only get three flags, you’ll need to defend both your base and the repository.
The repository’s single point, in this case, will be enough to put your team over the top.
Finally, if you get only one or two flags at the start, you’ll need to attack the enemy base to
retrieve at least one of them.

No Quarter
Mission Type: Defend & Destroy
Planet: Priam III
Weather: Clear
Time of Day: Midday
Number of Teams: 2

Towers

Base
Base
This Defend & Destroy mission puts each
team in charge of a large base with two
main entrances—top and bottom. The
team’s two mission-critical Generators are
both located inside this base, in the same
Fig. 13-21. No Quarter
room. So you can really stack up your
defense around defending this room.
A pair of towers in between the two bases are each worth a point if they’re captured and held.
Even more importantly, though, they have both Inventory Stations and Mortar Turrets, so they
can be used to harass the enemy. Allowing the enemy to take over both towers is a bad idea
because you can expect a continual hail of mortar fire.
A good strategy is to take over the nearer of the two towers and try to destroy the Mortar
Turrets on the farther tower. This opens the way for subsequent attacks on the real prize, the
enemy base.

Peak Performance
Mission Type: Capture & Hold
Planet: Hepta Ourubis II
Weather: Clear
Time of Day: Day
Number of Teams: 2
This mission features five towers to
Capture & Hold. The two northern towers possess Inventory Stations while the
central and southern towers don’t. It’s
undesirable, therefore, to get stuck with
only the southern towers.

5 Towers

Fig. 13-22. Peak Performance

CHAPTER 13: ADVANCE BATTLE GUIDE
None of the towers have any built-in defenses, though all have Pulse Sensors. Also, the northern two bases are more heavily walled than the other two.
Try to secure the northern towers at all costs. The Inventory Stations located inside will allow
your team to access the weapons and Remote Turrets needed to fortify their position. Then venture
south to capture a third tower for the win.

Peekaboo
Mission Type: Deathmatch
Planet: Avicord’s Planet
Weather: Clear but Hazy
Time of Day: Midday
Number of Teams: None (Free for All)
This deathmatch takes place outdoors. The center of the map contains a valuable Repair Pack
while weapons are located on small structures
scattered around the map’s periphery. Since
weapons and gear are in short supply, possessing
the Repair Pack and a potent weapon will often
Fig. 13-23. Peekaboo
keep you alive for quite a while.
Learn to keep moving and not fixate on a
single target. The wide-open spaces of this map allow multiple enemies to see you at once, and
everyone starts out with a fast-firing Blaster. Add up these two facts, and you’ll realize that standing still is a sure recipe for disaster.

Raindance
Mission Type: Capture the Flag
Planet: Tawa Mangahela
Weather: Raining
Time of Day: Midday
Number of Teams: 2

Base

This Capture the Flag mission features a large
gulch spanned by a bridge at the center of
the map.
The flags in this mission are out in the open.
But since they’re up on towers, they’re slightly
Base
less prone to snatch-and-grab tactics than in
Fig. 13-24. Raindance
Ice Ridge. There are also small bases with
Inventory Stations near the flags, plus turrets
and Vehicle Stations.
Each base has a Missile Turret. Taking out the enemy’s Missile Turret leaves the enemy open to
serious abuse from the skies. Destroy it, and you can send a couple of players in Scout Flyers over
to make the enemy miserable.

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As usual for missions where the flag is more or less out in the open, combined attacks are crucial to victory. Lone players usually can’t sneak in and grab the flag by themselves, especially while
the Missile Turret and other defenses are up. Once these defenses are removed, however, anything
can happen.

Rollercoaster

Base

Mission Type: Capture the Flag
Planet: Deus Sanguinis
Weather: Clear
Time of Day: Midday
Number of Teams: 2
Rollercoaster is a unique Capture the
Flag mission. It features floating bases
that are large but completely open in
design. Flags are quite distant from the
Base
main base, so your team needs to extend
its defenses somewhat to keep attackers
Fig. 13-25. Rollercoaster
at bay.
Turrets defend the ledges leading up to these floating bases. So, attackers in Medium or Heavy
Armor will be in for a surprise if they try to use them as stepping stones. This makes Light Armor
and vehicular attacks much more attractive.
A pair of force fields protects each team’s Inventory Stations. However, these force fields can
be taken out by destroying two Solar Panels atop the enemy base; there’s no other power source.
Be sure to scatter your base defenders and have someone ready to repair those Solar Panels
at all times. They’re quite fragile, and your base depends on them.

Sand Storm
Mission Type: Deathmatch
Planet: Hepta Ourubis II
Weather: Sandstorm;
Low Visibility
Time of Day: Midday
Number of Teams: None
(Free for All)
This deathmatch takes place on a relatively open plain with ruins scattered all
around. Weapons and packs are always
located on or near ruins.
Visibility is limited by the sandstorm,
but you can still see quite a lot due to
the lack of cliffs or other major terrain
obstacles.

Fig. 13-26. Sand Storm

CHAPTER 13: ADVANCE BATTLE GUIDE

143

As always in deathmatch missions,
keep moving and try to pick up at least
one potent weapon before fighting.
Base

Scarabrae
Mission Type: Capture the Flag
Planet: Avicord’s Planet
Weather: Clear
Time of Day: Midday
Number of Teams: 2

Watchtower

This popular mission is Capture the Flag
Base
with a twist. Two large floating bases
house flags as usual, but the center of
the map contains a watchtower equipped Fig. 13-27. Scarabrae
with potent Missile Turrets. Control of
this tower at the mission’s end confers one point.
The watchtower cannot be ignored because its Missile Turrets are dangerous to anyone crossing the center of the map, especially flying craft.
If your defenders are solid enough, you can sometimes defend your base effectively with only
a few men. Then you can have the rest hold the watchtower until the end for the victory. Another
strategy, which is also valid, is to wreck the watchtower’s Generator, Command Stations, and
Missile Turrets. That way, the enemy can’t get much use out of them. Then largely ignore them
while launching flag attacks on the enemy base.
Flying craft figure prominently in this mission since they allow extremely fast base attacks,
despite the distance between bases. Again, though, you always have to keep that watchtower in mind.

Seek and Destroy
Mission Type: Defend & Destroy
Planet: Tyr’s Cradle
Weather: Snow and Ice
Time of Day: Night
Number of Teams: 2
This is a fundamentally simple Defend &
Destroy mission, complicated slightly by
towers in the northeast and southwest.
These towers can be held for one point
apiece, plus they each have a Vehicle
Station. However, they possess no other
useful features, and they’re too far away
from significant targets to be of much
tactical value.

Base
Tower

Tower

Base
Fig. 13-28. Seek and Destroy

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Both bases are tough and well defended by both exterior and interior turrets. Taking out the
enemy base’s Missile Turret is crucial if you want to use aircraft to assault the base.
Since most of your primary targets are inside the enemy base, where the Inventory Stations
are also located, those bases are difficult to penetrate. Enemies can easily stack up on defense.
Prepare to attack with power and numbers because the Sentinels guarding the bases’ interiors
make it extremely difficult to sneak in.

Siege
Mission Type: Defend & Destroy
Planet: Ultima Thule
Weather: Clear
Time of Day: Night
Number of Teams: 2

Base

Mortar
This Defend & Destroy mission features
Bunker
tough, massive floating bases. Each base
contains a wealth of targets, most of
which are clustered inside, in two key
Base
places. The enemy Pulse Sensor is the
only target that’s relatively unprotected.
Fig. 13-29. Siege
There’s a Mortar bunker in the middle of the map. Controlling this bunker
lets you shell the enemy base. Each base has Missile Turrets (plus other turrets that make it difficult to jet up and attack). Therefore, it’s very handy to control this bunker and use it to shell the
exterior of the enemy base.
The bases in this mission are so large, and so complicated, that both power attacks and sneak
attacks work well. Mix up your attacks and be sure to assign defenders to key defensive points.
You’ll probably need to play this map a few times before you get the hang of how the bases are
laid out and where you should establish your defenses.

Snow-Blind
Mission Type: Capture the Flag
Planet: Ymir
Weather: Foggy
Time of Day: Midday
Number of Teams: 2

Base
Base

This interesting Capture the Flag game
places each team in control of a base with
a flag and a tower near the center of the
map. The towers cannot change hands,
but they contain Inventory Stations and
thus are useful as supply points.
Fig. 13-30. Snow-Blind

Towers

CHAPTER 13: ADVANCE BATTLE GUIDE

145

The bases are two-level affairs, with Inventory Stations on the bottom floor and the flag on the
top floor. The top floor isn’t very well guarded, and the bases are small. Therefore, they’re highly
susceptible to both speedy attacks and grenades or Heavy Mortar shells from outside.
Be sure to establish a good mix of perimeter defense and point-of-attack defense. The bases are
so small that if everyone crowds inside, they’ll be killed easily by grenades. Array defenders inside,
on the rooftop, and on surrounding hills. Be sure that several are in Light Armor so they can easily
traverse the steep terrain.
On offense, diversions are usually very effective. Draw the defenders’ attention by shelling the
lower floor of the enemy base while a faster player jets to the top floor and snatches the flag.

Stonehenge
Mission Type: Capture the Flag
Planet: Septa Scarabae IV
Weather: Foggy and Raining
Time of Day: Midday
Number of Teams: 2

Base

The main challenges of this Capture the Flag
mission spring from three things. There’s the
spread-out nature of its bases, their proximity
to the enemy base, and the large structure
dominating the center of the map.
Base
Flags are located in towers separate from the
main base. This makes them slightly harder
Fig. 13-31. Stonehenge
than usual to defend. Also, the enemy base is
quite close, and the structure in the center of
the map makes it easy to sneak up on the enemy base. So, you have a flag that’s extremely
vulnerable to sneak attacks and speed attacks.
Be sure to assign at least one point-of-attack defender to stand near the flag, preferably
with an ELF Gun. This player can then
drain the energy of high-flying attackers.

Strung Out
Mission Type: Find & Retrieve
Planet: Zeta Mergatroid
Weather: Clear
Time of Day: Night
Number of Teams: 2

Base
Flags

Pyramid

This mission has five flags. Four are
placed in a line near the center of the
map; the fifth is located at the entrance
to a pyramid at the center of the map.

Base
Fig. 13-32. Strung Out

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This pyramid can be captured and held for a point; it contains Inventory Stations but doesn’t have
any defenses.
The bases in this mission are unusual as they’re largely underground. Only the roofs peek
out above ground level. The flag pedestals float in the air somewhat below ground level, in spots
that are somewhat awkward to defend. You’ll probably want to have a strong perimeter defense
for this mission.
When attacking the enemy base, you’ll want to clear out any Remote Turrets nearby. Then send
speedy players down to quickly snatch a flag, then jet back out. Lobbing Heavy Mortar shells down
into the enemy base is often a great help as well.

Temple of Doom
Mission Type: Capture & Hold
Planet: Halcyon II
Weather: Clear
Time of Day: Dusk
Number of Teams: 2
This is a unique and intriguing Capture
Base
& Hold mission. Each team starts with a
base consisting of the usual Inventory
Stations plus Vehicle Stations and other
niceties. However, that’s not what’s
interesting about this mission.
Temple
The uniqueness of the mission
springs from the fact that your seven targets are not towers, but rather, floors of
the same structure. This leads to nasty,
claustrophobic infighting that’s guaranBase
teed to bring a smile to your face.
Taking over different floors allows
Fig. 13-33. Temple of Doom
your team to take control of Inventory
Stations, turrets, and other features
associated with each floor. You have to be careful not to take anything for granted. Just because
your team controls a few floors, you can’t assume that every turret you pass by is yours.
Try to attack in groups, and make heavy use of mines. Controlling the first floor entrance is
valuable, as is controlling the entrances to the structure’s upper levels. The basement and the very
top levels can only be reached through a central elevator shaft that goes through the entire structure. Control of this shaft is key.
Heavy Armor is definitely useful in this scenario since you’ll absorb a lot of punishment in the
close confines of the structure.

CHAPTER 13: ADVANCE BATTLE GUIDE

The Red Sands
Mission Type: Deathmatch
Planet: Ultima Thule
Weather: Light Fog; Limited Visibility
Time of Day: Midday
Number of Teams: None (Free for All)
This typical outdoor deathmatch features a big,
flat map where visibility is limited only by the
fog. Scattered ruins dot the map, and as you
might expect, that’s where you’ll find the
weapons. Keep moving, and keep looking for
more firepower.

Towers

Fig. 13-34. The Red Sands

Mission Type: Capture & Hold
Planet: Avicord’s Planet
Weather: Clear
Time of Day: Day
Number of Teams: 2
This mission is a frantic grab for five towers. As
always with this sort of mission, it can be a good
policy to hold three towers with all of your manpower. You shouldn’t spread people out thinly
and attack all five towers. Of course, you’ll still
5 Towers
want to have occasional raiders in Light Armor
sneak out and test the enemy’s towers, just to
keep them honest.
A lone player, especially a skilled one, can
hold a tower for quite a while against a disorganized attack. The enemy may play commandostyle, attacking your towers in a trickle rather
than large, concentrated waves. In this case,
you’ll do well to leave one man in each tower
and try to capture all five towers at once. But if
Fig. 13-35. Towers
the enemy is organized, holding three towers
and really digging in is usually the way to go.
The western two towers, as well as the easternmost, have Inventory Stations. The other two do
not. If you’re holding only three towers, therefore, you probably want two of them to be towers
with Inventory Stations.

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Triple Threat
Mission Type: Capture & Hold
Planet: Avicord’s Planet
Weather: Clear
Time of Day: Day
Number of Teams: 3
This mission is identical to Towers, save
that three teams compete for the five
towers instead of only two. This changes
the rules of engagement somewhat.
Holding two towers for the majority of
the game, plus occasionally capturing
a third, usually gains you a victory.
Be opportunistic, and let your game
plan change as new opportunities appear.

5 Towers

Fig. 13-36. Triple Threat

Valhalla
Mission Type: Capture & Hold
Planet: Ymir
Weather: Clear
Time of Day: Day
Number of Teams: 2
This mission features two teams battling
for three towers. Holding two of the
three towers for the majority of
the game will net your team a win.
Therefore, it’s often a good idea to select
two towers (usually the middle one,
plus a side tower) and try to hold them.
Then make only occasional feints at the
third tower to keep the enemy from
overcommitting to the attack.
The hilly terrain makes it easy to
sneak up on a tower unseen. The towers
themselves have only two entrances—a
door at ground level and holes at the top
Fig. 13-37. Valhalla
where a flying player can enter. If you’re
trying to attack with speed or stealth,
entering through the top of the tower is recommended.

Base

Towers

Base

CHAPTER 13: ADVANCE BATTLE GUIDE

149

When defending a tower, it’s good to have one player standing at the top of the tower. This
player will be vulnerable to shots from outside, but it’s a great position to shoot anyone entering
below. Also, if the tower is captured, this player can simply fall down onto the trigger block and
retake the tower.
Raiding and trashing the enemy base is also feasible in this mission. Just wait until the enemy
is thoroughly occupied with the task of claiming the three central towers.

Final Advice
Though this book contains a lot of specific advice on how to accomplish various tasks in Tribes,
we’ll leave you with some general advice.

Observe Trends
Learn to observe trends in the game. This is hard when you’re first getting started. But once you
get to the point where you know what’s going on, you should start to look for trends and patterns
in the flow of the game.
For example, you should be able to determine how the enemy is handling both offense and
defense after a few minutes of play. If most of its players overcommit to attacks, you can be certain
that its defense is soft. If most of its attackers use a speed attacking style, you should prepare for
it instead of expecting power.
Just keep your eyes open and try to read the tone of the game. While you can’t always predict
what the enemy will do based on what they’ve done in the past, you can usually guess with
great accuracy.

Be Patient
A big part of mastering Tribes is learning when to go full speed and when to take a break and be
patient. This is best illustrated by stealth attacks. If you rush in, out of control and jumping at
shadows, you’ll be shredded by Sentinels and other defenses.
Learn to take your time. Run to the shadow of a wall and stop. Wait for your energy supply to
restore itself. Then get going again. Instead of jumping through the door as soon as there’s an
opening, wait a moment and see if there are any enemies in the vicinity.
There are countless opportunities if you learn to sit back, watch, and wait for them.

Don’t Try to Do Everything
Sometimes you’ll find yourself worrying about too many things at once. Don’t; unless you’re the
commander, there’s no need. If your teammates are skillful, they’ll handle their jobs. And if they
aren’t, well, there’s no way you can help everyone at once.
Similarly, learn not to worry about remote contingencies. If you run inside an enemy base and
stop because a Sentinel pops open, you can’t worry about whether there’s an enemy player hiding
nearby. You’ve already committed yourself, so just carry on as if there’s no defender. The best

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players understand that sometimes things break their way, and sometimes they don’t. They just
pick a line of attack and follow it, hoping that it works, and not modifying it because some unseen
defender might interfere. Once you start hesitating because something might go wrong, you’re
starting down a dangerous path that leads to self-defeat.

Step Back
Finally, learn to step back after every few games and analyze what’s
going on. If you’re winning, ask yourself why. What made your team
more successful than the other team? If you’re losing, consider
the problem. Is it the rest of the team’s fault, or could you
personally have done a little better?
You might occasionally want to save your games
as demos and then replay them at a later date.
They might be painful to watch, especially if
your team lost the game. But they’ll reveal
your errors—and those of your team—
quite clearly.

Appendix A:
Joining a Tribe

P

laying pickup games on the Internet can be really fun. But if you play Tribes a lot, you
may eventually grow tired of the inherent limitations of pickup games. For example, in
most pickup games you don’t know your teammates. So you have no idea what they’re
capable of, and you aren’t sure whether they’ll listen if you give them orders.
The solution to this problem is to get connected to the Tribes community and join a tribe.
Where should you start? Here are a few suggestions.
1. Play lots of Tribes and hone your skills. If—to paraphrase a famous quote—you wouldn’t join
any team that’d have you as a member, you probably aren’t good enough yet. Keep working on
your skills so that teams you want to join will welcome you.
2. Keep your eyes open for players that you admire. If they belong to a Tribe, their game names
will contain their Tribe name. Ask that player if the Tribe has any openings.
3. Also, check out www.tribesplayers.com. There, you’ll find a listing of Tribes and links to their
home pages. Peruse the home pages and look for a Tribe that you’d like to join.
4. Investigate any related web sites that are linked to www.tribesplayers.com. These sites often
contain detailed information on specific Tribes.
5. Use the IRC Chat feature built into Tribes to chat with other players. This is a great place to
find Tribes looking for new members.

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Don’t join a Tribe that’s either more dedicated to the game or more laid-back than you are. A
good thing to ask right away is how often the Tribe members play and practice. If they don’t have
any formal battles or practice times, they’re probably not too hard-core. But if they meet on a
practice server every other day at 6:00 sharp, you can bet they’re serious about winning.
Try to make sure that the Tribe plays at times when you’re free. Also, be sure you get a good
ping to that Tribe’s server if you’re playing with a modem
connection. Lousy ping can turn you from an effective
player into a walking target. Therefore, you need to be
sure you’ll be playing somewhere that ping
isn’t a problem.
Beyond that, it’s all up to you. Follow
the links at www.tribesplayers.com and
do your best to select an appropriate
tribe. Be picky, and don’t commit to
one that isn’t right for you. Careful
selection will pay off. In the right
group, you’ll have a great time and
make several new friends.
Good luck!

Appendix B:
Quick Reference
Damage Tables
T

his appendix contains damage tables for Tribes’ weapons. The same information appears at
the end of Chapter 2, but it’s presented again here for easy reference.

Base Damage
The following table shows base damage for each weapon. Base damage indicates the overall
power of the weapon, expressed as a percentage. For example, the Disk Launcher
has a base damage rating of 50 percent. That means that a direct disk hit will
take away 50 percent of an enemy’s health. The actual percentage of damage,
however, depends on what armor type the target is wearing.

Table a-1. Base Damage
WEAPON
Chaingun
Fusion Turret
Remote Turret
Blaster
Plasma Gun
Disk Launcher
Grenade
Mortar
Mortar Turret
Flyer Rocket
Missile Turret
ELF (/Sec)
ELF Turret (/Sec)
Laser Rifle

BASE DAMAGE %
11
25
10
10
45
50
50
100
132
100
80
4
6
42

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TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Note that most weapons’ damage drops off at long range.
In particular, energy weapons like the Plasma Gun and the
Fusion Turret become extremely weak at extreme range. The
Laser Rifle is one of the few weapons that doesn’t have any
long-range penalties.
Also, note that you’ll score extra damage if you hit an
enemy in the head with the Laser Rifle—approximately
50 percent more. This isn’t true of other weapons, so
don’t bother going for tricky head shots when using them.

Armor Modifiers
A weapon’s base damage doesn’t tell the whole story. Different armor types absorb different
amounts of damage.
Generally speaking, heavier armor absorbs more damage than lighter armor. Refer to the
following table to see what percentage of each weapon’s base damage gets through each type
of armor.

Table a-2. Armor Modifiers
WEAPON
Chaingun
Fusion Turret
Remote Turret
Blaster
Plasma Gun
Disk Launcher
Grenade
Mortar
Mortar Turret
Flyer Rocket
Missile Turret
ELF (/Sec)
ELF Turret (/Sec)
Laser Rifle

LIGHT %
120
130
130
150
100
100
120
130
130
100
100
100
100
100

MEDIUM %
100
100
100
100
100
100
100
100
100
100
100
100
100
100

HEAVY %
60
70
70
50
80
60
80
70
70
60
60
100
100
60

APPENDIX B: QUICK REFERENCE DAMAGE TABLES

Modified Damage Percentage
If you take each weapon’s base damage and modify it by each armor type’s armor modifier, you get
Modified Damage Percentage. This is the truest measure of a weapon’s damage. It shows exactly
what percentage of a player’s health is taken away with a direct shot from each weapon.

Table a-3. Modified Damage Percentage
WEAPON
Chaingun
Fusion Turret
Remote Turret
Blaster
Plasma Gun
Disk Launcher
Grenade
Mortar
Mortar Turret
Flyer Rocket
Missile Turret
ELF (/Sec)
ELF Turret (/Sec)
Laser Rifle

LIGHT %
13.2
32.5
13
15
45
50
60
130
171.6
100
80
4
6
42

MEDIUM %
11
25
10
10
45
50
50
100
132
100
80
4
6
42

HEAVY %
6.6
17.5
7
5
36
30
40
70
92.4
60
48
4
6
25.2

155

156 TRIBES: PRIMA’S OFFICIAL STRATEGY GUIDE
Shots to Kill
Shots to Kill is another way of presenting the data from the Modified Damage Percentage table. It
shows how many perfect shots it takes to kill an enemy with each weapon.
As always, bear in mind that indirect shots deal less damage than direct hits, and head shots
do extra damage when using a Laser Rifle. Also, note that players can use all sorts of tools (such as
Shield Packs, Repair Packs and Repair Kits) to heal themselves in midbattle. So you can’t always
count on killing an enemy in the exact number of shots listed here.

Table a-4. Accurate Shots to Kill an Enemy
WEAPON
Chaingun
Fusion Turret
Remote Turret
Blaster
Plasma Gun
Disk Launcher
Grenade
Mortar
Mortar Turret
Flyer Rocket
Missile Turret
ELF (Seconds)
ELF Turret (Secs)
Laser Rifle

LIGHT
8
4
8
7
3
3
2
1
1
2
2
25
16.67
3

MEDIUM
10
5
11
11
3
3
3
2
1
2
2
25
16.67
3

HEAVY
16
6
15
21
3
4
3
2
2
2
3
25
16.67
4

INDEX
A
Advanced battle guide for Tribes, 127–150
Ammo, maximum per armor type
of Blaster, 10
of Chain Gun, 12
of Disk Launcher, 13
of Electron Flux (ELF) Gun, 16
of Grenade Launcher, 14
of Grenades, 20
of Heavy Mortar, 17
of Laser Rifle, 15
of Mines, 19
of Plasma Gun, 11
of Targeting Laser, 18
Ammo Pack, 10
advantages and disadvantages of, 24–25
Training Mission 5 to practice power technique using, 74
Ammo, replenishing, 31
Ammo Stations
in bases, 35
destroying enemy’s, 43
uses of, 41–42
Armor, 6–9
damage absorbed by different, 20, 21, 154
default, 8
Heavy. See Heavy Armor (Myrmidon)
Inventory Stations to obtain, 41
Light. See Light Armor (Peltast)
Medium. See Medium Armor (Hoplite)
modifiers for, 21,. 22, 154
PDA of, 81
players with mixture of, 129
Repair Patch or Repair Kit to restore percentage of, 31–32
trying different, 84
Assault in Tribes, 106–117. See also Base attacks and Target
coordinating, 124
delegated to sub-commanders, 123
disrupting plodding, 101, 104
goals of, 107, 116–117
Heavy Armor for, 107
Light Armor for, 107
preliminaries of, 106–108
situational, by midfielder, 104–105
Asymmetric Digital Subscriber Line (ADSL), 81

B
Base attacks
chasing enemies in, 84
deployables for, 61
inside enemy’s base, 110
on lightly guarded or multiple-entrance targets, stealth, 108–111
line on Commander Screen map showing, 64
power attacks for, 114
speed attacks for, 111
Training Mission 8 to learn, 77
Base defense
awareness of enemy’s, 116–117
in Capture the Flag missions, 35, 124–125
dedicated commander as adding to, 122, 125
in Defend & Destroy missions, 126
in Find & Retrieve missions, 126
Heavy Armor for, 8, 9
in multiplayer game, 84
observing enemy’s, 107–108
Bases
Cameras placed in, 30
damage from each weapon to, 20–22
enemy, 30, 32, 99, 106–117
floating, 83, 130–131, 142–144
infiltrating, 66

killed players reappearing near, 125
layout of enemy’s, 107
in multiplayer game, approaching, 82–83
Remote Inventory Stations as miniature, 31
Training Missions in, 70, 73, 77
uses of, 35
weapons usable again, 15, 17, 20
Battle guide for missions, 127–150
Battle lock, avoiding, 116–117
Beacon, key for using, 48
Blaster
advantages and disadvantages of, 10–11, 13, 25, 55
in defense, 94, 97

C
Cable modem service, 81
Cameras, 26, 30, 41, 61
controlling, 65
in defense, 92
Capture & Hold missions, 116–117, 125
Anthill, 128–129
Citadels, 131
Criss Cross, 132
Free for All, 136
Lucky Seven, 138
Peak Performance, 140–141
Temple of Doom, 146
Towers, 147
Triple threat, 148
Valhalla, 148–149
Capture the Flag missions, 35, 86, 124–125, 126
Broadside, 130–131
Dangerous Crossing, 132–133
Desert of Death, 134
Four Way Dance, 135–136
Ice Ridge, 137
Raindance, 141–142
Rollercoaster, 142
Scarabrae, 143
Snow-Blind, 144–145
Stonehenge, 145
Training Mission as, 73–75
Chaingun
advantages and disadvantages of, 12–14, 55
for interior fighting, 54
Claptraps, 29
Combat. See also Interior fighting
advanced techniques of, 53–56
basic techniques of, 46–53
preliminaries for, 48–50
Combined attacks, 108, 112, 115–116, 124
Command in Tribes, 118–126
allocating forces for, 124–126
three levels of, 118–124
Command Stations
in bases, 35
in defense for change of pace, 92
destroying enemy’s, 43
Fusion Turret controlled manually with, 38
seizing control of Missile Turrets using, 39
uses of, 42, 64
Commander, dedicated, 119–120
base infrastructure and defense supplemented by, 122, 125
established in safe spot, 122
organization of, 67
roles assigned by, 67, 123
selecting someone as, 63, 67
Commander Screen
accessed from Command Station, 42
appearing on enemy’s, 26

157

158

INDEX

checked periodically by field commander, 122
Controllable Objects List of, 30, 42, 64
dedicated commander as glued to, 122, 123
enemy’s appearance on your, 70
issuing commands from, 121
key setup for, 48
maps of. See Maps
multiplayer game map of, 82, 103
radius of remote sensor shown on, 28
returning from Controllable Objects list to, 64
selecting name from Player List as commander on, 63, 72–73
Training Mission 4 to learn to use, 72–73
turrets controlled from, 64–65
Commander View, 62–65
checking map in, 49, 61–64
Commando, weapons not to use as, 17
Commands. See also Orders
initial, 122
issued to others, 63, 121–122, 123
issued to yourself, 64
keys for, 48
revising, 122, 123
Compass of HUD, arrow for objective shown on, 64
Controllers
choosing, 46
configuring, 47–48

D
Damage tables
armor modifiers, 20, 21, 154
for base, 20–21, 153–154
modified, 22, 155
shots to kill, 22–23, 156
Deathmatch missions
Blood Runs Cold, 129
King Under the Hill, 138
Peekaboo, 141
Red Sands, The, 147
Sand Storm, 142–143
Dedicated digital line, connection to Internet using, 79, 81
Defend & Destroy missions
Bloody Vengeance, 130
Dish Served Best Cold, A, 127–128
Hammer Down, 137
No Quarter, 140
Seek and Destroy, 143–144
Siege, 144
Defense in Tribes, 86–97
advanced tricks for, 92–93
all-purpose, 86, 88, 96–97
blocking exits in, 90–91
changing position in, 92, 96
distracting enemy’s, 100
enhancing, 91–92
Heavy Armor for, 8, 9, 87, 88, 90–91, 95, 97
Light Armor for, 87, 94, 97
Medium Armor for, 87, 89, 95, 97
perimeter, 86–88, 93–96, 137
picking good place for, 89–90
point-of-attack, 84, 86–93
surprise value in, 90
Deployables, 27–31
for base attacks, 61
placing, 61
Digital Subscriber Line (DSL), 81
Disk Launcher
advantages and disadvantages of, 11–14, 20, 51, 55
for interior fighting, 54, 89, 90, 93
splash damage from, 55
Training Missions to learn, 70, 74, 76

E
Electron Flux (ELF) Gun
advantages and disadvantages of, 16–17, 55
uses of, 65, 111
Elevators and doors, uses of, 43
ELF Turret
Training Mission 6 to learn, 75
uses of, 38–39
Enemies
distracting, midfield sniper for, 100
exploiting vulnerabilities of, 55
mastering defenses of, 106–107
observing, 107–108
practice with attacking, 85
spotting, 49, 104
Enemy’s sensor network
consequences of being detected by, 59–60
disabling, 38
getting detected by, 59
knowing about detection using Sensor Indicator for, 60–61
staying off, 38, 39, 66
Energy Pack
advantages and disadvantages of, 25, 58, 72
for assault, 107, 125
capturing, 75
carrying Laser Rifle using Light Armor and, 7, 15, 74, 77, 94
for recon, 99
Exterior features, 34–40

F
Favorites list
buying items on, 83
creating sets of weapons and armor using, 41
developing five sets of, 57
for heavy base defense, 58
miscellaneous items on, 31
for playing sniper, 58
Field commander, 119, 121–122
group leaders assigned by, 122
initial commands assigned by, 122
revised commands issued by, 122
role also performed by, 121
Find & Retrieve missions, 126
Death Knell, 133
Fallen, 134–135
Fog-of-War, 135
Mudslide, 139
No Man’s Land, 139–140
Strung Out, 145–146
Training Mission as, 76–77
Flag. See also Capture the Flag missions
Heavy Armor to guard, 8, 9
in multiplayer game, guarding, 84, 88
speed attacks to capture, 111
Training Mission 7 to retrieve, 76–77
underhanded way of stealing, 133
Flip Mouse Vertical box, 47
Free Look Always On configuration, 47
Fusion Turret
destroying enemy’s, 73
plasma fired by, 37
Training Mission 5 to learn to avoid, 74
uses of, 37–38, 40, 66
weapons effective against, 16

G
General menu, 47
Generators
in bases, 35

INDEX
destroying enemy’s, 41, 42–43, 110, 111, 127–128
inaccessible, 37, 38
Pulse Sensors, Fusion Turrets, and ELF Turrets disabled by destroy
ing their, 37–39
repairing, 128
Solar Panels to complement, 42–43
Training Mission 8 to practice destroying, 77
weapons effective against, 12, 43
Grenade Launcher
advantages and disadvantages of, 14–15, 17, 20, 37, 55
for interior fighting, 54, 89
Training Missions to learn, 70, 76
Grenades
advantages and disadvantages of, 14–15, 17, 20, 40
all-purpose defense against, 88
key for using, 48
as miscellaneous items, 33
Group leaders, assigning, 122

H
Health, restoring, 31, 41–42
Training Mission 7 to practice, 76
Heavy Armor (Myrmidon), 29, 31
advantages and disadvantages of, 8, 9, 49, 53, 55, 90–91
for assault, 107
for defense, 8, 9, 87, 88, 90–91, 95, 97
deployables used by players wearing, 29, 31
elevators used by, 43
Heavy Mortar available for, 17–18, 40
moving players wearing, 45, 51
packs used by players wearing, 26–27
teamwork with player wearing, 56, 114
Training Mission 5 to practice power technique wearing, 74–75
weapons effective against, 12
weapons used by players wearing, 11
Heavy Mortar
advantages and disadvantages of, 14, 17–19, 37, 40, 60
all-purpose defense against, 88
all-purpose defense using, 97
for interior fighting, 89, 93
Training Mission 4 to learn to manage, 72–73
Training Mission 5 to practice power technique using, 74–75
Heavy Personnel Carrier (HPC)
Training Mission 3 to learn to use, 72
uses of, 45
HUD
compass of, 64
Training Mission 1 to learn, 68–69

I
Image Enhancer
in armor, Laser Rifle used with, 16
to scan target, 109
zooming with, 30, 53, 59, 101
Infrastructure of defense, building, 61, 98, 102–103, 122
Infrastructure of enemy
awareness of, 61
destroying, 98, 103–104, 110
Interior features, 40–43
Interior fighting, 54, 146
point-of-attack defense in, 88
Training Missions to learn, 70, 76–77
weapons for, 54, 89, 93
Internet connection, 79–81
Internet service provider (ISP) modems, 80–81
Inventory menu, 47
Inventory Stations
in bases, 35, 83
building, 27
defense enhanced by adding, 91

destroying enemy’s, 43, 110
miscellaneous items purchased at, 31
Training Missions using, 72, 76
uses of, 41, 42
IRC Chat feature, chatting with players using, 151
ISDN connection, 81
Items, 31–33

J
Jammer Pack
advantages and disadvantages of, 26–27, 29, 60
shared between teammates, 111
Training Mission 5 to practice stealth approach using, 74
uses of, 56, 60, 98, 109, 125
Jammers
armor for laying down, 8
in defense, 92
Jamming zones, 103
Jetpack key, 48, 54, 69, 71–72
Joysticks, imprecision of, 46
Jump jets
circle strafing while using, 53
fighting from distance using, 49
learning to use, 51–52, 54, 68–69
midfielder’s use of, 103
Missile Turret’s homing missiles using, 39
moving around bases using, 43
rules for using, 58
in speed attacks, 112
Training Missions to learn, 68–69, 76
triggering, 44

K
Keyboard
controller configuration, 46
key setup on, 48
Killed players reappearing near base, 75, 125

L
Laser Rifle
advantages and disadvantages of, 10, 11, 15–16, 55, 60
in defense, 94, 97
Energy Pack and Light Armor required for, 7, 10, 15, 25, 77, 94
Training Mission 5 to learn, 74
Training Mission 6 to learn sniping with, 75–76
Launching pad, purchased vehicles appearing on, 42
Leader by example, 119, 120–121
Light Armor (Peltast)
advantages and disadvantages of, 7, 8, 49
for all-purpose defense, 97
for assault, 107, 114, 125
attacking enemies while wearing, 49
buying, 83
to collect items, 126
for emergency defense, 104
flying craft used by players wearing, 44
interior fighting while wearing, 54
jump jets used by players wearing, 51, 54, 58, 69
packs used by players wearing, 24–26
for perimeter defense, 87, 94
for recon, 99
teamwork with player wearing, 56
Training Mission 5 to practice speed technique wearing, 74
Training Mission 8 to learn enemy destruction wearing, 77
weapons effective against, 12
weapons used by players wearing, 10, 15, 16
Light Personnel Carrier (LPC)
Training Mission 3 to learn, 72
uses of, 44–45

159

160

INDEX

M
Maps, 2, 127–149
Anthill, 128–129
Blood Runs Cold, 129
Bloody Vengeance, 130
Broadside, 130–131
Citadels, 131
Criss Cross, 132
Dangerous Crossing, 132–133
Death Knell, 133
Desert of Death, 134
Dish Served Cold, A, 127–128
Fallen, 134–135
Fog-of-War, 135
Four Way Dance, 135–136
Free for All, 136
Hammer Down, 137
Ice Ridge, 137
King Under the Hill, 138
Lucky Seven, 138–139
Mudslide, 139
No Man’s Land, 139–140
No Quarter, 140
Peak Performance, 140–141
Peekaboo, 141
Raindance, 141–142
Red Sands, The, 147
Rollercoaster, 142
Sand Storm, 142–143
Scarabrae, 143
Seek and Destroy, 143–144
Siege, 144
Snow-Blind, 144–145
Stonehenge, 145
Strung Out, 145–146
Temple of Doom, 146
Towers, 147
Triple Threat, 148
Valhalla, 148–149
Medium Armor (Hoplite)
advantages and disadvantages of, 8
for defense, 87, 89, 95, 97
deployables used by players wearing, 29, 31
switching to, in multiplayer game, 84
weapons used by players wearing, 11, 12
Midfielder, 98–105
emergency defense by, 104
infrastructure building by, 98, 102–103
infrastructure destruction by, 103–104
recon by, 98, 99
situational attack by, 104–105
sniping by, 98–101
Mines
advantages and disadvantages of, 19
for defense, 93, 95
key for using, 48
Mini Fusion (Sentinel) Turrets
as unjammable, 89–90
uses of, 40–41, 92–93
weapons effective against, 12, 40–41, 65
Miscellaneous items, 33
Missile Turret, uses of, 39, 43, 44
Missions. See also individual types
training, 68–78
Mobility and Speed
of Heavy Armor, slow, 9
of Light Armor, fast, 7, 8
of Medium Armor, medium, 8
Modem connection to Internet
enhancing, 80–81, 152
ping number for, 80

Modified damage percentage table, 22, 155
Mortar Turret, uses of, 40
Motion Detectors, 26, 61, 92
Mouse
button setup for, 47
circle strafing using, 52
to control game, 46–47
inverting movements of, 47
sensitivity slider for, 47
Movement in combat
fundamentals of, 50–52
vertical, 51
Movement menu, 47
Multiplayer games of Tribes, 79–85
attacking enemy in, 79–81
experimenting in, 84–85
learning objectives of, 81–82
playing defense in, 84
setup of, 46–48

O
Observer mode to watch skilled player, 56
Observing surroundings before combat, 49
Offensives. See Assault in Tribes
Orders
acknowledging, 64
complexity of, 123
giving, command levels for, 119, 121–123

P
Packs, 24–27. See also individual types
destroying objects from, 65
key for using, 48
Patience in mastering Tribes, 149
Patrol
Medium Armor ideal for, 8
in perimeter defense, 96
Permanent packs, 24–27
Personal Digital Assistant (PDA) of armor, 81
Ping in multiplayer games, 79–81, 152
Plasma Gun
advantages and disadvantages of, 11–14, 17, 37, 40, 43, 55
for destroying Stations, 65
for interior fighting, 54, 89
splash damage from, 55
Training Mission 2 to learn to use, 70
Plasma Turret
point-of-attack defense around, 88
remote motion sensor placed near, 29
weapons effective against, 11, 17
Power attacks, 112. See also Combined attacks
approaching enemy in, 114
dismantling enemy base in, 114
taking control of target during, 114–115
value of teamwork in, 113
when to use, 113
Primers for Tribes
assault, 106–117
command, 118–126
defense, 86–97
midfielder, 98–105
Pulse Sensor
on Commander Screen map, 82
destroying enemy’s, 73
hiding to avoid detection by, 60, 62, 109
Jammer Pack to block enemy, 26
uses of, 36–38, 63
Sensor Indicator to reveal auxiliary, 103
Shields powered by energy from, 37
weapons effective against, 11, 14, 37, 65

INDEX
Q
Quick Reference, 153–156

R
Reconaissance (recon)
by midfielder, 98
tricks and tips for, 99
when to use, 99
Remote Ammo Station, advantages and disadvantages of, 31
Remote Camera
advantages and disadvantages of, 30, 92
as unjammable, 30, 92
Remote Inventory Station
advantages and disadvantages of, 29, 31, 61
defending against, 94, 96, 104
in defense, 96
Medium or Heavy Armor to carry, 8, 31
in transit, catching enemy’s, 101
Remote Jammer
advantages and disadvantages of, 29
destroying enemy’s, 103
jamming zones created by, 103
Remote Motion Sensor
advantages and disadvantages of, 28–29, 102
as unjammable, 28
Remote Pulse Sensor
advantages and disadvantages of, 28, 30, 61, 102
Jammer Pack to block enemy, 26
Remote Turret
advantages and disadvantages of, 29–30, 61, 92
inside enemy base, destroying, 110
placed around defended area, 91–92, 95
placed in open areas, 102
Repair Kit
advantages and disadvantages of, 32, 128
key for using, 48
Repair Pack, advantages and disadvantages of, 27, 37
Repair Patch, advantages and disadvantages of, 31
Retreating, 50, 51
during defense, 91, 96
for players wearing Light Armor, 54
Training Mission 7 to learn, 76
Ridgelines
combat position near, 53, 54, 56
hiding behind, 60, 109, 112
Remote Turrets placed on, 102
Role
assigning yourself, 66–67, 121–122
Commander assigning, 67
taking over necessary, 120
Running backward, 51

S
Scout Flyer
uses of, 43–44
Training Mission 3 to learn to use, 70
weapons effective against, 43
Sensor Indicator
enemy’s auxiliary Pulse Sensor revealed by, 103
showing detection by enemy’s sensor network, 60–61
Sensor Jammer Pack, 16, 60, 61
Sensor Towers, weapons effective against, 17
Sensors. See also individual sensors
armor for laying down, 8
building, 27
effects of terrain on, 62
extending range of, 102
Sentinel Turrets. See Mini Fusion (Sentinel) Turrets
Shield Pack, advantages and disadvantages of, 26
Shields

destroying objects having, 65
energy for, 37
as self-repairing, 66
Shots to Kill Enemy
of Blaster, 10
of Chaingun, 12
of Disk Launcher, 13
of Electron Flux (ELF) Gun, 16
of Grenade Launcher, 14
of Grenades, 20
of Heavy Mortar, 17
of Laser Rifle, 15
of Mines, 19
of Plasma Gun, 11
table, 22–23, 156
of Targeting Laser, 17
Snatch-and-grab tactics, 95
Sniper Rifle, 101
Sniping
at enemy (offensive), 53–54, 94–96
from enemy (defensive), 54, 102
favorites list for, 58
midfield, 98–101
Training Mission 6 to learn, 75–76
Training Mission 8 to practice, 77
Solar Panels, destroying enemy’s, 42–43, 72–73
Training Mission 8 to practice, 77
Speed attack, 108. See also Combined attacks
improvements to, 112
techniques for, 112
when to use, 111–112
Splash damage
avoiding, 51, 55
on hillsides, 62
Standing still, avoiding, 50
Stealth attack, 26–27, 74. See also Combined attacks
deciding whether to launch, 107–108
guarding against, 94
how to proceed in, 109
inside base, 110
positioning, 124
teammates in, 111
variations of, 110–111
when to use, 108, 112
Strafing
circle, 52–53
defined, 50
jump jets used while, 51–52
keys for, 48, 71
Training Mission 6 to learn, 75–76
in vehicles, 71
Sub-commanders assigned by dedicated commander, 123, 124
Symmetric Digital Subscriber Line (SDSL), 81

T
Target
aiming weapons at or near, 70
lightly or poorly guarded, stealth attacks against, 108–109
overshooting, 69
painting, 32
Target Beacon, advantages and disadvantages of, 32, 40
Targeting Laser
advantages and disadvantages of, 32
Training Mission 4 to learn to use, 72–73
uses of, 17, 18–19, 40
Team, 1, 2
ability to function cohesively of, 45, 119, 124
asked to help with your role, 120
claiming tower for, 35–36
coordinating, 63, 67, 82
Team assignments, 122, 123

161

162

INDEX

for Capture & Hold missions, 125
for Capture the Flag missions, 124–125
for Defend & Destroy missions, 126
for Find & Retrieve missions, 126
Team’s sensor network, 36, 38
Commander View map showing enemies detected by, 63
extending, 102
recon while laying down, 99
Teammates
ambush with, 56
base defense by, 61
Commander View map showing, 63
complementing attack by, 105
creating and painting target for, 32
destroying objects with, 65–66
level of command dictated by, 118
Missile Turrets killing your own, 39
noting positions of, 82
partner system for, 56
for power attacks, 113–114
sharing single Jammer Pack, 111
suggesting options to, 120–121
task forces (groups) of, 123–124, 125
warned about mine locations, 93
Teamwork, best uses of, 55–56
Terrain
limits of, 62
sensors affected by, 62
understanding, 61–62
use in combat of, 54–55, 62, 114
Tower
claiming enemy’s, 35–36, 116. See also Capture & Hold missions
defending, 87, 96–97, 125, 149
layout of enemy’s, 107
in multiplayer game, 83
repairing, 36
Training Mission 6 to learn to take, 75–76
uses of, 35–36
Training missions, 4, 68–78
Command & Target (4), 72–73
CTF (5), 73–75
Destroy (8), 77
Retrieval (7), 76–77
Towers (6), 75–76
Vehicle (3), 71–72
Weapons (2), 70
Welcome (1), 68–69
Tribe, joining, 56, 151–152
Tribes
advanced battle guide for, 127–150
advice for mastering, 149–150
assault primer for, 106–117
command primer for, 118–126
defense primer for, 86–97
getting started in, tips for, 3–5
key concepts of, 57–67
levels of, 2
manual for, reading, 3–4
“midfielder” primer for, 98–105
movement in, 50–52
multiplayer games of, 79–85
overview of, 1–5
smart play and good organization for, viii
strategy for, viii, 2
as team game, 1, 2
training missions for, 4, 68–78
trends in each game of, 149
unique features of, 1–2
Trigger block, 68–69, 75, 128, 136, 138–139
Turrets. See also individual turrets
armor for laying down, 8

building, 27
Cameras placed near, 30
controlling, 64–65
defense around, 89–90
destroying, 65–66
evading, 66
temporarily disabling, 38

V
Vehicle Station
destroying enemy’s, 43
Training Mission 3 at, 71
uses of, 42
Vehicles, 43–45. See also individual vehicles
re-purchasing, 71
third person perspective to pilot, 71

W
Waypoint marker on HUD Compass, 64, 82
Weapons, 9–20. See also individual weapons
for all-purpose defense, 97
base damage from, penetration of armor by, 20, 21, 154
comparison among, 20–21
for interior fighting, 54, 89, 93
Inventory Stations to obtain, 41
for perimeter defense, 94–95
for point-of-attack defense, 88–89
practicing with, in multiplayer games, 85
Training Mission 2 to learn, 70
www.tribesplayers.com, linked sites for, 151, 152

Z
Zoom feature, 70
Zooming in, Image Enhancer for
with Cameras, 30
for sensor network, 59
for sniping, 53, 101

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