We've split the New Player's Guide up into a few different sections on this page. To browse them either scroll down, or use the menu below.

- General Overview
- Regarding Teamplay
- The Loadout Menu Explained
- Floating Around in Cyberspace
- HUD Explained
- dys_Vaccine Walkthrough
- dys_Fortress Walkthrough


General Overview   back to top

Dystopia places the player into tense combat situations in a high tech world spanned by computer networks. As either Punk Mercenaries (Punks) or Corporate Security Forces (Corps) the player will fight through the physical world to gain access, via jack-in terminals, to cyberspace.

The Dystopia Demo features three maps; dys_Vaccine, dys_Fortress and dys_Silo. On each of these maps, the Punk team is attacking a corporate fascility, attempting to complete a series of objectives. Players on the Corp team must do their best to stop them.

Regarding Teamplay   back to top

The central premise of Dystopia is the co-dependence of players fighting in the real world and players decking in cyberspace. The number 1 priority for each team in a round of Dystopia is having their deckers realworld body protected while he's busy in cyberspace. With only a few exceptions, it is always best for your team to have at least 1 decker. 2 is better than 1.

When you first enter the game you'll select your team (use auto assign!), select your class, weapons and implants. Hovering your cursor over the options will display some information. The Light class can pack the most implants and is also the only class that can select the stealth implant. The Medium class has fewer head and body implant slots available. The Heavy class can only select 1 small head implant and 1 small body implant, but they make up for the lack of implants with raw firepower.

The best piece of advice is that no matter what loadout you select you can be an asset to your team, you'll also be rewarded with points for helping your team in many different ways. The 4 most helpful things you can do for your teammates are;
1) Select the Cyberdeck
2) Protect your decker's body
3) Select the mediplant implant and follow close to your teammates
4) Select the TAC Scanner implant and point out enemies for your team (when you scan, all near by teammates get to see too).

Pressing tab not only shows you the current scores, it also makes your objective list visible. This will show you what phase the round is currently in and what your team's objective is.

The Loadout Menu Explained   back to top

Once you've joined a Dystopia Server, you'll need to navigate your way through the Loudout Menu. The images below explain what the different areas in the Loadout Menu mean.

Team Selection.


Class Selection.


Weapon Selection.


Implant Selection.

Floating Around in Cyberspace   back to top

So you've selected to be a Light or Medium class with the Cyberdeck Implant, and you're looking to get into Cyberspace. Well, first you need to know what to do in there. Right?

First you'll need to find a Jack In Point. They can be located easily by finding a "J" on your Radar screen. When you're close enough to one to be able to jack in, your Cyberdeck Implant will begin to pulse to let you know. Press the Cyberdeck's hotkey, which turns the implant on, and the next thing you know, you'll be in Cyberspace.

When you get into Cyberspace, the first thing you'll notice is that the physics and movement is very strange. There is no up or down, as there is no gravity. Move forward and press your jump key to get out of the Cyberspace Spawn and begin moving down the link to get to a Server. Players good at bunnyhopping in other games should try to replicate these skills, as high speeds can be obtained throughout Cyberspace. (As another small tip for Advanced Players, try using the Projectile Attack as a Rocket Jump to propel you forwards). You can also adjust your mouse sensitivity in Cyberspace using cybersensitivity command in the console.

When inside a Server, follow the gray paths to switch your relative floor, and move your way to a Node. These are the areas of Cyberspace that control a real world element. The part of the real world they control is defined both in and on top of the Node.

When you move close to the screen, you'll get a box pop up on the right hand side of your screen which tells you you're close enough to start encrypting or decrypting. If you can't get into the Node then it means an enemy decker has blocked your team from accessing it and you'll need to wedge or ice breaker it open.

Once you've decrypted the Node, you can affect the real world element as well as begin to re-encrypt the Node. When the Node is encrypted with either "encryption" or a "password", it means that the enemy decker will need to decrypt it before they can control the real world element.

If you happen to come across an enemy decker in Cyberspace, you can shoot at them with either hitscan or projectile attacks. These by default are bound to Mouse1 and Mouse2. Each hit that the enemy decker suffers reduces their energy until it reaches 0 when they will be jacked out of Cyberspace.

The HUD Explained   back to top

To get a detailed description of the HUD Elements, click to enlarge the following images.

Radar, Location Box, IFF and Ammo.


Implant Icons/Hotkeys, Ammo Dispensers & Health/Armour/Energy Box.


Objectives and Scores.


Obituaries, Chat and Voice Comms.


Respawn Screen.

dys_Vaccine Walkthrough   back to top

Punks - Objective 1 (Capturing the Docks)
This is where punks spawn.


Your first objective is to get to the docks and capture the docks spawn. You do this by hitting the cap spawn button here:



To get to the docks, you first have to gain access to the Datatrust Facility. There are three ways in.
the Front Doors,



the Loading Dock,



and the Back Door.



Of the three entrances, only the front door can be accessed without the aid of a decker. The front doors can be opened here:



To access the other entrances, get a decker to the first jack point here:



See Cyberspace overview for more info on how to hack objectives in CS.

Corps - Objective 1 (Defending the Docks)
This is where corps spawn.



Your first objective is to stop punks from capturing the docks. You can defend from inside or outside the building. The closest jack point that a Corp decker can access is here



If you can get your decker to control the nodes that interact with the Loading Dock Door and Back Door, the Punks only have one way in, which is obviously much easier to defend.

Punks - Objective 2 (After Docks have been captured)
Once you've captured the docks, you'll start respawning at the spawners opposite the cap point. Your objective now is to get a decker to the Security room and defend him while he hacks and captures the middle spawn.



At this point in the game, there is only one pathway up to the security room. Stairs which are protected by automatic turrets.



You have a few options now.
1 - Try and sneak stealthed players up past the turrets into Security Room.
2 - Get a decker to the docks jack point and hack the turrets, so they shoot at corps players instead of punks. This clears the stairs and allows you to easily get teammates up to the security area.
3 - Get your decker to open the maintenance room access hatch, allowing your teammates to bypass the stairs entirely.



4 - Shoot the turrets on the stairs to disable them for a period of time, long enough to get teammates up the stairs to the security area.

The easiest way to capture middle spawn is to gain control of both the stairs and the hatch, and then have your team make a coordinated push for the security room. If you manage to kill the majority of the enemy team in quick succession, their spawn time will be up to 30 seconds, giving your decker enough time to complete his middle spawn hack.

During this phase of the game it is absolutely imperative that you defend your deckers while they hack. If you do not, you will not advance. Using stealthed players to get into security and kill/EMP Grenade the Corp decker will help your team greatly.

Corps - Objective 2 (Defending the Middle Spawn)
Defending is pretty straightforward, but there are a few things that corps can do to make it very difficult for the punks to advance. The main one is getting a decker into the Security Room, and maintaining control of the turrets above the stairs and the hatch.

Getting stealthed players into the top of the docks to take out the punk decker will frustrate the punks and slow them down, allowing your teams decker to maintain control of the stairs and hatch more easily.

Punks - Objective 3 (Destroy the Core)
Once you have control of middle spawn you need to advance to the core.



The core is protected by a combination of turrets and a force field, so there is no point in getting to the core area without first taking out the security system. This is a job for your decker, jacked in from the security room.

At the same time, it's a good idea to have your decker ICE and secure the node that controls the spawn point, as the corps will be trying to recapture it.

Once security is down, your team will need to make a coordinated push for the Core. In your way is an airlock where a lot of the action will happen. A combination of stealthed lights, heavies and mediums with mediplants is likely your best option for getting through this choke point.



Remember that killing many of the enemy in quick succession will increase their respawn time, giving you the best chance of breaking through to the core. Again, teamwork is required for this.

Once you make it to the core room, you need to destroy the core.

This is what you need to aim for



Corps - Objective 3 (Defend the Core)
Again, defending is fairly straight forward. Unfortunately for corps, you no longer have easy access to a jack in terminal, so you can't defend the core security systems from cyberspace.

Your main objectives should obviously be to stop punks from getting to the core. At the same time, you can try and push back to Level 2, and recapture middle spawn. This is another good job for a stealthed decker.

A stealthed decker can also make it all the way back to the dock jack point, and try and recapture middle spawn from there, or turn back on the core security systems.

dys_Fortress Walkthrough   back to top

Punks - Objective 1 (Destroy the Firewall)
This is the tunnel where the Punks spawn.


Your first objective is to bring down the firewall surrounding the corp defense system perimeter.



The firewall is located within the bridge shack guard house.



To make gaining access to the physical firewall easier, your hacker can lower the turret defense inside the guard house.



You can gain access to the shack by taking the main road or the underground sewers.




Once inside the bridge shack guard house, you must destroy the firewall inside the physical router.



Corps - Objective 1 (Protect the Firewall)
This is where corps spawn.



Your first objective is to prevent Punks from destroying the firewall. The firewall is located inside the router box inside of the shack guard house. Under no circumstances must you let them destroy the router.
Your Corp deckers can jack in at your spawn point and prevent the Punks from lowering turret defense.

Punks - Objective 2 (Hack the Perimeter)
To gain control of the main installation, the perimeter defenses must fall. Your hacker will be able to do this by capturing the spawn in cyberspace.


The bridge should now be extended and the perimeter spawn in punk control.

Corps - Objective 2 (Secure Cyberspace)
You must not let the Punks take control of the outer perimeter spawn point. If they do, they could likely be able to access the inner spawn inside of the Fortress! Make sure to guard your decker and not him die. Your decker must be able to prevent the enemy hacker from reaching the bridge security point and capturing the spawn.

Punks - Objective 3 (Capture the Inside Spawn)
To gain control of the inside spawn, you must physically hack from inside the Fortress Security room.



Punks must be able to access this room by having their hacker open the outside door.



The hacker can do this by accessing door control in the outside shell of the fortress cyberspace.



Punks can gain access to the Fortress Security Room easier by having their hacker open the secondary spawn door outside. This gives Punks the opportunity of not having to cross the bridge.



Once physically hacked, inner Corp spawn is available



Corps - Objective 3 (Defend the Spawn)
The Punks can gain access to the inner spawn by using cyberspace and unlocking the Fortress Security doors. You must defend your decker and make sure he does not let the door be unlocked!
If the door gets unlocked, be sure to guard the room with your lives, or else the Punks will have easy access to the reactor!

Punks - Objective 4 (Destroy the Reactor)
In order to achieve the final objective of destroying the Corp data storage, the forcefield and emergency blast door must be opened by destroying the power reactor.



To destroy the power reactor, your hacker must lower the reactor security systems.



Once this is done, Punks can now physically bombard the reactor until its hull is incapacitated. WARNING! A large explosion will occur that will most likely kill all room occupants! Die for the cause!

Corps - Objective 4 (Defend the Reactor)
You must have a skillful hacker be decking in the emergency spawn to prevent the Punks from gaining access to the Reactor. Defense routines are in place to prevent anyone from destroying the reactor, see to it that these are not lowered and the reactor is not destroyed.

Punks - Objective 5 (Smash Data Storage)
Now that the reactor is down, Punks can now gain access to the Data Storage room and destroy all of Datatrust's information. For public access, the turret proximity system must be deactivated.



Your hacker can do this by lowering Data Security.



Once this is done, Punks can now attack the data storage. To win the round, they need to destroy all of them.


Corps - Objective 5 (Defend the Data Storage)
The datatrust servers contain much valuable data that must not be lost. Your decker must keep the room security up so that not just anyone can approach the storage! Prevent the punks from destroying every data system!