Tribes Installation

Tribes doesn't require installation.

Download it for free here.
This download is the final version of Tribes, 1.11. It also includes the most common map packs.

Once it's done downloading, unzip it to anywhere you want, and launch "Tribes.exe".

Optionally, you can right-click "Tribes.exe" and choose "Send To > Desktop as Shortcut" for easier access.


Starsiege:Tribes is a completely free multiplayer-only first-person shooter game, comparable to Quake and
Unreal Tournament. These games all vary in gameplay style, and are uniquely innovative in their own right.
What is most unique about Tribes is the ability of in-air combat. This is made possible by your jetpack (it
is part of your suit) and is totally awesome.

Originally developed by Dynamix, which was later bought by Sierra, it has thrived for over a decade,
thanks to its passionate community.  It was released by Dynamix to be distributed online for free and
is a great game to play on any PC system, even without a new video card.  Its hardware requirements are
insignificant by todayís standards but by no means is it lacking in visual quality. It is also simple to
play modifications of the game, as they mostly do not require any downloads, they are provided from the
servers that are modified (this doesnít slow connection time noticeably).

A very strong point of Tribes is its visual and interface customizability. Over the years, innumerable
enhancements were brought to the game, many by the community. You can make Starsiege:Tribes look like a
modern, really cool FPS (first-person shooter) with minimal effort, thanks to the great coders and designers
who continuously bring us these embellishments. The fact that you can personalize your game experience so
significantly attracts many players to Tribes.

The sequels to the game havenít been as successful, never really capturing gamers and falling short
(more on that in the wikipedia article, in The Links). This is the game the set the bar and keeps it there.

Armors, Vehicles, Weapons, Items & Packs


Light armors are favorable to carry energy based weapons since their energy fills quicker. Medium armorís
energy refills slower but they have more weapon and item slots (can carry more). Heavy has the least energy
of the bunch, but can carry the most. An assortment of the three are necessary to balance your teamís
offensive and defensive ability.


There are three vehicles: Scout, APC and HPC. Scout goes fastest and can only carry one, light armor player.  
APC is remarkably slower and can carry two players of any armor plus a light armor pilot (required).
HPC can carry five people, also one being a light armor pilot, it is the slowest.

Weapons & Items


One of three standard guns you will always have when you respawn. The blaster
draws energy from the jetpack. The blaster fires in somewhat quick pulses.
This is pretty much a horrible weapon and should be discarded for anything
else in the arsenal.

Plasma Gun

The plasma gun shoots similar projectiles to the blaster. They move much slower
but are much larger and have a small range of splash damage to damage nearby
targets. This weapon is most effective when used to detonate a mine atclose
range, anything beyond this range and the projectiles dissipate too
quickly. This gun draws off of normal ammunition rather than the jetpack
energy supply. Recommended for a solid melee weapon when using heavy armor.


Depending on your Internet connection, this is either the most useful or
useless gun in the game. The chain gun is highly destructive at close range.
However, at long range only about two of the eight shots will come anywhere
near the location of the crosshair. These are the first two shots so of course
people have written scripts [not cheats] to auto fire the chain gun only two bullets
at a time. This gun of course takes bullets and does not feed off of
your jetpack energy supply.

Disk Launcher

This gun goes by many names, such as the stormhammer and spinfusor. This is
without any doubt the best all around gun in the game. Discs are quite strong,
able to kill light armor combatants in two shots. They travel fast and have a
large splash radius. For best results, try to aim for the enemies feet as the
blast radius will do extra as they are pushed upward and into it again. The
stormhammer is also good for stopping people dead in their tracks. Hit someone
with a mid air disc whom is charging at you and most of their momentum will be
lost. This weapon, along with the chain gun, are the most common weapons used
for dueling.

Grenade Launcher

Talk about carnage. The grenade launcher fires grenades long distances and
they generally explode on contact. If fired into the ground they will bounce
some before exploding. This becomes the greatest asset of this gun, fire it in
to an enemy bunker and you will likely damage everything inside. This is one
of the more popular guns as it works well for base busting and for chasing some
one down.

Laser Rifle

This gun may only be used by someone in light armor. It also requires the use
of an energy pack backpack. The Laser Rifle is the sniping weapon of tribes.
Compared to other games it is relatively weak though. A head shot does deal
more damage than a body shot, but still fails to kill even a light armored
combatant in one hit. Firing this will deplete your entire jetpack supply so a
quick escape is seldom possible when using this weapon.

Electron Flux Gun [ELF Gun]

The elf fun is one of the more underrated weapons. While it does very little
damage to targets, it will drain their energy supplies quickly. This is most
useful for holding someone who is trying to escape down, but also plays a big
roll in knocking down the shield on turrets, which will also prevent them from
firing. The range on this weapon is rather short, so you'll need to be in a
pretty close proximity. This weapon will drain your energy while in use, but
VERY slowly.

Mortar Gun

In terms of raw power, nothing can match the mortar gun. This gun lobs green
shells of death up to very long distances which explode with a vengeance. This
weapon is able to kill any light armored combatant in a single shot with a hit
which registers close. It has an enormous splash radius which allows it to
decimate enemy bases. Be careful not to fire one off in your own base, even
with team damage off you'll probably blow up some deployables!

Not a true gun like the others, hand grenades can be tossed directly in front
of you at short to medium distance. These do about the same damage as grenades
from the launcher but are much more difficult to score a hit with. Grenades do
not count against your weapon total as you only need your hand to fire them.

Anyone may deploy mines as well. Mines will burrow into the ground as best as
possible when deployed. They deal enough damage to kill a light armored person
in a single shot and do splash damage as well. They will only blow up if
stepped near or shot at. They are best used in mine/disc or mine/plasma
explosions as they will do more damage with the projectiles aide. Once planted, they
blow up if anyone gets near, including you and your team. Use your mines
wisely, you can only hold a few!

Targeting Laser

Not really a weapon, it does no damage at all while giving your position away
with a green line! This was initially designed for painting the distance to a
turret, but, it is more frequently used to spot incoming enemies or to lead
allies to a flag carrier. This will slowly drain your jetpack while in use.


There are two types of packs available, permanent and deployable. Some require energy
from the armor's power cell to function.

Permanent Packs

These packs are carried by tribesmen to augment their armor. Each pack has special
abilities that can aid mobility, defenses, or ammo storage.


Increases the maximum ammo the armor can hold. This pack does not require any
energy from the power cell to operate. If this pack is dropped, all extra ammo
beyond what the armor will carry is left in the dropped pack.


Increases the recharge rate of the armor power cell. This miniature fusion pack
is especially useful when combined with an energy based weapon, like the laser
rifle. It is also well suited to aid the lighter armor types in speedy escapes.


Requires energy from the armor's power cell. To activate, press P. The shield
pack creates an auxiliary energy shield around the user as long as the power
cell has energy. While the pack is operating the shield will absorb some, if
not all, damage directed toward the player. The pack can be deactivated by
pressing P. It will automatically deactivate once the power cell runs out of energy.


Requires energy from the armor's power cell. To activate, press P. The jammer
pack will make the user and any other players within 20 meters undetectable to
enemy pulse sensors. The pack can be deactivated by pressing P. It will
deactivate automatically once the power cell runs out.


A battlefield repair kit, this pack comes with what is colloquially referred
to as the "repair gun." Using exotic nanotechnology, it can repair armor,
vehicles, and base emplacements such as turrets and generators.

To use this item, press P. The repair gun will now be available in the player's
hand. Aim the repair gun at a damaged teammate or equipment and "fire" it. The
gun has a very short range; you must be within three meters of the target to
repair it. If there are no targets within range, it will repair any damage you
have taken. It will deactivate automatically once the power cell runs out of energy.

Deployable Packs

To deploy a pack, press P. You must be looking directly at the deploy point and be in range,
or else you will get a "cannot deploy, out of range" prompt. If you try to place a pack at your
feet or too close to a wall or other object, you will get an "item in way, cannot deploy" prompt.

With the exception of the camera pack, deployable packs cannot be placed on overly steep
surfaces. All deployable packs come with their own internal power supply and do not require
generator power to work (see Generators).

Remote Pulse Sensor

The small Argus pulse sensor works along the same lines as its larger counterpart.
The deployable pulse sensor enables the user's team to increase the range of its sensor network.

Remote Motion Sensor

The Cerberus motion detector is small and unobtrusive, often missed by an enemy rushing
into battle. Non-moving items will NOT be detected by the motion sensor. Unlike its
pulse sensor brethren, it cannot be jammed.

Remote Jammer

The Buzzbox pack creates a short-ranged jamming "umbrella" making any tribesman within
it's field effectively invisible to pulse sensors.

Remote Turret

The Claptrap miniature turret is a nasty and unexpected surprise for many an enemy.
Firing energy bolts and equipped with a built-in motion sensor, it's small size makes
it ideal for placement indoors, in caves, and in other hard to reach places, or large
numbers may be used to create an effective defensive perimeter. There are, however,
limitations on the number that can be placed in one area. Because of the weight of
the turret, only the medium and heavy armors can bear the weight; light-armored individuals
cannot purchase the turret pack from the inventory stations. Like the larger permanent
turrets, remote turrets may be controlled via the PDA.

Remote Camera

The Scryer miniature camera that can be positioned most anywhere and can be accessed
with the PDA. Properly placed, the viewer is just like a "fly on the wall" when
observing enemy activities. Unlike its counterparts, it can be placed on any surface.

Inventory and Ammo Stations

These deployable stations provide ammunition and supplies away from a player's base.
They can only be carried by a tribesman in medium or heavy armor and have a limited
energy supply. See Stations on page 50 for further information.

Gameplay & Strategy


For starters, play through the three simple tutorials provided by Tribes, to get a feel for the game,
the jetpack, the weapons and the vehicles. You purchase weapons and packs from Inventory Stations, either
the stationary ones in your base or mobile ones. Almost everything in this game can be destroyed and repaired,
with the exception of the buildings themselves (some mods allow this too). Most gameplay modes pit your team
and your base against opponents and their base.

Your jetpack is bound to energy, which depletes if you use it too much, but refills infinitely. Your
weapons may also be bound to that same energy, or can simply be ammo-based. There are three main armors,
light, medium and heavy, with their respective purposes/strengths/weaknesses. Vehicles add to the gameplay by
allowing quick transportation for scouting/spying ability or transportation for a group attack with multiple
teammates on the same vehicle.

"Skiing" in Tribes is named so because you can actually ski down hills. This is done by jetting up in the air then
coming down onto the side of a hill while pressing the jump key repeatedly. There are scripts to automate
skiing, so that all you have to do is hold down any key you specify.

There is at least one Commander Station in each team's base. This allows you to see your team on the whole
map and also enemies that your radars detect. From here, you may also set "waypoints", locations to which you
suggest your teammates should go. You can set waypoints specifically for each player.

There is at least one base, with a flagstand for each, in Capture The Flag. For Capture and Hold, there
can be many buildings to gain control of. Other game modes incorporate slight variations of these.

The most common gameplay modes for Tribes are Capture The Flag, Defend and Destroy, Find and Retrieve,
Capture and Hold and Deathmatch.


The most important asset in Tribes is teamplay. Use the commander stations, they're not decorations.
There is no 'best' way to setup defenses, it depends on what your opponents throw at you.
Make sure you set it up quick. Learn the strengths and weaknesses of turrets and other items to maximize
protection and dealt damage. There is a best method to offensive, and it's called "hit 'em with all you got".
If done skilfully, quickly and properly, you will manage to take out their power before they can setup their defenses.
This allows your team to come in strong and without resistance.  It will take them some time to recuperate from such an
attack while you prepare your next and hence you will have the upper hand. This method may lead to weakness on your side
as well, so use it cautiously, if you trust your defenses.

Game Credits

Executive Producer: Jeff "MotoMan" Tunnell
Producer: Ken "Slime Boy" Emberry
Director: Tim "Slacker" Gift
Lead Software Engineer: Mark "Got Milk" Frohnmayer
Art Director: Mark "Coiler" Brenneman
Lead Designer: Scott "Corn Boy" Youngblood

Lead Software Engineer: Mark "Got Milk" Frohnmayer
Director: Tim "Slacker" Gift
Software Engineer:Nels "Nailz" Bruckner
Software Engineer:Dave "Symlink" Moore
Software Engineer: Tinman "Thulsa Doom"
Software Engineer: "Missing" Lincoln Hutton
Software Engineer: Robert "Fenrir" Mobbs

Director: Tim "Slacker" Gift
Lead Software Engineer: Mark "Got Milk" Frohnmayer
Director, Starseige: Rick "Lurker" Overman
Software Engineer: Dave "Symlink" Moore
Software Engineer: Clark "Shark" Fagot
Software Engineer: Brian "Who Does Number 2 Work 4" Lee
Software Engineer: John "‹berBob" Folliard
Software Engineer: Dave Scott
Software Engineer: Louie McCrady
Software Engineer: Robert "Fenrir" Mobbs

Art Director: Mark "Coiler" Brenneman
Lead 3D Artist: Barry "Boogie Night" Drew
Conceptual Art Design: Shawn "Cuchulain" Sharp
Lead 3D Interior Artist: Craig "Crusader" Maitlen
Illustrator: Luis Royo

3D Artist: Weston "Phantasm" Tracy
3D Artist: Tom "Tominator" VanVelkinburgh
3D Artist: K. Maren "Cavewoman" Wyatt
3D Artist: Tyrone "Dark Thunder" Woodland

3D Artist: Ti-Ning Kwa
3D Artist: Eric "Griffon" Soulvie
3D Artist: Jade "Arhat Scream" Dhabolt

3D Artist: Weston "Phantasm" Tracy
Artist: Chaiporn Panichrutiwong
Artist: Saritdikhun Somasa
Lead 3D Artist: Barry "Boogie Knight" Drew
Artist: Shayne Herrera

Lead Designer: Scott "CornBoy" Youngblood
Lead Software Engineer: Mark "Got Milk" Frohnmayer
Assistant Game Designer/ Writer: Dave "Diamondback" Meddish
Software Engineer & Mission Editing: Mitch "Skeet" Shaw
Mission Scripting & Mission Editing: John "Sne/\ker" Alden
Mission Scripting & Mission Editing: Greg "Jett" Lancaster

Assistant Game Designer/ Writer: Dave "Diamondback" Meddish
Writer: Blake "Spiff Cat" Hutchins
Copy Editor: Lynne Ertle
Manual Layout: Jerry Wiant

Web Support: Blake "Kamosa" Carper

Lead Quality Analyst: Lloyd "Tank" Madden
Lead Quality Analyst: David "Shaman" Peterson
Tester: Eric "Trek" Freel
Tester: Parker "Phang" Hylton
Tester: Eddy "Ginsu 2000" Manso
Tester: Eric "Lombar" Schwake
Tester: Peter "Fides" Wittig
Tester: Dusty "Headhunter" Wright
Tester: Drew "Mongo" Zilm
Tester: Darion "Gibs Spice" Lowenstein

Marketing: Shannon "She-RA" Bross
Marketing: Jeff "Pilgrim" Hoff
Marketing: Michelle "Legs" Stephens

Assistant Account Manager: Egil " Red Dobie" GlÝersen

Motion Capture Technical Director: Troy McFarland
Motion Capture Editor: Brian Wright
Motion Capture Editor: Jackie Haley
Male Talent: Cosmo Hom
Female Talent: Chari Hunter
Voice Talent: Mark Berry, Kiamalise Budak, Jason Cottle,
Andromeda Dunker, Craig English, Kit Harris, Jay Hopper,
Kate Myre, Matt Reidy, Kelly Wright

Server Installation

Make sure in Tribes options, "Network", that "Register with master server" is checked.

Check that your appropriate ports are open: (click Proceed)
Tribes servers run on port 28001, unless you specify otherwise.
You must also configure your router to forward the appropriate port to your PC.

There are two types of servers for Tribes: non-dedicated and dedicated.


When you click "Host a Game" in Tribes, this is the kind of server you're running.

Non-dedicated allows you to play on the same PC that is hosting the game, but so does Dedicated.

This type of server is really not recommended, it uses more resources than Dedicated.


Tribes 1.11 comes with "InfiniteSpawn.exe", which is a dedicated server.

"InfiniteSpawn.exe" has a huge gaping security hole in it, so you shouldn't use it.
Instead, use the DOSFix version, available here.