Community-made UA campaigns/mods listed here

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Ormu
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Community-made UA campaigns/mods listed here

Postby Ormu » Sun Feb 27, 2011 10:17 pm

Throughout the years fans and modders have made great campaigns to Urban Assault but there's very little information about them, partially because most of them have been released on UAHQ or older versions of Stoudson Corporation (which don't exist anymore at all), so I decided to write a list with a short description of all mods I've played. I will also add the missing mods when I have enough time to play them.

Before playing these mods I recommend playing the original campaign and the official expansion to get used to the game. If you then want new challenges try these.

How to get these mods?

Most older mods can be found on the Stoudson Corporation file repository under the single-player mods directory. You must be logged in to download.
http://files.metropolisdawn.com/index.p ... ngleplayer

Some new mods can be found in the personal directories of their makers:
http://files.metropolisdawn.com/index.p ... 2Fpersonal


Note: Always create a new save after installing a mod. Playing old saves will cause glitches.


See also the old mod thread on UAHQ: http://urbanassault.yuku.com/topic/581/ ... aigns-here


Don't forget: The official UA demo by TerraTools

Difficulty: moderate
Your faction: Resistance

Many of us have probably played the official trial version of UA but maybe not all. The demo is still available on the original UA page of Microsoft. Contains three training missions which resemble the training missions of the full version but they also have some differences. After them there are two excellent and pretty challenging levels which aren't included in the full version. The demo may have some graphical glitches but usually it works well. The content can be also ported to the full version.


Resistance Heavy campaign by Brachy "UA Freak"

Difficulty: pretty hard
Your faction: Resistance

A more difficult version of the original Resistance campaign. Most levels are slightly modified to make them harder. Does not offer anything new but worth playing if you want more challenge. Some levels contain bugs and the easiest way to fix them is to replace them with the original ones.


Intense Resistance campaign by Mario SDU6/7

Difficulty: HARD, not for beginners
(note: easier set of levels available)
Your faction: Resistance

Mario's intense Resistance campaign is a modified version of the original one and as the name implies, it's meant to provide more challenge to experienced players who find the original one a piece of cake. And that it surely does! All levels have the same layout as the original but some of them contain extra enemy host stations and all enemies are much, much stronger. The extra vehicles from the Metropolis Dawn expansion are also included. An easier version of the campaign is included in the package so you can test the levels if you're unsure about your skills.
100% bug-free.

Original thread


YapChinKiet's Resistance Campaign

Difficulty: really easy, good for beginners
Your faction: Resistance

YapChinKiet's mod is a heavily modified version of the original Resistance campaign. Almost all your vehicles are stronger than before and some enemy units have been modified too. Really fun to play but does not offer very much challenge. You will notice this at the latest after getting the infamous world-famous debug tank from Industrial Center... But still really worth playing.

Original thread on UAHQ


UA "extreme mod" by rodwin

Difficulty: Varies heavily
Your faction: Resistance

A peculiar campaign where you play as the Resistance with an insanely powerful host station. Most levels have the original layout but there are also a few new ones. Contains numerous new vehicles which unfortunately don't have any sound effects. Most enemy hosts have very high amounts of energy but so does your host as well. Not very hard if you know what you're doing and are ready to use some very unusual techniques. Some levels are close to unplayable due to the extremely high number of units present. Playing them smoothly requires a very powerful computer. Everything is extreme - this mod certainly lives up to it's name. But sometimes you will wish that it would be a bit better balanced and less glitchy.


Visible Black Sect mod by Bronsteijn 24K

Difficulty: moderate, slightly easier than the original campaign(s)
Your faction: Resistance, Ghorkovs, Taerkastens

Modified versions of the original and MD campaigns where the Black Sect is visible (technically using faction 7). As you may expect, these campaigns are slightly easier than the original ones as you don't have to deal with stealthy enemies.


The Fall of SDU demo by Fra

Difficulty: moderate/hard
Your faction: Resistance

A short demo for Fra's upcoming (discontinued?) mod where you play as SDU7 and other SDUs in the time before the original campaign. Contains a new storyline and 10 nice new levels which are pretty challenging due to strong enemies and some vehicle enabling tricks. Contains a few bugs which are pretty easy to fix... instructions coming someday.

Original thread


Ghorkov campaign by AOE_Danny

Difficulty: moderate
Your faction: Ghorkovs

A simple Ghorkov campaign which is just like the original Resistance campaign except that you play as the Ghorkovs and the levels are in a straight order. (Actually you play as the Resistance, you have blue color, Resistance host icon and the name of the Resistance but you have Ghorkov units and hosts and the Ghorkovs (faction 6) have Resistance host station and units.) You also have the same starting points as you have in the original campaign. Not very hard but some levels are a bit more difficult than their original counterparts. Contains at least one bug which is pretty easy to fix... It gives Ghargoil 2 zero loading time (user) in Slaughter Field and makes the game crash with divide by zero error. To fix it, open L7373.ldf and find this section:

modify_weapon 28
add_energy = 400
add_shot_time = -750
add_shot_time_user = -1000
end


Look at this line:

add_shot_time_user = -1000

...and change it to:

add_shot_time_user = -650

Original thread on UAHQ


Ghorkov campaign by Urbanrace6

Difficulty: moderate
Your faction: Ghorkovs

Another Ghorkov mod based on the original Resistance campaign. Probably the first fan-made campaign which was released to the public. You play as the Ghorkovs and have the same starting points as Ghorkovs have in the original campaign. Contains also some nice new levels. A bit harder than AOE_Danny's mod but still not very hard if you know what you're doing. Some levels are more challenging than the original ones but most are as easy as or easier. Does not contain any fatal bugs.


Hard Ghorkov campaign by Urbanrace6

Difficulty: pretty hard
Your faction: Ghorkovs

A harder version of Urbanrace6's Ghorkov campaign. Some units, especially host stations, are now very powerful and hard to defeat. Contains also a few new levels. The first level is really tricky but after it the campaign gets playable.
Does not contain serious bugs, but the tech upgrades will upgrade Resistance vehicles. Using Ying on Hard Thing will crash the game. To fix this, open L2020.ldf, go to line 299 and look at this section:

modify_vehicle 23
shield = 15
weapon = 114
energy = 8000
end


Delete this line:

weapon = 114

Currently this campaign is only available on Urbanrace6's site


Kyternesian Uprising demo by Bronsteijn24K

Difficulty: moderate/hard
Your faction: Ghorkovs

A demo for Bronsteijn24K's upcoming Ghorkov campaign. Contains 13 excellent maps which are completely new, customised interface and some new sound effects. Most levels aren't very hard but certain ones are really challenging despite being among the first levels of the full campaign.
100% bug-free.

Original thread


Intense Ghorkov campaign by MarioSDU6/7

Difficulty: beyond hard, not for beginners
(note: two sets of easier levels available)
Your faction: Ghorkovs

It's red, it's communist and it's intense. You have been warned. Mario's intense Ghorkov campaign adds lots of nice new stuff to the Metropolis Dawn Ghorkov expansion, including numerous new levels with interesting storyline, some new vehicles and new graphics never seen before. There are three sets of levels, starting from "easy" and ending to "intense". The intense version surely lives up to its name. Most of the time you're under constant pressure and have to fight your way through levels that would make Sulog's Fine Thread cry. Despite the incredible difficulty the balancement stays fairly good through the campaign. Some levels are chaotic enough to make older computers slow down but otherwise: 100% bug-free.


Intense Taerkasten campaign by MarioSDU6/7

Difficulty: extremely hard, not for beginners
(note: two sets of easier levels available)
Your faction: Taerkastens

The intense Taerkasten campaign is the third part of Mario's mod trilogy. Just like the Ghorkov campaign, it contains many new levels, cool graphics and heavily increased difficulty. Although slightly easier than the Ghorkov one, the intense version is among the most challenging campaigns ever made to UA. Easier level sets are also available for those who don't dare to start with intense. Balancement is as good as it can be with such difficulty and general quality is high as expected too: 100% bug-free.

Original intense mod thread


"My Taer" Taerkasten Campaign by Sectlord

Difficulty: easy
Your faction: Taerkastens

Sectlord's masterpiece, one of the best mods ever made to UA. You play as the Taerkastens and have some new and/or heavily modified vehicles. The original storyline has been modified to fit to Taerkastens' point of view. Some levels are new, some have no or little modifications. There's a little imbalance between the units and the campaign is really easy since most of your vehicles are very strong but it's still very fun to play and contains no bugs.


Sulgogar campaign by Sectlord

Difficulty: easy/moderate
Your faction: Sulgogars

A simple Sulgogar mod which is based on the original Resistance campaign, much like AOE_Danny's Ghorkov campaign. In addition to the Sulgogar host station and units (not the Little Brother though (?)) you will also have some units and buildings from other factions and it's up to you if you want to use them or not. Most levels are very easy due to the insane firepower of the Sulgogar units but some are more challenging if you don't use the extra vehicles and buildings, especially power stations. Contains at least two bugs which cause the game to crash but they can be easily fixed:

-An extra word "end" in /LEVELS/SINGLE/L6262.ldf (the level file of Sibuna) on line 631. Remove everything from that line.
-The word "nothing" without comment tags in /LEVELS/SINGLE/L7575.ldf (Loooooooong Way) on line 445. Remove everything from that line.
-Level 73 (Slaughter Field) seems to be inaccessible and thus level 74 (Mission Possible) is too. You can fix this either via user.txt (find the line "begin_levelstatus 73" and change the status setting to 2 or change/add the beam gate target level of one of the stage 7 levels, preferably L7575.ldf (Looooong way), to 73.

PS. Don't forget to play the debug level (available after completing the main campaign) using some Slime Lords... ;)


Sulgogar campaign by O Y ME

Difficulty: very hard, not for beginners
Your faction: Sulgogars

O Y ME's Sulgogar campaign is another campaign where you play as the Sulgogars but otherwise it's pretty different from Sectlord's mod. It contains fewer levels than Sectlord's campaign (27) but they're all new and much, much harder. You will have Sulgogar units only and usually you're in a total underdog's position where you must act quickly to prevent long and exhausting battles. The first levels are really challenging and although there are some easier ones after them the campaign never gets easy. This mod is definitely not for beginners.
100% bug-free.

Original thread


Mykonian campaign by Urbanrace6

Difficulty: (very) hard
Your faction: Mykonians

The only Mykonian mod so far. You have the Mykonian units and a few new ones. Some enemy units and especially all host stations have been modified heavily and you will encounter very tough opponents. This campaign is really challenging and you just can't complete it with the usual beam-in technique. Sometimes the only way to beat a level is to make a squad of 200 heavy tanks (sorry Brachy, Quaddas just don't work against the new Taerkasten fortress =P). Some levels have the old layout but this mod contains also fine new levels. Unfortunately this campaign is a bit incomplete: there's no new storyline, some vehicle names are wrong, some levels are not modified (they are the original ones with the Resistance as the player) and entering them will reset your tech upgrades (!) so you must avoid selecting them, and the last levels are not accessible at all. But it's still worth playing, at least if you are ready to spend some time fixing these things.

UPDATED: See this list of things that should be fixed.


Black Sect campaign (Resistance map) by Death Rayne

Difficulty: moderate
Your faction: Black Sect

A simple Black Sect mod made of the original campaign. Just like in AOE_Danny's Ghorkov campaign, you play technically as the Resistance (the Resistance is now the invisible enemy) and have same starting points, and you have the Anvil-class host station and exactly same vehicles as your opponents. This makes some interesting tactics possible. Most levels are easier than their original counterparts but a few ones are harder due to the lack of tech upgrades.
100% bug-free.


Black Sect campaigns (Metropolis Dawn maps) by Death Rayne

Difficulty: moderate
Your faction: Black Sect

Another Black Sect campaign which is just like the previous one except that this is made of the Ghorkov and Taerkasten campaigns. You play as the Ghorkovs and the Taerkastens and have the same vehicles as your enemies. Most levels are a bit easier than the original ones if you know what you're doing.
100% bug-free.


Drone campaign by Masket

Difficulty: anything between ridiculously easy and impossible
Your faction: Drones

Sounds like a joke? :P Maybe, but it's still a playable campaign where you play as the target drones. You will also have some other units and the difficulty depends on which of them you allow yourself to use.

Original thread


AI Host Station mod by MattyMP5

Your faction: Resistance

A modified version of the original campaign which contains a commandable AI host station on each level. This mod didn't work when I tested it; it crashed every time when I tried to use the AI station but you can try it and tell us if it works...

Original thread on UAHQ


Allied campaign demo by Quadda25 (?)

Difficulty: pretty hard
Your faction: Ghorkovs

A demo for Allied campaign which apparently wasn't finished or released. You play as the Ghorkovs against two new enemies and have some Resistance vehicles and AI-controlled Resistance hosts as your allies. Contains 7 levels, some of which are totally new and some are seen in other mods such as in Zircon. Contains also a short storyline but it's hidden in the level files. Pretty hard due to strong enemies and their strange behavior. The first and the last level is a bit tricky but not impossible. ;)

See this site


Kysterian expansion by Urbanrace6

Difficulty: easy
Your faction: Kysterians, a new human faction

A short campaign where you play as "Kysterians", a Resistance/Taerkasten-like faction, against the old enemies and a few new ones. Contains 14 new * levels, lots of nice new vehicles and a new menu background. A few levels also have new briefings but not all, and the campaign is apparently incomplete. The first level may be a bit tricky at first but otherwise the campaign is easy. You will have a full set of vehicles on most levels and some levels also contain the infamous world-famous debug tank (but even without using it they aren't hard). Does not contain serious bugs but you must edit L0101.ldf and add levels 2 and 3 to the beam gate target levels. Otherwise you can only play level 1 (Hyde park).

*Levels 15, 25, 26, and 32 (L1515.ldf etc.) are not modified (same as the original levels) so it's recommended to delete them. Many helicopters also suffer from the well-known heli bug so they should be fixed. Open user.scr and feinde.scr, then look at the helicopters that have maxrot value below 1.0 and change those values to 1.2. Other "Kyster" stuff is available on Urbanrace6's site, apparently new test scripts for this mod. "Kysterian sampler" package on the FTP is probably related to this mod too.

One of the original threads on UAHQ

Urbanrace6's site


UA Revolution demo by Bronsteijn24K

Difficulty: moderate/hard
Your faction: Zircons, the successors of the Resistance

A demo for the Zircon campaign which has also some content not seen in Zircon.

Original thread on UAHQ


UA Zircon by Bronsteijn24K

Difficulty: hard
Your faction: Zircons, the successors of the Resistance

One of my favorites, the Zircon campaign, begins about 80 years after the end of the original campaign. The Mykonian Empire is here again, as are Ghorkovs, Taerkastens and the Black Sect. You will also meet two new enemies. Almost everything is somehow modified, starting from menu background image and font colors. Contains a huge number of modified and completely new units with nice weapons, some of which are seen in other mods too. Unit balancement is fairly good, partially due to the fact that many units share their origins with the ones seen in the original campaign. Most levels are completely new and you will have to use various tactics to beat them. The storyline is also new, it's like an updated version of the original. Some of the levels, especially the first ones, contain bugs, but after finishing them the mod works very well. A few levels seem to be inaccessible if you don't edit user.txt.


UA Total Chaos by Marauder

Difficulty: pretty hard
Your faction: Guardians, a Resistance-like faction from the future

If you thought that Zircon looked exotic, try Total Chaos, which is also definitely one of the best UA mods. Nearly everything in it is totally new and even the gameplay differs a bit from the original game. Contains some very exotic units, new weapon and machine gun effects and some unusual features not seen in other mods. All factions are also new and they're much more distinct than the original factions. However, many levels have the original layout and there's also no new storyline. The unit balancement could be better as now some units are crucial while others are almost useless. This mod is pretty well finished as it has very few bugs and the readme file will also help you when you encounter them.


UA Lost Earth (Earth campaign) by Marauder

Difficulty: pretty hard
Your faction: Earth Forces, a Resistance-like faction from the future

Marauder's Lost Earth campaign resembles Total Chaos but it's a bit more conservative. Like in TC, there are many innovative units and most levels have the original layout. There is a new plotline but it's pretty short and it only appears in the readme file. The unit balancement is fair but there are still some nearly useless units while some units are used all the time. Contains very few bugs but the end may seem a bit strange at first. Especially the level "Mission Unclear" is quite tricky.

Original thread on UAHQ


UA Lost Earth Assimilators by Marauder

Difficulty: moderate
Your faction: Assimilators, a Mykonian-like faction

Marauder's Lost Earth Assimilator campaign is pretty much like Lost Earth but now you play as the assimilators whose objective is to conquer the Earth. All levels have the original layout but there are also some additional enemies. You and your enemies have a full set of new vehicles with nice weapon effects, most of which are also seen in Lost Earth. Contains also some differences. Most levels are somewhat easier than Lost Earth levels, and the unit balancement and general gameplay is excellent.
Does not contain serious bugs, but one of the last tech upgrades makes one of the helicopters unusable. Just remove this section from L7070.ldf (or don't use the helicopter, it isn't a crucial unit):

modify_weapon 10
add_shot_time = -400
add_shot_time_user = -270
end



UA Defender by Marauder

Difficulty: hard/very hard
Your faction: The Defender, a Resistance-like faction

Marauder's Defender mod is not meant to be a complete campaign/total conversion with a storyline and clear primary goal from the start, but rather a challenge for those who think they are too skilled in UA, or think that aircraft make UA too easy - yes, this time you will have ground units only, some of which are very powerful. But your enemies are really strong as well and you will often face a lot more enemies than in the original campaign, and the risk of getting surprised by a group of atomic bombers or ultra-powerful Slime Lord variants is high. Most levels have a layout close to the original but they have been modified for tank-only fights. Contains also some new menu graphics.
Almost bug-free, only a few non-fatal tech upgrade glitches detected.

Original thread on UAHQ
See also the introduction video on Youtube


UA Rise of the Riots by migu

Difficulty: varies, somewhat challenging at the beginning, but gets easier
Your faction: Resistance/Resistance-like factions

Migu's Rise of the Riots is an interesting campaign with lots of new vehicles and enemies. But unfortunately the development has been discontinued and the released version is only a beta which means that it is very incomplete. Most vehicles lack proper sound effects, the storyline is pretty short and only a few levels are actually new. Others are playable but pretty much the same as in the original Resistance campaign. The good thing is that there are no serious bugs and the new levels are very fun to play. Balancement could be better as your host station gets huge energy reserves soon after the beginning, making the rest of the campaign pretty easy if you know what you're doing.
Level 5 (Surprise) is inaccessible unless you manually enable it.



Mods to be added to the list:
  • Mykonian Invasion Division (MID) by Brachy "UA Freak"


Lost mods: (tell me if you know something about these)
  • Taerkasten Campaign by Mentally_Ill_One
  • Ghorkov expansion mod by Urbanrace6, available on his site, but the file is corrupted
  • French Black Sect campaign (link)
Last edited by Ormu on Mon Jan 04, 2016 10:41 am, edited 79 times in total.
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Re: Community-made UA campaigns/mods listed here

Postby Brachy UA FREAK » Mon Feb 28, 2011 11:00 am

Holy cow!
STICKY, somehow sticky it, AWESOME list

heads up, great work dude.
GET YOUR HANDS OFF FROM THAT PARASITE!
Or
I LL QUADDA YOU

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Myko Mod [MID] back alive after long hiatus!

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Re: Community-made UA campaigns/mods listed here

Postby MarcOlle » Wed Mar 02, 2011 9:56 pm

Nice to make a post of all mods...

I believe it will be very hard to play all mods, but I can post my feeling about the one you haven't play...
The Sulgogar Mod by O Y ME...

To me it is pretty hard, (almost imposssible).. I just could pass the two first... after that I gave up...
It is very hard and don't has scenario, just height changes...

Very simple but extremelly hard...
Trying to do a comeback...
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Re: Community-made UA campaigns/mods listed here

Postby Happy_Hereford » Thu Mar 03, 2011 2:29 am

I loved the My_Taer mod. A truly amazing hack.
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Re: Community-made UA campaigns/mods listed here

Postby Ormu » Thu Mar 03, 2011 6:21 pm

MarcOlle wrote:I believe it will be very hard to play all mods, but I can post my feeling about the one you haven't play...
The Sulgogar Mod by O Y ME...

To me it is pretty hard, (almost imposssible).. I just could pass the two first... after that I gave up...
It is very hard and don't has scenario, just height changes...

Very simple but extremelly hard...


Yep, I have played that a bit. The key is to control all your vehicles directly. The AI will drive them directly to enemy flaks or AA tanks.
Last edited by Ormu on Fri Apr 22, 2011 6:03 pm, edited 1 time in total.
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Re: Community-made UA campaigns/mods listed here

Postby MarioSDU6/SDU7 » Thu Mar 03, 2011 10:27 pm

MarcOlle wrote:Nice to make a post of all mods...

I believe it will be very hard to play all mods, but I can post my feeling about the one you haven't play...
The Sulgogar Mod by O Y ME...

To me it is pretty hard, (almost imposssible).. I just could pass the two first... after that I gave up...
It is very hard and don't has scenario, just height changes...

Very simple but extremelly hard...


It's pretty hard, but with good experience, everything is possible. ;) I completed it, but I could have wished it could have been more complete since it ends on Hamburger Hill.
Intense Mod progress (it includes tests):
Resistance 100% done
Demo version uncertain fate
New Ghorkov and Taerkasten 100% done

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Factions of choice: Resistance, Ghorkovs, Taerkastens

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Re: Community-made UA campaigns/mods listed here

Postby Ormu » Thu Mar 31, 2011 5:26 pm

Added AOE_Danny's Ghorkov campaign and fixed some typos...


By the way, does anyone know anything about this mod:

http://www.freewebs.com/urbanassaultgui ... ectmod.htm
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Re: Community-made UA campaigns/mods listed here

Postby GoldStar611 » Thu Mar 31, 2011 5:45 pm

stickied :) How about intense mod link?
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Re: Community-made UA campaigns/mods listed here

Postby Ormu » Mon Apr 11, 2011 4:54 pm

GoldStar611 wrote:stickied :) How about intense mod link?


Added.
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Re: Community-made UA campaigns/mods listed here

Postby Ormu » Sun Apr 24, 2011 10:28 am

Played and added Allied campaign demo.
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