Level Guides

This set of level guides should help you get the most out of playing KT-imPAKt. The guides contain tours of all the rooms as well as lots of tactics for playing the maps and tricks to gain the upper hand on your opponents. Click on a map name on the menu below to see the respective guide or click on the other link to be taken to the KT-imPAKt website.

KTDM4 - Pretend Best Friend

Level Description
A very small level which starts choking at any more than four players but 1on1 is where you will get the most enjoyment. There are just two main rooms on the level although another area of importance is most definitely the zone at the top of the level. Be prepared for shock attacks as your opponent may be able to deceive you into thinking they are somewhere when really they are sneaking up behind you with the super shotgun. So, what are you waiting for? Strap up your boots, pull on your best armour vest and get ready to take your date on a trip they'll never forget. Oh, and if you want a bit of help then you might as well start off here.

 
  Room 1 - Megahealth Room

A good deal of the action should take place at the bottom of this room where the rocket launcher is placed. The megahealth itself is an item you should want to control, it can be accessed from the top of the stairs on the second level or by a rocket jump from the bottom. Grenades can be bounced around in this room quite effectively from most areas of the map so keep your witts about you. There are three connections to room 2 and a lift up to the top floor and the walkway crossing the room on which the railgun lies.

   
 
  Room 2 - Yellow Armour Room

The walls of this room also take quite a beating as scenes in here can be quite violent. Players will most likely be clamouring for the yellow armour in this room although other key points are the chaingun, adrenaline and super shotgun. The grenade launcher can be grabbed by taking the level three elevator or coming from the top corridors. If you're health is in a bad state and you need a quick fix then there is the adrenaline sitting on a ledge near the lower exit to room 1. There are two more exits to room 1 and a lift up to the top corridors (much like room 1).

   
 
  Area 3 - The Top Corridors

Wimpy players can use this area as a hiding place if they wish as it is fairly easy to patrol the entire top level. however, opponents may be able to sneak up one of the lifts or simply rocket jump to the railgun. Also, sitting up at the top allows players access to only the grenade launcher, railgun and green armour. There is plenty of grenade launcher ammo but constant lobbing of pineapples is unlikely to score many frags. If you insist on controlling the top you will need to drop down to lower levels to get most of your kills and stock up on railgun or rocket ammo.

   
 
 

 

Playing Plan
As the smallest level in the pack you should have it's layout nailed in a within a couple of minutes of playing. There are just five weapons on the level so remembering their placement shouldn't be too troublesome either. Finding a way to play will be the only thing that should really worry you on the map... apart from the other player(s) of course.

 
  Routefinding

As I said, there should be no problems remembering the layout but there are some good routes through the level that let you scoop all the weapons faster than others. Assuming I started near the chaingun this is the route I would more than likely take. First, grab the chaingun and ammo before dropping into the trench to get the yellow armour. Go through into room 1. If the other player has picked up the rocket launcher, either kill them and grab it or make a dash for the lift to the top corridors - if not, take the lift after collecting the rocket launcher. Collect the green armour at the top of the lift then head for the railgun. Pickup up the railgun and drop down to collect the bandolier, you should now be on a ledge which holds the super shotgun in room 2. Go get the super shotgun and then take the smaller lift up to the top of room 2 and nab the grenade launcher. After that I would probably drop down to the second level and get killing. Also, note that instead of grabbing the super shotgun after the bandolier it may be wiser to jump across for the megahealth and rockets before heading for the biggest lift and then getting the grenade launcher on the top that way.

Weapons

The best weapon on the level is probably the rocket launcher but the grenade launcher is also a mighty force to be reckoned with. For the lower floors the rocket launcher comes into it's own as the confined spaces make splash damage from rockets extremely deadly. However, grenades are easily bounced into the trench on the lowest floor and once you chuck a few in there you can often cause a bit of damage although this usually doesn't reward you with a kill. If your choice weapon is the railgun then be in for a shock, it is very difficult to use the weapon effectively here as there are so many levels and walls in the way of your shots that you only have a small space to track a moving player. The instant hit chaingun and super shotgun are useful close combat weapons and there is certain to be a good deal of close combat situations on such a small playing field.

Getting About

Alot of the level is quite open so it is possible to rocket jump to all levels quite easily. The most useful jump is probably from the lowest level to the megahealth although rocket jumping up to the railgun bridge can be quite effective if the other player is holed up at the top waiting for you to make a move for the lifts. Each lift has half a second delay between you stepping on them to them moving, this can be used to confuse opponents as it is therefore very easy to simply step of the lifts once they have been triggered. This tactic can be used on the short lift near the grenade launcher most effectively tricking your opponent towards the exit from it while you nip off to the large lift and take them by surprise. The lower two floors of room 1 and room 2 are linked with similar paths which let you track your opponents movement between the rooms on either a higher or lower floor before letting loose on them.

Extra Tips

The good old armour shards and mini healths are, as always, very handy for indicating where your opponent is and where they will be heading. Assuming "boom" to be a mini health pickup and "click" to be an armour shard then the following are which weapons your enemy will be going for. "click click click click" followed by a weapon pickup means that you enemy has grabbed the rocket launcher. A simple "boom boom boom" indicates they are going for the yellow armour. "boom click boom click boom" is the sound your opponent will make should they go for the railgun. Finally, "click click" interspersed with an item pickup sound probably means your counterpart has just taken the bandolier. Due to the small size of the map you can hear the pickups just about anywhere and when the other player is close by you should be able to pick up their footsteps quite easily. A top tip for the top corridors is to use the window to the outside as best you can. Due to the way it is cut out of the corner of the corridor you can fire shots through it effectively cutting the corner wheras it is impossible for players to pass through this space. The best grenade lobbing spots are from the railgun bridge onto the rocket launcher, down the tallest lift and from where the grenade launcher is obtained into the trenches at the bottom.

 
 

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