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.

KTDM6 - Sandstone Crypt

Level Description
This is a reasonably large level and should be played with a minimum of four people so get a few people together and get going. The map consists of six or seven main rooms with several other smaller areas dotted about. All the weapons are included except the almighty BFG10K and there should be plenty of ammo to support a large playerload. Many of the rooms are linked together by lots of different areas and passages so getting about shouldn't be a problem. Below is a list of the main areas and their contents.

 
  Room 1 - The Quad Area

This room is pretty well stocked with items and is much more vertical than most other areas in the map. Due to the height advantages you can have the grenade launcher is here to take along with some grenades. The Super shotgun makes an appearance in this room and is best used with the nearby quad damage held in the small pit. Armour wise there is a yellow armour on the middle floor to help survive the grenades from above. There are a few bits of ammo lying around but not enough so that you could stay there for a long time.

   
 
  Room 2 - The Basement

There is not alot in this room so it isn't a place you would want to stay in for long. However, it is a room you will probably pass through quite alot as there are multiple routes through the room which take you to room 1, room 3 and room 4. As far as weapons go there is just a measly shotgun and ammo along with a bandolier. Follow the exit nearest the shotgun to enter a small area containing the yellow armour and links this room to room 4 on the top level. There is an exit to rooms 1 and two exits to room 4 the lower of which also goes to room 3.

   
 
  Room 3 - The Red Armour Area

There are alot of useful items in this room making it a room where there is likely to be alot of manic action. One of the levels two rocket launchers is in this room along with ten extra rockets for it. The stairs near the rocket launcher take you to an area with the super shotgun and an adrenaline and also let you jump to the red armour. If you are on the lower floor you can exit the steps to room 2 and pick up a super shotgun which is in a corridor heading for room 1. There are 5 exits in the room which lead to rooms 1,2,4 and 5 on different levels.

   
 
  Room 4 - The Megahealth Area

This room contains the chaingun on it's lowest floor and a megahealth on a platform somewhere between the top and bottom floors. There is one ladder connecting the top to the bottom but as you become vulnerable when climbing ladders it may not be such a hot idea to use it. One of the main reasons players will be coming through this room is the main route to the red armour which, as always, is a much sought after item. In the curved area connecting this room to room 3 on the lowest level there is a machine gun and some ammo.

   
 
  Room 5 - The Hyperblaster Room

A pretty useful room as it contains not only the hyperblaster but also the ammo pack and some green armour. It is unwise to stay in this room long as a sneaky player can lock the doors using the switch above and bombard you with shots from a substantial height advantage. Ammo wise there is some cells and a few shotgun shells to pick up. there is very little health on the lower floor so if you get trapped try and get out or hide until the doors open again letting you out. It is not nice to respawn in here when the doors are shut and a fight is taking place.

   
 
  Room 6 - The Railgun Room

Railgun freaks will often be found in here and you can hear them as they collect the armour shards before picking up the railgun itself. The railgun is situated high up on a block but anyone trying to camp there will be very obvious and vulnerable. A better place to camp is on the smashed architecture opposite the railgun. From here you have a clear view of the rest of the room including the machinegun on the middle floor and green armour at the lowest level. Elsewhere in the room are a couple of boxes of shells, rockets, grenades and slugs along with a few health boxes.

   
 
  Room 7 - The Stronghold

The teamplay stronghold is a room often packed with players in standard deathmatch games. There are alot of good items in here which makes it a place people continually visit to stock up. You will find a rocket launcher and ten rockets along with a chaingun in the area with the staircase. As well as the weapons there is also a yellow armour and a fair bit of health. This room only has two exits, one which splits to provide access to room 1 and room 5 and another which goes towards room 6. The crates in the centre holding the adrenaline provide excellent cover in a firefight.

   
 

 

Playing Plan
This level should not prove particularly difficult to get to grips with because each room looks different from the others. the only reason you may have trouble finding your way around is because the level is quite large. First, to learn the level, you should load it up and take a walk around for a few minutes, but putting bots in to play against helps you learn much faster. To find out a little more about the level you should read what is said over the next few paragraphs.

 
  Routefinding

If you have read the information on the individual rooms above then you should be able to follow this quite easily. As soon as you spawn, take a note of your surroundings, with time you will know exactly where you are and what items are nearby awaiting collection. This is a route which I would take if I were to start at the top spwan point in room 1. First grab the super shotgun and shells, jump down to the grenade launcher then head towards room 3. Grab the rocket launcher and rockets, climb up the stairs and hop across to the red armour before going room 5. After collecting the green armour drop from the top ledge in room 5 into the shallow water and get the hyperblaster, backpack and cells. Next leave room 5 and head off for room 6 and the railgun. Collect the railgun and jump down to get the rockets and slugs before nipping off to room 7. Grab the chaingun then jump down to get the rocket launcher, ammo and yellow armour. Leave for room 1 and check if the quad is there, if it is, go for it!
This is just a simple route around the level, you should be able to come up with your own route around the level and modify it depending on where you start, remember there are 14 spawn points so you could begin almost anywhere. Also, remember that crates can help you get around on this level and can save you large amounts of time in some areas.

Weapons

The most effective weapon in the level is undoubtedly the railgun. As long as you are a good aim with it you can assure yourself alot of frags, the best place to use it is room 3, 6 and 7 along with the corridors around the map. The rocket launcher is a good general purpose gun on this level and can be used well almost everywhere but doesn't really come into it's own anywhere either. The hyperblaster is a good bet due to it's power and abundance of cells - if you are good with it you can really spoil peoples day. The chaingun is certainly handy to have but only in the open areas and not places where players can easily find cover, room 4 is perhaps the most ideal room for this but the only other places it can be used well is down the longer corridors. The super shotgun is excellent as there are alot of close combat situations. Grenade launcher fans should be alright as there are alot of areas where you can chuck grenades into a space lower down and they'll stay quite concentrated. Particular grenade shotspots are room 1, 5 and 6. The other weapons are pretty redundant although the machinegun can always be used for taking on railers. As always, the more power in your weapon the better but this is especially true around this level due to the abundance of armour and health. There are, in fact, 1 red armour, 3 yellow armours, and

Quad Plan

The quad is a dangerous item to pick up if you aren't careful as it is situated in a tall pit which other players can fill with lava. Before collecting the quad, just check if anyone else is about and if they are, make sure they can't reach either of the two switches before you have climbed out of the pit again. The trap cannot be escaped once it has been triggered and you are in it although you may just get away with holding on and the top of the ladder and waiting for the lava to drain again.
Once you have the quad, you should immediately know where you are going to head. There are really only two routes out of room 1 which lead to areas in which you can rack up the largest amount of kills. Jump over to the grenade launcher before taking either of the following routes. The first is from the grenade launcher, down the corridor to the chaingun and into room 3, clear that out and head to room 5 and then room 6 before the quad runs out. The other route is to jump to the lowest level of room 1 from the grenade launcher and head to the shotgun then into room 7 and finish off aroung room 6. If you plan to take this route, make sure your chosen weapon is one with substantial power such as the chaingun or rocket launcher as there will be alot of people with powerful weapons in the target area. I personally take the latter route as there are usually more people in room 7 than room 3.
Lastly, make sure that before you pick up the quad you have a reasonable weapon, the blaster will not do, grab the super shotgun near the quad if you don't have anything then head off for the kills. In general, the best quad powered weapons are the chaingun, super shotgun, hyperblaster and machinegun. The railgun will kill anyone you hit with the quad but make sure that you are a good aim. The explosive weapons are good if you have plenty of space to avoid killing yourself. The explosive power of the rocket launcher is unbeatable in areas with a high concentration of players.

Getting About

As well as the usual ways of making your way around there are also one or two opportunities to take shortcuts in this level. If you get trapped in the bottom of room 5 you have to either wait for the doors to open or climb the crate. Climbing crates is slow so you might like to use a little Quake 2 trick. If you use the 'double jump' by pressing jump twice quickly when jumping up the bottom crate you may be able to get up to the top crate very quickly. Similar to the double height jump, you can also make longer jumps by running then pressing jump and strafe at the same time. The ability to jump further by this method is invaluable in a couple of areas of the level. First you can make the jump from the grenade launcher in room 1 to the ledge opposite more easily. More useful, though, is the jump from the broken pillar below the railgun to the railgun platform. The best way to do this is by using a slope jump of the angled surface of the broken pillar. Also in room 6 you might want to rocket jump into the broken roof area if you're a wussy camping type. There are a few places where you can do take strafe jump shortcuts but you'll have to find those on your own. The final little shortcut is on either of the two small staircases in room 3. If you use the angled slope trim on them you can get to the top of the stairs faster by slope jumping.

Extra Tips

Make sure you listen out for sounds from other players as this can give away their whereabouts. This is particularly true of this level because if you are in room 5 and can hear water splashing you immediately know that there are people in the room below so you can hit the switch and trap them in. Armour shards are useful indicators of peoples positions and if you are near the railgun and hear five armour shards picked up in quick succession you know that someone is going for the railgun - shoot a rocket towards the railgun and you may just get a lucky kill. If you see someone heading for the quad, follow them but try and stay out of their sight. As soon as they jump into the pit, press the switch and, if neccessary, lob in a few grenades to finish the job. Again, you know what people are picking up by the sounds they make. You may also be able to roughly gauge an opponents state of health if you hear them pick up a health box. The chances are that they have just backed out of a fight and are in a pretty bad state.

 
 

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