Routefinding
In a free for all match, other players tend not to notice if you stick to a certain route wheras in a
duel, your opponent can second guess you and always be one step ahead. When I play the map I would
take the following route assuming a spawned by the yellow armour in room 4. Pick up the yellow armour
and continue up the stairs to the top of the room. Grab the super shotgun and head back into room 4 but
take a left as you re-enter towards the railgun. Take the railgun and the slugs and continue around to
the backpack. From the backpack, drop down and pick up the rocket launcher and rockets before using the
wind chute to get back up to the next level. Now follow this path to the grenade launcher in room 4 and
continue up the stairs and into room 1. Jump across to the red armour then drop down and go through the
corridor back into room 5. If you think the quad may be available, head into the corridor and pickup up
the grenade packs before going to the quad plinth and using the wind tunnel to grab it. If the quad was
not there you may want to head back to the lower level of room 4 and take the chaingun. If you get the
quad, see the quad plan section for ideas on where to go next.
Weapons
Mastery of most of the weapons is essential in this level, the only weapon not really worth a mention
is the machinegun although this can be a handy defence against railgunners in some of the more open areas
and wider corridors. The super shotgun is excellent for the close combat situations which will no doubt
occur when it's quad respawn time (and if you get the quad the super shotgun will come in handy also). It
is also a great weapon for fighting up close in the corridors and at the roket launcher in room 5.
The chaingun, like the super shotgun, is another good weapon to use with the quad and is good for clearing
up after a rocket gang bang. The grenade launcher might be easy to avoid in some of the open areas but a
bit of pill spamming (dropping loads of grenades all over the place) is likely to get a few kills in a
large free for all. Grenades also make a good defence for retreats in corridors when you are out-gunned
and low on health. The rocket launcher is your basic all purpose killing stick and rocket jumping up levels
is it's only real specialised use here (although combined with the quad in open areas it is a devastating
weapon). The railgun, as I mentioned earlier, is useful in the open corridors where the is nowhere to run
and also for picking off straglers in large battles where you might be watching from a vantage point. The
spot the railgun is found isn't a brilliant place to use it as there are alot of obstructions and not much
space so move into room 4 or room 1 to get the most kills. For fun, use the wind chute by the rocket launcher
in room 5 and see if you can railer people while you are being shot up into the air. Actually, players are
quite vulnerable as they come out of the tunnels (especially super hpw's who sometimes get stuck :) and make
easy rail pickings.
Quad Plan
A rather fun feature of this map is the quad timer. You should notice that 10 seconds before the quad
respawns you will here a 10... 9... 8... and so on countdown which can be heard by all players on the
level. In a large scale free for all this can have hilarious consequences as almost all the players will
start moving toward the quad at this point in order to notch up their frags. Obviously, at this point
some major action will be happening around the quad with all players squabbling to be the one that is
one the quad respawn spot as it respawns. Wiser players will realise that it can be better to either wait
above the quad by the green armour while this is happening and as the timer hits 1 you should jump down
and displace anyone standing there. It may also be rewarding to use your height advantage along with your
rocket launcher to whoop the players milling about below before they can get the quad - perhaps even
finish them off as they pick it up (more to annoy them than anything :). So, what do you
do when you have the quad? well there are several options, the first being to stand still and wait for
the quad to run out which is obviously not the most productive use for such a valuable power-up. If you
have the rocket launcher you can head for room 1 via the large pipe and slam your fiery rocket death down
upon anyone stupid enough to stay in there when the quad is picked up. Alternatively you could take the
chaingun or super shotgun out into room 5 and mow down all the people in there although this is arguably
riskier.
Getting About
Unlike KTDM2 for example, there are not alot of tricks to be done on this map. If you have the rocket launcher
it is easy to rocket jump between levels although this isn't incredibly useful. The red armour can be reached
easily by either jumping from the top of the steps in room 1 or slope jumping off the bottom of the trim of them.
It's also easy to get the red armour by dropping down from above. In the bottom corridor where there is a large
open window, you can slope jump up the forcefield onto the beam above it and surprise other players from up there.
Other than those here aren't any terribly useful shortcuts to be taken on this map.
Extra Tips
Listening for sound cues isn't as useful on this map as it is on others. The only really noteworthy sound
is the quad timer which was mentioned above. The most likely way to get ahead of your opponents and jump them
is to actually see them darting into a corridor. You'll then be able to predict where they are headed and
throw a few rockets their way. Prediction isn't so useful in free for all as it is in 1 on 1 as you will be
contantly fighting players as you make your way around the map. A small tip for the corridor which has the
pipes and broken panel is to fire through the cut away - much like you would in ktdm4. Also, throughout this
map you should try and get a height advantage on the other players as often as possible as it makes them a
whole lot easier to frag :)