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.

KTDM2 - The Boilerhouse

Level Description
Quite a small level best suited for 2-6 players although probably the most fun with 6. There are really only three areas you want to be in but there are a couple more rooms worth a visit now and then. The action on the level is strictly focused around the lower areas where the rocket launcher and red armour both reside so you have to decide whether to risk the violent lower areas or to snipe from above. Decide how you'll be playing, tool up and get to it. Oh, and be sure to read this playing guide.

 
  Room 1 - Railgun Overlook

A room which should have a lot of players passing through both to and from the rocket launcher. Use this to your advantage as the railgun can be easily obtained from the top level by following the various corridors around until you reach it. Other than the railgun, the room doesn't have a lot in it. There are a few rockets in there and also a little bit of health under the exit from room 2. This may not have a lot in the way of items but quite a lot of action can take place in this area. So, if you are armed to the teeth and needy of a few easy kills, come here.

   
 
  Room 2 - The Rocket Room

You can gaurantee that if nothing much seems to be going on where you are in the level, the other players will be in here fighting for rocket launcher supremacy. Yes, that mother of all weapons (in this level at least) is held on the lowest floor of this room. To get the rocket launcher you can either drop down into a thin corridor from room 3 or make a less than subtle entrance by coming in the 'front door' from room 1. As well as the rocket launcher there is also the shotgun, a little health and some ammo. Exits to room 1, room 4 and room 5.

   
 
  Room 3 - The Red Armour Area

This is another room which may get a bit frantic at times. The red armour is in the centre of a small arena which also contains a bit of health and ammo. People coming in to collect the armour are at risk from the grenade launcher spot on the second level and also the super shotgun which is situated on a walkway opposite. There are exits leading to room 1, room 5 and a drop into passage which leads you to the rocket launcher. Your best bet in this room is to bombard players lower down with grenades which makes it very difficult for them to escape without damage.

   
 
  Room 4 - Chaingun Area

The chaingun is, as always, quite a good gun on this level so come in here to get it. The chaingun is on a lower level so when collecting it watch out for attacks from above. there is a second super shotgun in this room so if you respawn near here then drop in to get it. There is a wide corridor on the top level leading to the railgun overlook from which you can snipe at other players. It isn't really worth staying in this room however although there can sometimes be quite a lot of action taking place on the lower floor giving players above a good fragging opportunity.

   
 
  Room 5 - The Connection

A room you may pass through quite often, although that's probably all you'll do. This room can get quite busy at times but is mainly empty. The second chaingun in the level is kept in here which is the main draw to the room but players tend to collect it and leave for room 3 once they have it. On the top level of the room is a green armour which is quite handy if you find yourself without any. If you enter on the top level from room 2 or room 3 (lower level exits also to these rooms) then it's probably better just to grab the armour and carry on.

   
 
  Extras - Corridors

There are quite a few corridors around the outer edges of the map, some narrow but most are reasonably wide. This means that you can take the rocket launcher with you wherever you go without worrying too much about killing yourself. There are a few rockets around in these corridors as well as plenty of health packs. In fact, a player could quite easily prowl the edges of the map via these corridors and still get a fair few frags. The bandolier is in the corridor linking the railgun spot to room 3. The very small corridor from room 3 to the rocket launcher is quite important too.

   
 

 

Playing Plan
Small levels tend to only take a small amount of time to learn the layout of and The Boilerhouse is no exception. As with most maps, the best way to learn them is to stick in a few bots and get fragging. You'll know the layout like the back of your hand (yawn) in no time at all and will soon be running around like a drugged up 100m sprinter. Here is your indispensible guide to KTDM2 - The Boilerhouse (well, the remainder of it anyway).

 
  Routefinding

You won't have any problems finding your way from room to room but planning ahead for those horrible situations where you respawn with but a spud gun to hand is essential. Here is the route I use most often. This is assuming I start off in room 2 facing the chaingun in room 4. Ignore the chaingun for now, grab the green armour above the rocket launcher before dropping down to get the rocket launcher itself. Now go back to where you started and this time head towards the chaingun in room 4. Grab the chaingun before going up the stairs and getting the yellow armour and super shotgun. Now go to the railgun above room 1 collecting the rockets along the way. Once you have the railgun it's off to room 3. Head straight for the grenade launcher and grenades then drop down to get the red armour. Once you have the red armour, go up the stairs and get the shotgun ammo, ignore room 5 and drop into the small tunnel on the way there. On emerging into room 2 you should be able to grab the rocket launcher on its respawn. Once you have these weapons there isn't much point in getting the others so just head off for some kills resuming this route to stock up occaisionally.

Weapons

If you haven't got the rocket launcher in this level then I suggest that you seriously think about getting hold of it. It's effectiveness here is second to none. The only other weapon that comes close is the railgun but even that doesn't really hold a candle to the rocket launcher. The rocket launcher is very good for fighting in those medium sized rooms as well as for firing off down the wider corridors. If you here someone coming down the narrow corridor which exits to the bottom of room one then fire off a rocket and listen to them squeal. Of course, the rocket launcher can be beaten in some situations, the chaingun is perhaps just the weapon for the job. As there are often mad scrambles for the rocket launcher in room 2 there are usually lots of weakened up players running around. The chaingun is the perfect finishing weapon for despatching these hapless foes. The grenade launcher is best used in room 3 where it is found as there are plenty of places to bounce grenades to. The grenade launcher is also rather handy for lobbing pineapples down from high up areas such as from the railgun spot. For close combat situations, the super shotgun is a formidable weapon. the railgun can be good for sniping from the higher ground and shooting down corridors and, particularly across the pipes crossing room 2. As for the shotgun, well, it isn't a great deal of use here. Remember, you'll need something a little more juicy than the blaster so don't even try it.

Getting About

There are a few very neat shortcuts in this map so here goes. The first shortcut is very handy indeed but requires a jump which may be difficult to perform for the first few attempts - what can I say, you'll just have to practice it. In room 2 there is a ledge with a shotgun on it. If you jump from this ledge towards the sloped surface below the pipes and run up the slope, jumping when you hit its peak, you can jump right up on top of the pipes. This saves valuable time when you are trying to cut off an opponent. The second jump can be made in room 3. If you are at the mouth of the bottom corridor coming from room 5 you can do a strafe jump from just behind the top step from the arena over to the grenade launcher. Getting across in this way can cut off opponents and deny them access to the grenade launcher, furthering your crusade to become the uberfragmeister. For sneaky snipers there is a spot in room 3 which can be rocket jumped to (pictured) letting you snipe on people milling about below. Other noteable rocket jumps can be made from the lowest floor of room 2 onto the pipes crossing the top and the railgun can be reached by a rocket jump off the steps in room 1.

Extra Tips

Listening for armour shard pickups is of particular importance on this map. This is because the map is small so you can hear where the other players are almost all the time. If you know where a player is you can usually guess at what they are doing and predict where they are going. Often this will enable you to fire off a rocket into their face just as they appear from a corridor. If you play this level one on one try to dominate the rocket launcher and red armour. However, whilst on your trip round to get the red armour, watch out for potential grenade lobbing antics from the other player. As long as you have armour you'll be able to withstand a few railgun shots to the head so make sure you have some at all times.

 
 

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