Introduction

 Basic Quake

 Advanced Techniques

 Artifacts

 1on1 Strategies

 E1M2 Guide
E1M2 Intro
Key to E1M2
Yellow Armor
YA Thieves
Running
Situations

 DM6 Guide

 DM6 Guide Part2

 DM3 Guide

 DM3 Guide Part2

 DM3 Guide Part3

 DM2 Guide

 DM2 Guide Part2
 


The Key to the Castle

    The GL-YA area is, I feel, the key to this level. When you control this area, you can keep the YA away from your opponent as well as have access to 15 rocket ammo. This area has plenty of health packs and has very limited entrances, so it's unlikely they'll be able to surprise you. Additionally, you can teleport to the other side of the level instantaneously with the teleport below the YA. When you have control of this area, you also basically have control of the quad. You will have the better position if you happen to run into the enemy when you're heading towards quad. There are two main entrances to the GL-YA area. One is the hallway from quad and the other is from the YA side, either through the spike traps or underneath them from the water.

    GL/YA - The Quad Entrance

    When you have control of the area, you generally want to walk out this door to start heading towards the other side of the level. The quad room has several spots that your opponent can be hiding in just waiting for you to walk by. However, if, as you're walking into the quad room, you get tagged with a rocket, you can just back up into the GL room, where you can get healed and also re-armored. It's virtually impossible for them to chase you into the GL room. If you're hurt, start backing up towards the YA room -- shoot at the ground of the entrance into the GL room. If he walks in, he will need, at the very least, enough health and armor to take a rocket. Oftentimes, if the person gets hit by the rocket, he'll be bounced a good ways, which should buy you enough of time to get around the corner into the YA room. In the YA room, there is a 25 health next to the YA, as well as one below, near the teleporter. When you've gotten the YA and back to a decent health level, you can go back into the GL room and finish off your opponent, who is likely armor-less and low on health.

    Situation #1

    If he chose to hide around a corner (near GL or near the rocket pack), then it's even better. When you come out of the YA room, you always need to be alert. Check all the hiding spots before walking across the room. If you catch him hiding there, he'll have little or no armor and decent health. With you 150% armor and 100% health, you can afford to trade rockets with him. He can't.
     


    Be aware of the GL room

    Situation #2

    If he ran away, chase him. Chances are, he ran towards the 100% health area. There are many big health packs there… that, combined with the attraction of the 100% health, will persuade him into going in there to regroup rather than near the green armor. Additionally, if you didn't hear the door open (to green armor area), you'll know for sure he ran into the 100% health room. At this time, you should have 150% armor, 100% health, and plenty of rockets. He, on the other hand, will have at most 200% health, no armor, and possibly low on rockets. Now you've got the upper hand.

    Next: Enter the Yellow Armor





Castle of the Damned - 1 on 1
Enter the Yellow Armor