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
 


Catching the YA Thief
    If you're in the YA room and you hear the spikes, you know that your opponent is coming through the backside. Wait a few seconds, then launch a few rockets down the hall towards the spikes. If you hit him, he'll most likely turn around and go back to the green armor/super shotgun area. To intercept him, drop down into the water and go through the teleporter. It will take you to the green armor, where you'll appear directly in front of him. Don't go through too quickly - if he hears you teleport, he'll turn around and go back through the spikes to the YA. Unfortunately, there is no way of intercepting him if he does that.

    Otherwise. . .

    If he's trying to sneak in from the water, stay up on the ledge and shoot down on him. If he turns around and heads back to the green armor area, drop down into the water and fire a few rockets after him. Go through the teleporter, as you did in Situation 1. You now have two choices. To stay on top and shoot rockets down on him, or drop down in the water and take him head on. If you stay out of water, you may not be able to finish him off. It'll be hard to see him without being in water. If you choose to drop down, make sure you don't do it too early to give him enough time to turn around towards the YA. If you do it correctly, you'll drop down in the water right in front of his face - you should have better armor and more health than he does, as well as the element of surprise.

    Next: Spawns and Hiding





Enter the Yellow Armor
Spawns and Hiding