Strategy |
Strategy page |
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The following is a strategy page for the article DM-1on1-Spirit. |
Walkthrough[]
Qualification Round[]
"This ancient structure once had a high religious significance to its inhabitants. However since their departure, the spirit of this old place of worship has become jaded. Now only the spirits of fallen combatants can be heard...will you join them?"
– Mission description
Before playing this match, the arena can be switched with DM-1on1-Trite by paying 27 game units.
The bots eligible for this match are Avalanche, Kain, Nafiret, Natron, Perdition, Phantom, Silhouette, Sorrow, Sphinx, Stargazer, Tranquility and Vengeance.
Time the Super Shield and take advantage of the lack of camping from the bots' part. You're really going to need it.
Head-To-Head[]
"This ancient structure once had a high religious significance to its inhabitants. However since their departure, the spirit of this old place of worship has become jaded. Now only the spirits of fallen combatants can be heard...will you join them?"
– Mission description
This map can appear as one of the two selectable maps for the Head-To-Head mode against an enemy team's leader, whether you've been challenged or you're the challenger.
Tips and tricks[]
- There's a lot of ways to trickjump in the map and reach some places faster than going on foot. Despite it being a two-floor map, it makes heavy use of the Z-axis. Use this to your favor.
- At the mid level of the Rocket Launcher area, there's a brick which can be used to dodge jump onto the upper level.
- Flak Cannon, upper level, from the platform entrance, it's possible to reach the Super Shield Pack by wall-dodging.
- From the Lightning Gun position, the one in control has a lot of view. There's almost no protected view from this point (the sniper has direct sight of the long-range weapons such as the Shock Rifle and the Minigun, which could counter the weapon in another position, not to mention the Shield pack), which may explain why the map isn't as popular as it could be.
Prima Official Guide[]
"Spirit is segmented into four lower chambers, three of which house a weapon that amateur players usually rush to. A series of balconies on the floor above and a third set of walkways all contain weapons and shield packs. Plot a course up here, and combat becomes a series of shooting opportunities from the ground to the sky. Be aware of how much of the level you can see and where you can see it from, and don't be afraid to slow down the higher you go.
Map Patrol
On the upper floor of this tri-level map lies the 50 shield pack on a stone pathway in the corner. A path leads left and right, along the outer walls, offering a good view of the level below. A lower walkway contains four adrenaline pills and a biorifle. Head along the right side to a lightning gun and a junction. Straight ahead, a ramp leads down to the middle floor with three adrenaline pills and a weaponless "quiet" quadrant. To the left is a walkway to the middle
Head left and note the elevator on the left exterior wall, near the shield pack. It leads to a ramp with three health vials. Use the elevator to grab the shield pack from lower ground. Continue along the top ledge to a large opening to the rocket launcher quadrant. The linking ledge with three health vials leads to the map's middle.
At the top level area in the map's center, an alcove houses the shock rifle and ammo pack. The pass-through leads to the opposite flak cannon quadrant. Near the shock rifle, drop down a hole by the left wall to the middle center area.
Back on the top floor of the rocket launcher quadrant, find a couple of adrenaline pills on the left as you enter, and a long ramp down to shock and link ammo along the left wall to the corner. On the right are mini and lightning ammo packs and a straight ledge over to the next linking entrance on the right wall. Avoid lengthy ramp climbing by dodge jumping up the stone slab near the right path.
The final quadrant with the flak cannon below is most interesting on the third floor. Find two adrenaline pills, and on the right is the linking ledge to the map's center and the shock rifle. Move around the right ledge for a rocket and link ammo pack. A gap in the far right corner houses an elevator leading to the quiet quadrant's second floor ledge.
A pair of rusty pipes (on the left as you enter) lead up to a 100 shield pack. Try to reach this important area before your opponents. Left of the pipes is an entrance to an enclosed ramp with a link gun and ammo pack at the top, and four health vials as the ramp descends to link and shock ammo packs on the second floor.
On the second floor corner of the flak cannon quadrant, be wary; the middle section diagonally opposite you is open and a great sniping spot. A ramp on your right descends to the flak cannon, and a ledge on your left leads to the elevator to the third floor.
Continue past the elevator and grab two health vials when you reach the quiet quadrant containing the minigun and two ammo packs. The remainder of the left ledge leads to the ramp with the adrenaline pills up to the third floor and 50 shield pack area. Find a flak ammo pack on the way. To the right is a rocket and bio ammo pack and a junction. To the left, a walkway with three adrenaline pills separates the quiet and biorifle quadrants. The rest of this area consists of a ledge to a ramp and three health vials, and the elevator to the 50 shield pack.
Check the second floor middle area. Three openings allow views of every quadrant, making this a great sniping spot. Remember the hole in the ceiling! The middle section connects only via the main ledge to the rocket launcher quadrant, and when you reach this area there are two adrenaline pills on the left and a bio and flak ammo pack next to the stone slab.
Drop to the rocket launcher and work counter-clockwise around the ground floor; find an ammo pack next to the launcher and two health packs to the right, at the base of the ramp to the second floor. Double jump up the rubble against the ramp in the outer corner to the second floor.
In the flak cannon quadrant, the weapon spins to the right of a ramp on the outer wall leading to the ledge with the elevator to the 100 shield pack, and the doorway to the enclosed ramp and link gun. Watch for sniping from the center. Find a health pack in the corner, and a flak ammo next to the weapon. The chambers continue to the right.
Pass through water to the quiet quadrant with a left wall under a ledge above (you're underneath the minigun area) and pick up the rocket, shock, and link ammo packs. The ramp on the far wall leads to the ledge splitting the quadrants. Note a health pack on the inside corner, and three more vials as you pass through a shallow pool into the biorifle quadrant. Aside from the ammo pack next to the weapon, the only area of interest is the ramp leading left and up to the shadowy elevator. The doorway to the right links back to the rocket launcher quadrant.
Deathmatch Dealing
Don't follow the ledges blindly around. Dodge and double jump across ledge corners and drop off ramps instead of running down them.
Watch yourself as you appear in a different area. For example, if you stride to the top of the enclosed ramp and the link gun, you could be struck by an enemy on the top platforms who spotted you entering the base of the ramp. Stay flexible and dodge periodically to throw the enemy off. Pick up the lightning gun as soon as possible—it's a great asset on the upper ledges.
On the ground, combat becomes more fierce, as the four linked rooms offer little cover. Those with keen ears can tell when an opponent lands nearby and also when enemies walk through the puddles (keep your feet dry and leap these areas). Grab weapons after you snag both shield packs.
You can see both shield packs (at opposite corners of the top floor) from each shield pack spawn point. Wait for them to appear before dashing over to grab the other shield pack. Use these two instant-hit weapons on enemies lower down. Prowling the top floor is a great way to shower the enemy below with flak grenades, bio ooze, and lightning gun blasts. Stay on the outer ledges.
Also make sure you're well versed with elevator trickery. If you're being chased, head into the shadowy elevator to the third floor near the 50 shield pack, then drop down and gun the enemy waiting for the elevator to return. This works at the other elevator, too. Make sure you know where the elevator is, or you'll run for the minigun and lose your bearings; leap over the lift platform to reach the gun. Better yet is the shock rifle, allowing you to drop down through the hole or to any part of the map, although you can be seen by everyone! Try to keep your ground combat to a minimum.
Translocator fans can balance up any of the torches, on the slanted outer walls above the 100 shield pack, or above any doorway for a nasty ambush. From the walkway between the shock rifle and lightning gun, double jump to the lip of the upper wall above the ramp with the adrenaline pills on it and stand above the third floor walkway and the quiet quadrant—a great ambush point."
Map Patrol
On the upper floor of this tri-level map lies the 50 shield pack on a stone pathway in the corner. A path leads left and right, along the outer walls, offering a good view of the level below. A lower walkway contains four adrenaline pills and a biorifle. Head along the right side to a lightning gun and a junction. Straight ahead, a ramp leads down to the middle floor with three adrenaline pills and a weaponless "quiet" quadrant. To the left is a walkway to the middle
Head left and note the elevator on the left exterior wall, near the shield pack. It leads to a ramp with three health vials. Use the elevator to grab the shield pack from lower ground. Continue along the top ledge to a large opening to the rocket launcher quadrant. The linking ledge with three health vials leads to the map's middle.
At the top level area in the map's center, an alcove houses the shock rifle and ammo pack. The pass-through leads to the opposite flak cannon quadrant. Near the shock rifle, drop down a hole by the left wall to the middle center area.
Back on the top floor of the rocket launcher quadrant, find a couple of adrenaline pills on the left as you enter, and a long ramp down to shock and link ammo along the left wall to the corner. On the right are mini and lightning ammo packs and a straight ledge over to the next linking entrance on the right wall. Avoid lengthy ramp climbing by dodge jumping up the stone slab near the right path.
The final quadrant with the flak cannon below is most interesting on the third floor. Find two adrenaline pills, and on the right is the linking ledge to the map's center and the shock rifle. Move around the right ledge for a rocket and link ammo pack. A gap in the far right corner houses an elevator leading to the quiet quadrant's second floor ledge.
A pair of rusty pipes (on the left as you enter) lead up to a 100 shield pack. Try to reach this important area before your opponents. Left of the pipes is an entrance to an enclosed ramp with a link gun and ammo pack at the top, and four health vials as the ramp descends to link and shock ammo packs on the second floor.
On the second floor corner of the flak cannon quadrant, be wary; the middle section diagonally opposite you is open and a great sniping spot. A ramp on your right descends to the flak cannon, and a ledge on your left leads to the elevator to the third floor.
Continue past the elevator and grab two health vials when you reach the quiet quadrant containing the minigun and two ammo packs. The remainder of the left ledge leads to the ramp with the adrenaline pills up to the third floor and 50 shield pack area. Find a flak ammo pack on the way. To the right is a rocket and bio ammo pack and a junction. To the left, a walkway with three adrenaline pills separates the quiet and biorifle quadrants. The rest of this area consists of a ledge to a ramp and three health vials, and the elevator to the 50 shield pack.
Check the second floor middle area. Three openings allow views of every quadrant, making this a great sniping spot. Remember the hole in the ceiling! The middle section connects only via the main ledge to the rocket launcher quadrant, and when you reach this area there are two adrenaline pills on the left and a bio and flak ammo pack next to the stone slab.
Drop to the rocket launcher and work counter-clockwise around the ground floor; find an ammo pack next to the launcher and two health packs to the right, at the base of the ramp to the second floor. Double jump up the rubble against the ramp in the outer corner to the second floor.
In the flak cannon quadrant, the weapon spins to the right of a ramp on the outer wall leading to the ledge with the elevator to the 100 shield pack, and the doorway to the enclosed ramp and link gun. Watch for sniping from the center. Find a health pack in the corner, and a flak ammo next to the weapon. The chambers continue to the right.
Pass through water to the quiet quadrant with a left wall under a ledge above (you're underneath the minigun area) and pick up the rocket, shock, and link ammo packs. The ramp on the far wall leads to the ledge splitting the quadrants. Note a health pack on the inside corner, and three more vials as you pass through a shallow pool into the biorifle quadrant. Aside from the ammo pack next to the weapon, the only area of interest is the ramp leading left and up to the shadowy elevator. The doorway to the right links back to the rocket launcher quadrant.
Deathmatch Dealing
Don't follow the ledges blindly around. Dodge and double jump across ledge corners and drop off ramps instead of running down them.
Watch yourself as you appear in a different area. For example, if you stride to the top of the enclosed ramp and the link gun, you could be struck by an enemy on the top platforms who spotted you entering the base of the ramp. Stay flexible and dodge periodically to throw the enemy off. Pick up the lightning gun as soon as possible—it's a great asset on the upper ledges.
On the ground, combat becomes more fierce, as the four linked rooms offer little cover. Those with keen ears can tell when an opponent lands nearby and also when enemies walk through the puddles (keep your feet dry and leap these areas). Grab weapons after you snag both shield packs.
You can see both shield packs (at opposite corners of the top floor) from each shield pack spawn point. Wait for them to appear before dashing over to grab the other shield pack. Use these two instant-hit weapons on enemies lower down. Prowling the top floor is a great way to shower the enemy below with flak grenades, bio ooze, and lightning gun blasts. Stay on the outer ledges.
Also make sure you're well versed with elevator trickery. If you're being chased, head into the shadowy elevator to the third floor near the 50 shield pack, then drop down and gun the enemy waiting for the elevator to return. This works at the other elevator, too. Make sure you know where the elevator is, or you'll run for the minigun and lose your bearings; leap over the lift platform to reach the gun. Better yet is the shock rifle, allowing you to drop down through the hole or to any part of the map, although you can be seen by everyone! Try to keep your ground combat to a minimum.
Translocator fans can balance up any of the torches, on the slanted outer walls above the 100 shield pack, or above any doorway for a nasty ambush. From the walkway between the shock rifle and lightning gun, double jump to the lip of the upper wall above the ramp with the adrenaline pills on it and stand above the third floor walkway and the quiet quadrant—a great ambush point."