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Assault the enemy base, and steal the Keycard from their Warden's Office. Take it across to the other side
of the enemy base, where you can gain access to their Gas Chamber and release the Nerve Gas. Defend
your Keycard to prevent the enemy from using it to release the Nerve Gas in your base.
Scoring:
15 points each time your team releases the Gas.
Notes:
If a player carrying the Keycard is killed, the Keycard will fall to the ground. It will remain there for 60
seconds, and then return to its starting position. If it's your Keycard, you need to defend it, wherever it is.
Don't let the enemy touch it, because they'll pick it up, and even if you kill them the 60 second time starts all
over again.
When the Nerve Gas is released, you have 10 seconds before the Gas will kill you. To survive, you need to
either get a hazard suit (located behind the appropriately marked doors) or get underwater.
- Survive the Nerve Gas.
Learn the locations of all of the hazard suits. When the nerve gas is released, you've got precious little time to get
to safety. Also remember that there's only one hazard suit per door, so if you see someone just ahead of you
about to grab the suit, change course quickly and try to find another.
- Defend the right places.
The best place to mount a strong general defense is in the courtyard of your base. Demomen laying pipebomb
traps and Engineer's sentry guns are very effective in this area. More specific defensive positions include the front
door of your base, your Warden's Office (where your gas chamber key is located) and the Cell Blocks at the other
end of the base (in case someone manages to grab the key and make their way across the courtyard again).
- Attack in groups.
The enemy base can be very difficult to attack unless you work closely with your team. Try to always assault the
enemy base in twos or threes. A lone Scout has precious little chance of fighting his way across the whole enemy
base by himself. A Scout is much more likely to succeed if he's got two or three teammates running alongside him
distracting the defenders.
- Make new entrances into the enemy base.
You can open up alternate entrances to both bases by using the underwater tunnels branching off from the
center of the map. Use a Demoman to lay a detpack and destroy the rubble blocking the tunnels, then a second
one at the slope in the tunnel to blow a hole into the opposing team's courtyard. Note that you can seal a
breached tunnel by setting a second detpack on the rubble. You can also use the underground route to move
through the enemy shower room and attack the enemy Defence from behind.
- Take the Keycard to the ENEMY Gas Chamber.
Bringing the Keycard to your own Gas Chambers won't do anything. You have to take it to the enemy Gas
Chambers.
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Once you have the key you must bring to the other side of the enemy base to the gas chamber. |
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Once in the gas chamber you must touch the handle to release the gas and win points for your team. |
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JMC Star Rating: |
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The deadly nerve gas is released |
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No major changes, from the original. Still a very good map
JMC
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The spawn room in your base |
Spawn / Ammo room. Cross the red line of an enemies ammo room and you will die. |
The new autosentry, placing them on the courtyards walls can be the most effective location. |
Water divides the two bases. Under the water passages lead into the enemy base |
The passage is blocked and needs to be detpacked |
Once cleared your teams force can slip into the base avoiding the front defences |
The exercise yard of the prison. The tunnel can lead out here or if you follow the tunnel further you will come out in the shower room. |
A heavy weapons guy defends the exercise yard |
Entrance to the wardens office. |
The key to the gas switch is kept in the warden office. |
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