Routefinding
Once you have learned the layout of the map (which should not take long at all) then you should
start to think about the best routes through the map to collect the most weapons in the shortest
time and getting the largest number of frags. If I started next to the small staircase in room 1
then this is the route I would probably take. Swing around and head up the stairs to the elevator
collecting the two rocket packs along the way. Ride the elevator and grab the Railgun and head
into room 2. You might as well collect the Super Shotgun and shells while you are here as it is a
great weapon for close combat especially in the corridors. I would resist the temptation to drop
down and get the Rocket Launcher at this point. Instead I would carry along the bridge and
through into room 3. Swipe the Grenade Launcher in the corridor and if there are some fools
milling around in the bottom level then give 'em some grenades to keep them company. Run along
the bridge and spin round to drop of the top of the stairs to the Red Armour position. From
here I would jump out and collect the rockets and slugs on the second level bridge. Then I would
head back into room 2 to grab the Rocket Launcher (maybe nipping across to get the Megahealth in
the process). After that then it's up to you whether to drop into the fray at ground level to
rack up some frags (the Chaingun is a good tool for this) or head back up to the higher levels
to rain down grenade or rocket death from above. Personally I like a 60:40 combination of the
two.
Weapons
I would say that the Rocket Launcher is probably the most effective boomstick in this map.
However, both the Railgun and Grenade Launcher are mighty useful too. The open plan and large
rooms make the Railgun a good weapon from long range. Also the verticality of the map make the
Grenade Launcher a nice tool for damaging opponents from above. Don't discount hand grenades
either, especially if you are on the top level, they can cause some serious damage and there are
plenty of them lying around. The Super Shotgun is great for when you run into an opponent in a
connecting corridor, from point blank range there is little hope for your opponent. The Chaingun
is also a fine weapon for mopping up the usually numerous damaged opponents at ground level.
Getting About
Getting from room to room does not take long in this map but shaving those few seconds off
by utilising shortcuts can make all the difference so here are a few. One of the main things
you can do to shorten travel times is to use strafe jumping. You can get from one side of the
map to the other in no time using this method down the corridor between rooms 1 and 2 at
ground level. This can be very useful when trying to cut off an opponent who has gone through
the alternative ground floor corridor which connects rooms 1 and 2. In room 2 there is a
nice shortcut from the ground level to the staircase up to the left hand bridge; you can use the
spawn point to give you that extra height you need to jump up onto the raised platform. Still
in room 2 it is possible to jump from the left hand bridge to the right hand one. This is very
handy if you want to come from the bandolier jump right across and grab the Megahealth. It is
also useful when trying to get from room 1 to room 3 on the second level, the jump will save you
having to go all the way round past the Rocket Launcher. If you are really in a rush (and you have
plenty of health) then you can always rocket jump from the ground level to the second level as
the height difference in minimal. Rocket jumping up to the Megahealth will also save you from
riding the elevator in room 2. Finally you can save a second or two in room 1 when you are
climbing the switch-back staircase. Instead of going up the first flight then turning around
and climbing the second flight it is possible to approach the side of the staircase straight
on and double jump up to the second flight (this will give your position away to an experienced
player though).
Extra Tips
As always, the armour shards and mini healths play a major role when determining the location
of an opponent. A quick succession of armour shards means that your opponent is about to ride
the elevator in room 2 and collect the Rocket Launcher. A succession of mini healths indicates
your opponent is about to grab or has just grabbed the Railgun. Similarly the combination of
armour shards and mini healths means that your opponent is traveling between rooms 1 and 2
at ground level. Major pickups like the Megahealth will also give your position away because these
can be heard from virtually all over this small map. Grenades are handy for clearing the
elevator shafts that you pass by (particularly the one the Railgun as the grenades will often
bounce out into the open ground floor).