Prima Games eGuides Battlefield 3: Aftermath DLC eGuide

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Battlefield 3: Aftermath DLC eGuide Walkthrough Multiplayer Maps

Epicenter

Epicenter

Conquest

With only four flags up for grabs in this earthquake-devastated urban landscape, both teams need to move out fast to secure their respective sides of the battlefield. For the US team it means rushing troops to the nearby Construction (A) control point while using the Rhino to secure the Highrise (B). On the opposite side of the map, the RU team needs to rush infantry to the Hotel (D) while their own Rhino transports troops to the Crossroad (C). With each team controlling two flags, the battle becomes a stalemate, resulting in the draining of no tickets. So to bleed the opposing team’s ticket count, both teams must look for opportunities to secure at least a third flag. The Construction (A) and Hotel (D) control points are usually out of play, given their close proximity to each team’s base. So that often leads to heavy fighting over the Highrise (B) and Crossroad (C) control points. If your squad simply shuttles between these two points, you can greatly increase your team’s chance of securing a victory.

US Base

Base Assets

Name Rhino
Quantity 1
Respawn Time 30 sec.

The US team deploys from the park on the northeast edge of the map, not far from the nearby Construction (A) control point. The serene ponds and quaint playground stand in stark contrast to the surrounding destruction. But don’t spend much time enjoying the scenery here—there’s a battle to win! While the team has one Rhino at their disposal, most of the team will be stuck hoofing it through the heavily damaged city. If you find yourself in the driver seat of the Rhino, make the most of this vehicle by racing to a distant control point like the Crossroad (C)—just watch your speed because the debris-littered streets are filled with obstacles that could potentially flip the van. Securing this central flag early on during a match can help give your team the upper hand, as well as an extra vehicle. While the Rhino and its crew head for the Crossroad (C), the rest of the team should sprint to the Construction (A) and Highrise (B) control points. If your team acts fast in a coordinated fashion, you stand a good chance of securing three out of the four control points on the map, thereby forcing the RU team to incur a drain on their ticket count.

RU Base

Base Assets

Name Rhino
Quantity 1
Respawn Time 30 sec.

Deploying from the streets and alleys in the southwest corner of the map, the RU team has the best chance of securing the Hotel (D) before pushing deeper into the rubble-filled city. Like the US team, the RU team has only one Rhino at their disposal, which leaves most of the team on foot. When driving the Rhino, fill the vehicle to capacity before racing into the city so that you can transport as many troops as possible to the contentious control points in the middle of the map. The Rhino is the RU team’s best chance of reaching and capturing the Crossroad (C) control point before the US team arrives early during a match. Whether riding in the Rhino or moving out on foot, securing the Hotel (D) and Crossroad (C) is the primary goal of troops spawning at the RU Base. Although it serves as a form of transportation, don’t underestimate the effectiveness of the Rhino’s weapons. When parked in the street west of the Crossroad (C), the Rhino is an ideal weapons platform that’s perfect for targeting US troops rushing in from the east.

A: Construction

Located only a few meters from the US Base, the Construction (A) control point is a likely early-round capture for the US team. But that doesn’t mean the RU team should write off this control point completely. This control point is rarely defended, which makes it relatively easy to capture for RU troops approaching from the east. The flag here is positioned on the north side of a partially constructed skyscraper. There is ample cover available within the flag’s capture radius, giving attackers and defenders plenty of safe hiding spots from which to capture or contest this point. Two choke points adjacent to this flag are worth noting. One is the narrow alley cut through the piles of rubble to the east. This is a popular route often utilized by US troops attacking from their nearby base. The RU team can score some easy kills here by ambushing US foot traffic passing through this cramped kill zone. The second notable choke point is the tunnel that runs beneath the skyscraper. While the tunnel is a great way to sneak up on the flag from the south, the darkness makes it easy for defenders to hide booby traps such as mines, Claymores, and C4 charges here.

B: Highrise

Located only a few meters from the Construction (A) and Crossroad (C) control points, this flag is likely to see heavy action during every match. The flag here is situated in a narrow street lined with rubble. While the flag can be captured and contested by infantry and vehicles alike, the cramped surroundings make driving here difficult and potentially dangerous given the likelihood of encountering booby traps and opponents hiding in the nearby storefronts. It’s best to approach this control point on foot. While the flag can be accessed from all directions, the northern and western approaches are the most heavily traveled as troops rush between this location and the Construction (A) and Crossroad (C) control points. These narrow, high-traffic passages can become deadly choke points, particularly if defended by a determined squad. Explosives are very effective in these tight quarters. When attacking here, consider flanking from the south or east in an attempt to circumvent these potential kill zones.

C: Crossroad

Control Point Assets

US Control RU Control Respawn Time
Phoenix (1) Barsuk (1) 50 sec.

The recent seismic activity has absolutely rippled this once straight and level stretch of road that was a major north-south thoroughfare. What was once a street now resembles a jagged wall cutting through the center of the map and greatly inhibiting vehicle traffic. The flag here is located in the bottom of a shallow sinkhole, flanked by two portions of the uplifted street. This flag is best captured and contested by infantry hiding among the rubble—driving a vehicle into this hole is not advised. As the only control point that produces a vehicle for each team, the Crossroad (C) is usually the most contested flag on the map. The Phoenix or Barsuk spawns on the street to the north, where it is already well-positioned to engage the cross traffic between the nearby control points. Instead of using it as a transport, consider using this vehicle to defend the flag from a distance—the RU team can benefit by parking it in the street to the west. Defenders can also keep an eye on this flag by taking up elevated positions near the Hotel (D) and firing down on opponents in the sinkhole.

D: Hotel

Unlike its neighbors, this landmark modern structure survived the earthquake relatively unscathed, having suffered only minor damage. Given its close proximity to the RU Base, the RU team is likely to capture this control point early during the match—enter through the western passage to access the lobby. The flag is positioned on the south side of the structure, on an exterior walkway just outside the lobby. There is no vehicle access to the flag, so it is up to infantry to capture and hold this position. This often leads to close-quarter duels given the flag’s relatively sheltered location—PDWs and shotguns work well here. While attacks usually come from the east and south sides, defenders should also prepare for attackers approaching from the lobby. The lobby is easily accessed via two blue maintenance doors on the north and east sides of the structure—the blue maintenance doors can be destroyed by shooting the adjacent red gas canisters. The maintenance tunnel beyond these doors connect to the lobby, allowing for flanking attacks from within the building’s interior. When not attacking or defending the flag, the upper-level walkway on the structure’s northeast corner is ideal for engaging opponents near the Crossroad (C) control point to the east.

Conquest 64

In this larger Conquest variant, the map is the same size and only one extra control point has been added bringing the total number of flags to five. As a result, both teams should strive to carve out their territory by capturing and holding no fewer than three flags to bleed the opposing team’s ticket count. For the US team, it makes the most sense to form a defensive line along the eastern part of the city by holding the Construction (A), Residential (B), and Highrise (C) flags. While the RU team has no problem capturing the Hotel (E) and Crossroad (D), securing a third flag can sometimes be problematic—go for the Residential (B) or Highrise (C) control points. When playing on a full server with 64 players, this moderately sized map becomes very crowded and chaotic. But resist the urge to run around, hopscotching from one flag to the next. Instead, make a concerted effort to defend the flags your team has captured. By utilizing the narrow alleys and cramped streets as choke points, a single squad should have no problem locking down each control point. The Highrise (C) and Crossroad (D) are the most hotly contested, so never let these flags get captured without putting up a fight.

US Base

Base Assets

Name Rhino
Quantity 1
Respawn Time 30 sec.

The US team deploys from the park on the northeast edge of the map, not far from the nearby Construction (A) control point. The serene ponds and quaint playground stand in stark contrast to the surrounding destruction. But don’t spend much time enjoying the scenery here—there’s a battle to win! While the team has one Rhino at their disposal, most of the team will be stuck hoofing it through the heavily damaged city. If you find yourself in the driver seat of the Rhino, make the most of this vehicle by racing to a distant control point like the Highrise (C)—just watch your speed because the debris-littered streets are filled with obstacles that could potentially flip the van. Securing this central flag early on during a match can help give your team the upper hand. While the Rhino and its crew head for the Highrise (C), the rest of the team should sprint to the Construction (A) and Residential (B) control points. If your team acts fast in a coordinated fashion, you stand a good chance of securing three out of the five control points on the map, thereby forcing the RU team to incur a drain on their ticket count.

RU Base

Base Assets

Name Rhino
Quantity 1
Respawn Time 30 sec.

Deploying from the streets and alleys in the southwest corner of the map, the RU team has the best chance of securing the Hotel (E) before pushing deeper into the rubble-filled city. Like the US team, the RU team has only one Rhino at their disposal, which leaves most of the team on foot. When driving the Rhino, fill the vehicle to capacity before racing into the city so that you can transport as many troops as possible to the contentious control points in the middle of the map. The Rhino is the RU team’s best chance of reaching and capturing the Highrise (C) or Residential (B) control points before the US team arrives early during a match. Whether riding in the Rhino or moving out on foot, securing the Hotel (E) and Crossroad (D) is the primary goal of troops spawning at the RU Base. Although it serves as a form of transportation, don’t underestimate the effectiveness of the Rhino’s weapons. When parked in the street west of the Crossroad (D), the Rhino is an ideal weapons platform that is perfect for targeting US troops rushing in from the east.

A: Construction

Located only a few meters from the US Base, the Construction (A) control point is a likely early-round capture for the US team. But that doesn’t mean the RU team should write off this control point completely. This control point is rarely defended, so it is relatively easy to capture for RU troops approaching from the east. The flag here is positioned on the north side of a partially constructed skyscraper. There is ample cover available within the flag’s capture radius, so attackers and defenders have plenty of safe hiding spots from which to capture or contest this point. Two choke points adjacent to this flag are worth nothing. One is the narrow alley cut through the piles of rubble to the east. This is a popular route often utilized by US troops attacking from their nearby base. The RU team can score some easy kills here by ambushing US foot traffic passing through this cramped kill zone. The second notable choke point is the tunnel running beneath the skyscraper. While the tunnel is a great way to sneak up on the flag from the south, the darkness makes it easy for defenders to hide booby traps such as mines, Claymores, and C4 charges here.

B: Residential

Control Point Assets

US Control RU Control Respawn Time
Phoenix (1) Barsuk (1) 50 sec.

This quiet neighborhood is tucked away in the southeast corner of the map, somewhat isolated from the heavy fighting taking place in the city core. Located just south of the US Base, the US team has a good chance of capturing and exerting control over this control point throughout the match. The flag is positioned on a sidewalk adjacent to an intersection, so it is easy for both infantry and vehicles to capture. The adjoining streets are relatively free of debris and rubble, which makes it easy to approach the flag in a vehicle, whether traveling from the north or west. These streets also provide long, unobstructed sight lines that are ideal for sharpshooters. As a result, it’s safest to approach this flag in a vehicle, particularly when the control point is defended by the opposing team—just watch out for mines and other booby traps. Both teams gain access to an extra vehicle by controlling this flag, so it is worth the effort to hold this position. Instead of driving off into the city, use the Phoenix or Barsuk deployed here to help deter attacks on this control point. The weapons mounted on these vehicles are ideal for engaging opponents traveling along the nearby streets. Or park the vehicle near the intersection to the north and engage the cross traffic in the map’s center.

C: Highrise

Located only a few meters from the Construction (A), Residential (B), and Crossroad (D) control points, this flag is likely to see heavy action during every match. The flag here is situated in a narrow street lined with rubble. While the flag can be captured and contested by infantry and vehicles alike, the cramped surroundings make driving here difficult and potentially dangerous given the likelihood of encountering booby traps and opponents hiding in the nearby storefronts. It’s best to approach this control point on foot. While the flag can be accessed from all directions, the northern and western approaches are the most heavily traveled as troops rush between this location and the Construction (A) and Crossroad (D) control points. These narrow, high-traffic passages can become deadly choke points, particularly if defended by a determined squad. Explosives are very effective in these tight quarters. When attacking here, consider flanking from the south or east in an attempt to circumvent these potential kill zones.

D: Crossroad

Control Point Assets

US Control RU Control Respawn Time
Phoenix (1) Barsuk (1) 50 sec.

The recent seismic activity has absolutely rippled this once straight and level stretch of road that was a major north-south thoroughfare. What was once a street now resembles a jagged wall cutting through the center of the map and greatly inhibiting vehicle traffic. The flag here is located in the bottom of a shallow sinkhole, flanked by two portions of the uplifted street. This flag is best captured and contested by infantry hiding among the rubble—driving a vehicle into this hole is not advised. As one of only two control points that produces a vehicle for each team, the Crossroad (D) is one of the most contested flags on the map. The Phoenix or Barsuk spawns on the street to the north, where it is already well-positioned to engage the cross traffic between the nearby control points. Instead of using it as a transport, consider using this vehicle to defend the flag from a distance—the RU team can benefit by parking it in the street to the west. Defenders can also keep an eye on this flag by taking up elevated positions near the Hotel (E) and firing down on opponents in the sinkhole.

E: Hotel

Unlike its neighbors, this landmark modern structure survived the earthquake relatively unscathed, having suffered only minor damage. Given its close proximity to the RU Base, the RU team is likely to capture this control point early during the match—enter through the western passage to access the lobby. The flag is positioned on the south side of the structure, on an exterior walkway just outside the lobby. There is no vehicle access to the flag, so it is up to infantry to capture and hold this position, which often leads to close-quarter duels given the flag’s relatively sheltered location—PDWs and shotguns work well here. While attacks usually come from the east and south sides, defenders should also prepare for attackers approaching from the lobby, north of the flag. The lobby is easily accessed via two blue maintenance doors on the north and east sides of the structure—the blue maintenance doors can be destroyed by shooting the adjacent red gas canisters. The maintenance tunnel beyond these doors connect to the lobby, allowing for flanking attacks from within the building’s interior. When not attacking or defending the flag, the upper-level walkway on the structure’s northeast corner is ideal for engaging opponents near the Crossroad (D) control point to the east.

Rush

This Rush battle is spread across three separate zones, requiring the attackers to destroy a total of six M-COM stations to secure a victory. The only vehicle available throughout this battle is a Phoenix, supplied to the attackers—this vehicle always spawns at the park in the northeast corner of the map. Therefore prepare for primarily infantry engagements within the heavily damaged city core. The battle begins in the Construction area and then moves on to the Crossroads and Hotel. Each area presents both teams with different challenges to overcome, so be ready to switch classes and weapons in an effort to adapt to the varied environments. Assault and support troops are most versatile in this battle. But the defenders may wish to field a few engineers to counter the US team’s Phoenix.

Zone 1: Construction

US Deployment

Deployment Area Assets

Name Phoenix
Quantity 1
Respawn Time 30 sec.

At the start of this battle the US attackers deploy from the park in the northeast corner of the map. As soon as the round begins, it’s a footrace to the Construction area to the west as both teams attempt to secure the two M-COM stations. While the US team has access to a Phoenix, it’s often faster to move to the Construction area on foot. Cut through the narrow alley or corridor on the west side of the park to gain access to the Construction area. From there, troops can fan out between the two objectives—M-COM Station A, located in the dark tunnel, is much easier to rush early in the battle. The RU team deploys much closer to the objectives, so always expect to encounter resistance as your team approaches the M-COM stations. Instead of relying on the Phoenix as a troop transport, use its weapons to soften up defenses around each objective while infantry rush in and plant a charge. The Phoenix won’t last long, so a coordinated attack is essential when attempting to overwhelm the defenders.

RU Deployment

The RU defenders deploy from the west side of the Construction area, so they have only a few precious seconds to secure the M-COM stations before the US attackers arrive. With no vehicles at their disposal, it’s solely the job of infantry to reach and hold back attacks on each objective. Secure the southern side of the Construction area to insulate M-COM Station B from early-round attacks. Meanwhile, rush troops into the tunnel to deter rush attacks on M-COM Station A. While babysitting the objectives is important, look for opportunities to pin the attackers as they funnel in through the three choke points to the east, connecting to the park. The narrow, rubble-lined alley to the northeast is the most common ingress route for the attackers. But don’t forget to cover the interior corridor as well as the road to the south. Halting the attackers at these three choke points is the best way to lock down the Construction area and prevent the attackers from even catching a glimpse of the objectives.

M-COM Station A

M-COM Station A is located in the dark, smoke-filled tunnel directly beneath the large skyscraper at the Construction area. The tunnel has two obvious entry points on the east and south sides. Both of these entrances are accessible by infantry and vehicles alike, which gives the attackers the opportunity to rush the objective with their Phoenix—defenders should counter with mines and other booby traps. In addition to the main tunnel entrances there’s a third access point to the tunnel in the from of an interior maintenance stairwell and corridor. Both sides of this corridor can be accessed by shooting the red gas canisters propped up against the blue doors. The exterior blue door is on the northeast side of the skyscraper and is easily accessed by the US attackers. The stairwell and corridor beyond this blue door leads directly to M-COM Station A inside the tunnel. This is the preferred access route for attackers, so defenders should consider locking down this path to prevent sneak attacks on the objective—Claymores and C4 are very effective in this narrow passage.

M-COM Station B

This objective is positioned within the southern pit-like portion of the Construction area, not far from the collapsed crane. M-COM Station B is housed within a small concrete structure with only two entry points on the north side. However, these concrete walls are destructible, so troops can create their own doorways with explosive munitions. Defenders may want to take out some of these walls to deny the attackers cover and concealment while they plant a charge. Opening up sight lines to the objective makes it much easier to watch from different angles. Both teams should attempt to secure the scaffolding on the north side of the pit. This elevated position offers a great view of the objective, so it’s the ideal overwatch position. However, if defending form the scaffold, watch for attackers flanking from the east side—this is a popular attack route.

Zone 2: Crossroad

US Deployment

Deployment Area Assets

Name Phoenix
Quantity 1
Respawn Time 30 sec.

After destroying the first two objectives, the US team’s deployment area shifts to the Construction area, putting troops spawning here only a few meters from the next set of M-COM stations at the Crossroad. While infantry deploy from the Construction area, the Phoenix still spawns back at the park to the northeast. Given the lack of cover surrounding the new objectives, the Phoenix plays an even more crucial role in this phase of the battle. Consider parking it along the street directly north of the objectives and use its weapons to suppress defenders positioned by the Hotel. Attacking troops should also make an effort to secure the streets and alleys adjacent to the Highrise. Cutting through this rubble-filled area of the map is a great way to stage flanking attacks on M-COM Station B.

RU Deployment

Having lost control of the objectives at the Construction area, the RU team is pushed back to the west in preparation for the next phase of the battle at the Crossroad. Once again, the RU team has no access to vehicles, so it’s up to infantry to halt the attackers. Although infantry combat dominates this phase, make sure your team has a few engineers handy to counter the US team’s Phoenix. If ignored, the Phoenix’s weapons can pose a serious threat. Infantry spawning here deploy from the east side of the Hotel. Early in the phase, the RU team has a few seconds to spread out among the objectives before the attackers arrive. While the upper-level walkways around the Hotel offer a nice view of the Crossroad, it’s important to position some troops near the objectives. Consider posting troops along the rippled street, covering the M-COM stations from the north and south. Also, watch for enemy movement among the alleys east of M-COM Station B.

M-COM Station A

Given its close proximity to the US team’s deployment area at the Construction area, M-COM Station A is likely to come under attack first. This objective is located at the heavily damaged intersection of the Crossroad, within a deep trench-like fissure. The uplifted street on the west side of the objective makes it impossible to monitor from the Hotel, where the defenders spawn. Therefore the RU defenders must move out and cover this M-COM station from different angles, preferably from the north or south. Due to the lack of long sight lines on the objective, both teams should expect close-quarter engagements when operating in this area—carbines, PDWs, shotguns, and grenades are all very effective here.

M-COM Station B

This objective is positioned just south of M-COM Station A, along the same rippled street. Although the objective is sitting in a shallow trench and surrounded by debris, M-COM Station B is much more exposed than its nearby counterpart. For the defenders, this makes the objective much easier to monitor from long range—consider taking up positions near the Hotel to the west. The trench does afford some useful cover when tampering with the objective, but stay low (by crouching or dropping prone) when attempting to arm or disarm a charge. When attacking here, approach from the alley to the east (near the Highrise) and saturate the objective with smoke before rushing in to set the charge.

Zone 3: Hotel

US Deployment

Deployment Area Assets

Name Phoenix
Quantity 1
Respawn Time 30 sec.

In the final phase of the battle, the US team deploys near the Crossroad, across the street from the Hotel. The US team still has access to a single Phoenix as well, still deploying back at the park. Since the next objectives are located within the Hotel’s interior, the Phoenix can only serve a limited role as a transport. However, its weapons are still very effective for suppressing the defenders guarding the Hotel’s exterior. Park the vehicle near the Crossroad intersection and target the defenders posted on the east side of the Hotel, aiding friendly troops while crossing the torn-up street. Defenders at the Hotel have an elevation advantage, so utilize smoke for concealment and the rubble in the street for cover while making a move on the objectives. Head for the Hotel lobby first to secure M-COM Station A, then encircle M-COM Station B to achieve victory.

RU Deployment

This is the RU team’s last chance to hold out for a win. Fortunately, the placement of the objectives in this phase, within the Hotel, gives the defenders a good chance of holding back the attackers. During this phase, the RU team deploys on the west side of the Hotel, which gives them easy access to the lobby, where M-COM Station A is positioned. A maintenance corridor on the west side of the Hotel connects to the southern promenade, not far from M-COM Station B—shoot the red gas tank by the blue double doors to access this shortcut. Defending the street on the east side of the Hotel is a good way to bog down the attackers at the Crossroad. But always keeps at least one squad positioned near each objective. Also, keep an eye on the Hotel’s eastern maintenance corridor connecting to the lobby—this is a very popular avenue of attack.

M-COM Station A

M-COM Station A is in the Hotel lobby, behind a reception desk. This is a very contentious area with multiple access points. The attackers are most likely to approach from the north side or the eastern maintenance corridor. This corridor is accessible from the exterior of the Hotel with two destructible doorways on the northeast corner—shoot the red gas tanks next to each set of blue double doors to gain access to this shortcut. The defenders should keep a squad posted in this corridor at all times to prevent flanking attacks. Whether fighting in the maintenance corridor or within the lobby itself, be prepared for close-quarter fighting—PDWs and shotguns are ideal for such engagements.

M-COM Station B

This objective is located within an abandoned storefront on the Hotel’s southeast corner. Defenders posted here have a significant elevation advantage over the attackers approaching from the street to the east. The nearby staircases often become deadly choke points as attackers rush toward the objective. Instead of staging direct assaults up the nearby steps, the attackers should look for flanking opportunities. Advancing through the eastern maintenance corridor is a good way to sneak up on M-COM Station B, approaching the objective from the lobby. Given the varied approaches on the objective, defenders should deploy T-UGS motion sensors as an early warning system. As a final deterrent, placing Claymores and C4 around the objective is also effective.

Squad Rush

This Squad Rush battle takes place mostly on the eastern side of the map, with objectives positioned at the Construction area and Crossroad. As in any Squad Rush battle it’s important for both teams to maintain a presence near each objective, preferably though the use of squad spawning and Radio Beacons. Gathering intel on the opposing team is equally important, so consider launching MAVs to locate your enemies. Expect a mix of short- to intermediate-range engagements around each objective. Assault rifles and carbines offer the most versatility for both areas. Sniper rifles are best reserved for securing the objective at the Crossroad, in the second zone.

Zone 1

The placement of this M-COM station at the Construction area is identical to M-COM Station B during the first phase of Rush mode. However, the lower player count in this mode makes for even more intense fire-fights within this pit-like construction site. The US attackers deploy from the park to the east, making it possible for the defenders to make a stand on the east side of the pit, intercepting the attackers before they can reach the objective. But given the lack of manpower available, it’s better to focus defensive efforts around the objective itself. When attacking here, secure the scaffolding directly north of the M-COM station. This elevated position is popular with defenders and serves as a good overwatch position while squad members rush in to set a charge on the objective. The concrete walls surrounding the objective can be destroyed with explosives, making the M-COM station visible from multiple angles—this can make the objective much easier to defend.

Zone 2

The second M-COM station is located at the Crossroad, among the rubble of the heavily damaged street. The objective sits in the crevice, which limits visibility and mobility. Due to the uplifts of the street, the objective cannot be watched from the east or west. As a result, defenders should watch the objective from the north or south, focusing their fire down the trench. To avoid walking into a crossfire in the trench, attackers should take their time and scout the area before making a move on the objective—launching a MAV before the attack is advisable. Instead of charging through the rubble on the east side of the objective, attempt to flank the defenders by moving around the north or south sides. Deploying smoke on the objective is also advisable before attempting to plant a charge.

Scavenger

Flag A

Flag B

Flag C

Flag D

Flag E

Ammo Crate

During Scavenger mode the action is restricted to the area around the Hotel. As in Conquest mode, your team will begin losing tickets if you hold fewer than 50 percent of the flags. So, with five flags up for grabs, make an effort to hold a minimum of three flags at a time to avoid hemorrhaging tickets. Both teams should make an effort to control flags C and D at the Hotel as well as flag B in the market area to the west. By locking down flags C and D, your team has access to a variety of level 2 and 3 weapons around the Hotel. Plus, these flags sit on raised terrain, which makes them easy to defend against attacks from the adjoining low lying areas. Both flags A and B are located near the ammo crate on the south side of the map. Controlling this area around the ammo crate is key, as it’s a high-traffic area frequented by players attempting to add fresh magazines and grenades to their inventory. Camping the ammo crate may be unsporting, but it’s a reality you need to prepare for.

Gun Master

In Gun Master the fighting takes place on the west side of the map, around the Hotel. Early during the round, most players rush toward the Hotel’s interior, as pistols, PDWs, and shotguns are most effective in the building’s tight corridors. It’s best to say in and around the Hotel until you gain access to a carbine or assault rifle. At that point consider moving to the market area on the west side of the Hotel. The fighting around the market and surrounding alleyways offers more intermediate range opportunities, allowing you to gain some breathing space from those still running around with devastating close-range PDWs and shotguns. When you gain access to a sniper rifle, shift to the streets surrounding the Hotel. The streets offer the longest sight lines on the map, giving you the best chance of taking down distant opponents with a single shot. When it’s time to score kills with explosive weapons or a knife, race back inside the Hotel where it’s easier to engage potential victims at close range.

Squad Deathmatch

Most of the map is open for exploration during Squad Deathmatch with the exception of the Construction and Residential areas. If your squad is looking for a place to hole up, there aren’t too many safe spots from which to defend. Even the Hotel is far too porous for one squad to effectively lock down. Your squad’s best chances are to keep moving, patrolling the area around the Hotel and adjoining market to the west. Avoid moving along the streets flanking the Hotel. These streets are most likely to be patrolled by one of the randomly spawned IFVs or camped by enemy snipers. Instead, stick to the narrow alleyways, maintenance corridors, and other rubble-filled areas where the IFV has trouble maneuvering—the area around the Highrise is a relatively safe area to seek refuge from a pursuing IFV. If your squad manages to gain control of an IFV, do your best to keep your distance from the opposing squads. Consider parking it on the far western street and using its powerful weapons to engage enemy squads scurrying about the Crossroad intersection.

Team Deathmatch

Like Gun Master, in Team Deathmatch the action is restricted to the west side of the map, with most fighting centered around the Hotel. Controlling the Hotel’s interior corridors is a popular tactic that leads to some brutal close-quarter fighting—if you’re planning on fighting for control of the Hotel’s interior, bring along a PDW or shotgun. The Hotel lobby is the site of heavy action since most corridors lead to this central location. But the Hotel isn’t the only contentious spot on the map. The street on the north side of the Hotel is an area frequented by sharpshooters since this area offers some of the longest sight lines. If you don’t have a sniper or assault rifle, avoid moving along this street. Instead, patrol the area on the west side of the Hotel. The market area in particular is a great spot for some close- and intermediate-range gun battles where neither team has a distinct advantage.