Here is a picture of the Morgue, the 4 story building field at the Mental Ward. Pretty thing, isn't it?





For you who have been there, the following are some ideas on tactics to be used when attacking and defending this lovely building. For those who might one day come visit our outlaw field in Staten Island, this 'primer' may help to whet your appetite!

To destroy the opposition in the Morgue, it'll help to understand the layout.
There are 4 floors in the Morgue. The main three fighting floors are the 1st, 2nd, and 3rd Floors. Below the 1st floor is the Basement. Dark and dank, it's where the rats play cards and shit.
No one fights down there, mostly cuz no one likes going down there.
The names sometimes used for the floors are, Ground floor (1st) Bridge floor (2nd), and Top Floor (3rd). I usually count the basement in my floor numbering, and call the top floor the 4th, but I'm trying to break that habit.





The 1st floor has 3 entrances, 1 below the bridge, 1 on the right side about halfway in, and one on the left side a little closer to the front. They aren't directly across from each other.









The 2nd floor has 1 entrance at the bridge.




The 3rd floor has no entrances.







The Basement has 1 door in the very back.







Though the 1st floor has windows, they are gated and you can't shoot through them. The left-side entrance has no door, whereas the front and right-side do. Neither are lockable.
The 2nd Floor entrance also has no door, but it's windows, as you can see in the photo, are wide open and continue the length of the room on both sides. This offers great shooting lanes at the approaching attackers.
The 3rd Floor has windows on most sides that you can shoot from, but the ledges are much higher than is comfortable to shoot over, and the angle is not so great. In the summer, the foliage is so thick that visibility is terrible and shooting lanes are obscured almost completely.
Generally in the winter the trees are bare and it's easier shooting from anywhere inside the building. Likewise, though, defenders are easier to be shot at from longer distances. The foliage advantage though is to the attacker in the summer, and to the defender in the winter.

STAIRWAYS
There are 2 sets of stairways that communicate between ALL the floors. There are 2 stairways which communicate between the 1st and 2nd floors only.
The stairways are numbered clockwise from standing inside the entrance on the 2nd floor. Numbers 1 and 2 communicate between the 1st and 2nd floor only. Numbers 3 and 4 go all the way from the Basement to the Top floor. The Stairs themselves going to the Basement are a little dangerous, extreme caution should be taken when using these stairways.


SWEET SPOTS (SS)


On the 1st floor there are a couple of sweet spots. See Drawing;

a This SS is all about stealth. You sit here and you can see shadows coming and you're in almost complete darkness. Anyone coming at you will be coming from areas more brightly lit so won't likely adjust their eye sight in time to stop you from gogging them.

b This spot is wide open but you'll see them before they see you so be gun-ready. This position offers sighting on 3 stairways (#2,4 directly and indirectly on #1) and early shadow warnings from the fourth (#3). Squatting here you will be ready to slug it out with anyone creeping around making noise.

On the 2nd Floor, there aren't any really sweet sweet spots because there are too many stairways communicating up into the floor. People coming up have a slight advantage over defenders actually on the floor (unless they're actively defending the stairways.) There is a good hole in the #4 stairway that would allow shooting onto the 2nd floor from the relative safety of the stairway itself. Also the jammed door of the #4 stairway has the top portion knocked out so you can safely hide behind it.

On the 3rd Floor, there are 2 sweet spots. One is unmentionable sorry. The other (C) is not strictly a SS in the classic means, it's more tactical, it's along the left side of the building, three of the rooms have holes knocked into them allowing you to communicate through them (physically) rather than down the long hall. There are also several dead end rooms which are painful to clear, but ultimately as painful to be in when the attackers eventually clear it!





Defending
Attacking
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