Prison AZ3 Map Guide#

Prison AZ3 Map Guide

This page covers two distinctive Operations maps: Tidal Prison — a tight indoor melee environment with the game’s harshest close-range punishment (a boss melee hit is an instant execution); and AZ3 — a special map with radiation debuffs and fishable waters. It ends with the key points for Zero Dam’s Eternal Night difficulty, completing the “non-standard raid” trio.

Tidal Prison#

Boss: Fallen Prince Raven#

Item Details
Weapon .357 revolver
Escorts Ahsarah death-row guards
Core mechanic Melee hits execute instantly

Raven is the apex of indoor threat among the five bosses: the .357 revolver’s one-shot threat stacks with the attritional death-row guards, and his melee hits execute instantly — not heavy damage, deletion. The prison’s corridors and room structure amplify his close-range value exactly.

Prison Environment and Tactics#

Environment Counter
Indoor corridors Hold mid-range and control corner sightlines
Close encounters Never trade blows with Raven at melee range; opening distance is the top priority
Death-row guards Clear them first to cut interference, but mind your positioning while doing so — don’t let Raven flank you

The prison is an “amplifier for Engineer and Support value”: Sineva’s full-body shield with rear protection and Shepherd’s sonic traps pay off hugely in corridors; conversely, pure-mobility operators (Swift’s roll) can still eat an execution indoors for lack of space. Operator picks: see Operator Unlocks and Team Comps.

Extraction and Gear#

Prison extraction and container details follow in-game reality; the general extraction rules (10-second regular / lever / paid closes once 4 players have paid) are in Extraction Points and the Extraction Loop. Raven’s drops plus the prison containers form the map’s main income sources — the revolver itself (.357 caliber) is also a capturable special weapon.

Raven Engagement Details#

The complete decision chain for fighting Raven:

  1. Confirm position: revolver fire and the death-row guards’ movements are your two locator signals.
  2. Hold mid-range: the .357 revolver’s one-shot threat remains lethal at mid-range; shoot from cover.
  3. Never facehug: melee hits execute instantly — any “rush in to finish him” move is a deletion button.
  4. Guards first, boss second: once the death-row guards are down, Raven loses his flank anchor — but keep your positioning from turning your back toward Raven while clearing them.

Prison container and extraction point layouts follow in-game reality; the .357 revolver Raven drops is itself a high-value capture target.

AZ3 Map#

AZ3 is a regular map with unusual properties; official and community sources confirm two things:

Property Details
Radiation effect The map carries a Level-2 radiation debuff
Fishing One of the three fishable waters (alongside Zero Dam and Longbow Valley)

After the S11 fishing system launched, AZ3 became one of the three “fishable” maps — fishing unlocks at Operations Level 17 (see Longbow Valley 2.0), and catches can be listed on the Flea Market. For economy players, AZ3’s positioning is “the casual fishery inside a radiation zone”: the radiation debuff raises the cost of regular looting, but the water income line is completely unaffected.

On AZ3’s launch season and backstory: this research pass found no reliable sourcing, so the page speculates nothing — defer to in-game reality.

Radiation Playbook#

Level-2 radiation makes pre-entry protection a hard requirement. General principles:

  1. Check the radiation zones’ coverage and plan routes to avoid or cross them.
  2. Set meds and injectors for short “hit-and-run” raids to cut exposure time.
  3. Fishing runs have a clear goal — water, Flea Market, extraction; a three-stage route is the safest.

Zero Dam · Eternal Night Difficulty#

Zero Dam’s night raids (Eternal Night difficulty) deserve their own note, because they rewrite the dam’s most dangerous variable:

Variable Daytime Raid Eternal Night Raid
Saeed’s firepower Standard loadout May carry the M250 / QJB201
Visibility Normal Severely limited

Two iron rules for Eternal Night raids:

  1. Suppressor builds first — in the dark, gunfire is a beacon (gunsmith ideas in Builds and Attachments).
  2. Plan the admin building for a heavy-firepower boss — night Saeed’s M250 / QJB201 suppression is nothing like daytime; trading fire head-on equals donating your gear.

Eternal Night is also a “listening game”: with visibility down, audio information (footsteps, doors, radio) doubles in value — acoustic-scout operators like Echo fit best.

Per-Raid Cheat Sheet#

Map Top Threat Income Core One-Line Strategy
Tidal Prison Raven’s melee execution Revolver and prison containers Hold mid-range the whole raid
AZ3 Radiation debuff Fishing trade line Three-stage route, in fast and out fast
Zero Dam Eternal Night Night Saeed’s heavy firepower Large safes / hacker computers Suppressor + sound discipline + no head-on admin-building fights

Economic Perspective Summary#

These three non-standard maps together show how varied Operations income sources can be: the prison pushes “risk pricing” to the melee-execution extreme, AZ3 trades a debuff for a casual fishing income line, and Eternal Night Dam reshuffles the same map’s value distribution with visibility alone. The same map assets are a completely different business under different rules — the map-level footnote of “winning has no single definition” in the extraction genre.

— Wubian, NTGame Editorial

内容最后验证于 2026-07