Combat

Escort a Carrier to Your Jail

Watch the path between your teammate and your jail, pressure only the opponents who threaten that walk, and hand the cage to a defender after the deposit.

Escort a Carrier to Your Jail

Watch the path between your teammate and your jail, pressure only the opponents who threaten that walk, and hand the cage to a defender after the deposit.

The escort's job is the route, not a second pickup and not a chase away from the carrier. Help the team turn a won fight into a prisoner in the cage.

Standing beside the carrier is only part of it. You also need to see enemies at the next crossing and pressure at the destination. A delivery can fail while both of you stare at the body.

Take the cover job immediately

After the knockout, one teammate collects. Confirm that and place yourself where you can see the next threat. "I'll cover; go to our jail" tells them what to do.

If they already picked up, do not spend time trying the same Carry prompt. If they hesitate because the approach is crowded, find an opening or regroup together. Keep your own base in mind so you do not both change course under pressure.

Stage Look at
Body being collected Enemies walking toward the pickup
Leaving the fight Opponents moving to cut the route
Exposed ground The far end, and whether an ally is there
Reaching your base Pressure at the entrance and the cage
Prisoner deposited Damaged bars and who stays to defend

You do not need to hit every opponent on the map. Prioritize the one who can stop the trip. If that player retreats away from the carrier, do not let the retreat pull you out of position.

On a narrow crossing, look at the far end before the carrier steps on. If enemies are waiting, warn them and contest the approach with support. The shortest path is not automatically the one you can protect.

Reconnect, then hand off

If you step away to answer someone, find the carrier again immediately. They may still be walking home while your fight draws you elsewhere. If you split, regroup on the delivery route and say where you are.

After contact, check whether your teammate is still carrying. Attacking an interceptor does not by itself prove the carrier is safe.

Stay with the delivery until the opponent is in jail. Then scan the bars and rescuers. If the cage is under pressure, the escort can become the outside defender while someone else repairs. Say so before you leave for the next fight.

If deliveries fail, name the stage that was open: pickup, crossing, entrance, or defense afterward. Cover that stage before you decide the problem is your equipment.

FAQ

Frequently Asked Questions

Does knocking someone down put them in jail?

No. Collect the downed opponent with the Carry prompt and deliver them to your team's jail. A Lights Out notice is only the knockout.

How do I get out of jail?

Punch one bar section, watch its health, and work with other prisoners or an outside ally. Leave through the opening toward support. No key or secret tunnel was documented.

Are there working codes for Kidnap And Jail?

No code string has been confirmed for this experience. Codes for other RoDark Studios games do not belong here, and a redemption button inside this game has not been documented.

Are matches always 20 versus 20?

The experience allows up to 40 players in a server. That is not a fixed team size. Read the players in your current round.

Are gold coins and green cash the same?

No. They are separate displays. A September 2026 example showed gold and green cash rewards on different notices. Match the price icon to the correct balance.

Are hunter and defender classes?

No. They are jobs you can switch during a round: hunt, carry, escort, defend, or rescue. There is no class-select screen for them.