Maps

Cross the Lava Map with a Delivery in Mind

On the lava arena, raised bases connect by stepping stones. Choose the crossing and who covers the far end before you pick up an opponent.

Cross the Lava Map with a Delivery in Mind

On the lava arena, raised bases connect by stepping stones. Choose the crossing and who covers the far end before you pick up an opponent.

The documented lava layout separates raised team bases with lava, and stepping stones cross the gap. Locate your raised base, the opposing base, and the routes between them before you collect a downed opponent. Winning a fight on one side does not make the return crossing clear, and reaching the enemy cage does not create a safe exit for a rescue.

This is one map that was described. Lobby map voting exists, so do not assume every round uses this layout. No other map was documented in enough detail to plan routes.

Read both ends

Find your destination and a crossing you can reach. Look at the far end before you step on. Opponents waiting at the destination can matter more than the player beside you. Also look back for the teammate who is supposed to support the trip.

Treat the lava as a hazard and choose your position before you cross. Flame effects occur during exposure. No damage amount, immunity window, or rescue benefit was published for touching it. Do not plan on lava contact freeing, reviving, or protecting a player.

Task Route question
Moving to a fight Can an ally reach the same approach?
Collecting a body Where is the body now, and which crossing leads home?
Escorting a carrier Who is at the far end?
Reaching an enemy cage Where can support challenge defenders?
Leaving after a rescue Which way takes freed allies toward support?

A route that works for walking into a fight can be hard to protect while you carry someone back through it. Recheck after a knockout. Launcher can move the body and change where the trip starts.

Keep the pair on one crossing

Agree the homeward crossing before the carrier moves. The escort watches opponents near the approach while the carrier focuses on the destination. If the far end becomes contested, warn the carrier and regroup with support. Do not chase someone off the crossing while your carrier is still using it.

For a rescue, identify where freed allies can leave the cage area before you help break the bars. Once the opening is usable, help them move away from the defended base. If the rescue becomes a fight with no exit, regroup and reassess the approach.

After a delivery or an escape, look across the arena again. Enemy presence at a crossing can change while you watch the jail. You do not need fixed coordinates to read a contested approach, a nearby ally, or a reachable base.

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.