Enter the ruins of the temple of Sarnath. Untold epochs have passed since the slime-slick stairs were heaved upward from their inky depths, to be swabbed by the tears of tribute.
One of the central areas in the ruins is home to a Heavy Nailgun, Lightning Gun, and a Light Armor. Defenders will want to try and use the high ground to neutralize the effects of the Rocket Launcher, while attackers may want to coordinate entering through several entrances in order to split defender attention. The two jumppads in the corners provide an entrance with some cover, although care must be taken when trying to enter from the Cistern as it is a bit more tight and susceptible to splash damage.
The Temple Mask is where you'll find the second Obelisk. This room is also notable for the T-shaped pillar that can be shot in order to temporarily sink it into the ground. Players coming in will have the high-ground, but the defensive positions will have cover to their advantage, and possible exit routes through the Portico and the Antechamber.
A simple room, but important as it contains a teleporter that brings you near the powerup near the Eye of Cthalha. Its two exits bring you to either side of the wall near the mask, allowing attackers to flank players who are holding back too much.
Featuring the Railgun in the center of the room, the Cistern is a dangerous area that allows quick transit to most of the arena. A jumpad out will lead you directly onto the high ground in the Ziggurat Base, but the high arc of the jump is much more likely to leave you for railbait.
Eye of Cthalha
The watchful Eye of Cthalha sits underneath alternating Quad Damage and Protection Power-Ups. Even when the Power-Ups haven't yet spawned, you'll still want to hold onto this room to control the Mega Health, with the ability to easily restock the Rocket Launcher. If you ignore this room entirely, you may find yourself imprisoned in the swinging cage above.
Sitting directly between the Mask and the Ziggurat is where you'll find the Heavy Armor, in this very tall two-story room. Hanging around in here too long without a charged Dire Orb allowing you to teleport to the top floor without making a risky Rocket Jump is not advised. The Sluiceway offers an alternate connection to the Super Shotgun room and into the Cistern.
SUPER SHOTGUN CURVE
This easily holdable area works great as a means to stage an attack on the Ziggurat Base. Although light on resources, you'll find yourself adjacent to the Railgun and Heavy Armor. The jumppad in the back leads to an area with some amount of cover, making it one of the safer places to pop up from.