A Hit — Vent Fake
Source intelligence / Falcons Pistol Vent Fake vs FURIA — PGL Astana 2026 QF, Nuke G2R13 (22-20, 2x OT) · round video · match page
Map board
Nuke / tactical overlay
ABRound script
Execution sequence
Mission brief
Second-half pistol built around one loud lie. All five walk to Lobby together; the Squeaky group (entry, support, lurker) sets up on the Squeaky door to enter A through it, while the Main group (IGL and anchor) stacks the A Main door as the second wave. On the IGL's 1:22 call the lurker breaks the A-site floor vent and drops in — the vents are the upper-to-B rotate, so the drop sound screams "B hit" and pulls CTs lower — while the real hit stays topside — entry clears the Squeaky corner off support's flash, IGL and the anchor swing A Main behind a Heaven smoke, and IGL plants A. The lurker never leaves the tube; he kills the vents rotate coming back up.
Your assignment
Entry
First out of Squeaky when support's flash pops — clear the near site corner, then throw your flash toward Heaven/rafters so the Main wave swings blind-side. Support follows you out and trades.

Execution rail / elapsed time + round clock
Setup
Map control
Execute
Post-plant
Scroll or use ← → to advance
The fake only sells if the vent break is loud and the site stays quiet until then — nobody sprints before 1:22. If Squeaky is smoked or a CT is heard holding Radio before 1:25, IGL calls it off and the team resets to a slow Ramp/Lower B look — no re-calls after the vent grate is broken. Lurker never exits into Lower B — alone in a CT-held Lower on pistol is a thrown round; the tube is the whole job.
Utility package
Used in this strat (3)
Utility package
All Nuke lineups (8)
Continue briefing
More on Nuke
- 01
A Default — Outside Pressure
A siteComplexity 2/3Default with a split personality — AWPer and lurker establish Outside presence while entry, support, and IGL hold lobby. The late A hit at 0:55 goes through squeaky and main behind a Heaven smoke and drop flash thrown from the silo, with a Hut smoke sealing the window. Outside pressure keeps two CTs low the whole round.
- 02
A Execute — Outside via Ramp
A siteComplexity 3/3Four players brawl through Outside and up Ramp to take the high ground while the lurker peels to the silo silently. On the 0:50 IGL call, the lurker jumpthrows the Heaven smoke from the silo base, support seals the Connector rotate with a Ramp smoke, the lurker pops a flash over Upper A, and the four storm through Ramp onto the site with the lurker following in as last man. Nuke CTs rotate A→B internally in ~5 s — hit hard, hit together, finish it before they can stack back.
- 03
A Rush — Eco
A siteComplexity 1/3Full eco sprint onto A through two doors at once — squeaky group (entry + support + lurker) and main group (AWPer + IGL) break in on the same count at 1:36. Pistols only, zero utility; the win condition is bodies on site before the CTs can crossfire, then a fast plant and close-range post-plant holds.
- 04
B Rush — Pistol via Ramp
B siteComplexity 1/3All five sprint Ramp on pistol round. Support HEs the Squeaky Door at 1:35 to open Lower silently, IGL throws a Mini smoke as cover, entry pops a flash, and the four rush into Lower B while the AWPer holds the Secret angle. Fast plant and spread.
- 05
Outside Control — B Split
B siteComplexity 3/3Three players take Outside control behind a Hut smoke and force CT attention topside, while two sit quietly in Lobby. On the IGL's 0:50 call, the AWPer throws a Mini smoke from the Ramp platform corner for the Lobby group's descent, the lurker flashes the ramp exit, and both groups hit Lower B simultaneously at 0:45 — Outside group through Secret, Lobby group down Ramp. The lurker claims the Secret door angle post-plant. Requires synced clocks — both groups must enter within one second of each other.