NIGHTSOIL

N}GHTSQ}L is a way of life. It is a art form performed in the 2007 hit class-based shooter Team Fortress 2. 
DIE FAST. CAP FASTER. 
BORN TO CAP
TURBINE IS A FUCK
鬼神 BONK EM ALL 2023
I AM SCOUT MAN
410,757,864,530 DEAD ENGINEERS
IS THAT UR HIGHLANDER TEAM?? DUUUUUURH.
KICK THEM THEY'RE SPEEDCAPPING
PLAYED US LIKE A DAMN FIDDLE
https://www.youtube.com/watch?v=ESBXOOMi7SE
It's never joever...
Never forget those we lost to the GINGER Heavys...
Going records for each map:
2Fort: 2:19
Turbine: 3:10
Doublecross: 1:35
Well: 3:00
Sawmill: 2:10
Landfall: 1:43
== How to NIGHTSOIL ==
NIGHTSOILing can be done alone or with a group of 2-6. Every participant must use the Scout class. NIGHTSOIL may only take place on a capture the flag map. The permanent competitive map rotation is 2Fort, Double Cross, Landfall, Sawmill, Turbine, and Well. The goal of NIGHTSOIL is to capture the flag all three times as quickly as possible. An automatic fail is issued if your run exceeds 5 minutes in length although you may continue the run as an invalid practice run. IF the run exceeds or is approaching the deadline of 5 minutes or is obviously ruined or unwinnable one member of the group must audibly state "It's Joever". If someone says "It's Joever" when it is obviously NOT "Joever" another member of the team must say "it's never Joever" in response. All participants must refer to the intelligence as "Root beer" in reference to that dude with all the damn mug root beer. At least once per run a member of the team NEEDS to say "For the sins of the father" else the run is invalidated. While NIGHTSOILing you must have a burning and passionate hatred for those disgusting Engineers. 
== NIGHTSOIL Meta ==
This is a discussion post made by myself (Doc Stinker) to the NIGHTSOIL Steam group. All information, although written months ago, still stands and is correct.
"The current meta loadout as of 2023-04-09
Primary: Force-a-Nature
Secondary: Bonk! Atomic Punch
Melee: Atomizer
Force-a-Nature is a MUST for all scouts doing a nightsoil run. You need it for important jumps like Doublecross battlements and Sawmill fence skip. Along with the routes it enables it is also a great tool for defending yourself against the No Nightsoil Nancys with it's knockback. Bonk is important for a majority of your team to run. It allows you to bonk scum which is a must for any run with engineers (bastards). Bonk scumming is when a scout pops bonk and runs in front of a sentry to redirect its fire while a teammate grabs the root beer. If you have someone who often runs the root beer back to the root beer room then it may be worth it for them to equip pistol to defend themselves while carrying the root beer. The atomizer is good for when you need to make a jump but don't have the time to reload your force-a-nature. It shouldn't be needed too often. The atomizer can be switched out for the batsaber as well. The batsaber has a longer kill animation meaning whoever is killed by it will take longer to respawn. This is only really useful if you can kill an engineer with it as it stops them from get sentry nests up early game."
== A New Threat ==
Ginger Heavies...
If encountered IT. IS. JOEVER