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=== Fourth point === ==== Callouts ==== {{Map locations | title = Upward, fourth point, defenders' perspective | image = pl_upward D.png | area1 = Straight Stairs | x1=270px | y1=40px | area2 = Casual / Pub Spot | x2=700px | y2=100px | area3 = Point | x3=160px | y3=270px | area4 = Lower Spawn | x4=785px | y4=240px | area5 = Under | x5=460px | y5=215px | area6 = Dropdown | x6=220px | y6=140px | area7 = Main | x7=490px | y7=100px | area8 = Upper / Tiles | x8=205px | y8=75px | area9 = Spiral Stairs | x9=585px | y9=60px | area10 = Secret | x10=210px | y10=400px }} {{Map locations | title = Upward, fourth point, attackers' perspective | image = pl_upward D2.png | area1 = Casual / Pub Spot | x1=75px | y1 = 200px | area2 = Balcony | x2=370px | y2=130px | area3 = Lower Spawn | x3=250px | y3=220px | area4 = Toxic | x4=530px | y4=180px | area5 = Crates | x5=750px | y5=140px | area6 = Under | x6=240px | y6=410px | area7 = Secret | x7=650px | y7=350px | area8 = Point | x8=775px | y8=405px }} ==== Attacking ==== The fourth point is generally considered the hardest point to push in both a casual and competitive setting. In Highlander, some teams may elect to hold '''tiles''' on defense, in which case have your combo originate spiral, along with soldier and occasionally scout. Your combo should push '''under''' with demo-pyro uber up the stairs and into tiles, meanwhile heavy and soldier wait in '''spiral''', pushing in the post-exchange for a pincer attack. Teams may also sack waves into tiles if at full uber disadvantage. After tiles is taken, you must break the "pub hold". To achieve this, you must effectively spawn camp or completely wipe out the enemy team. Furthermore, breaking this hold should be approached as a step by step process: * Get your sniper into tiles. * Spam and kill the enemy sentry with coordination. While demoman and soldier are best at this, spy's enforcer and sniper's charged shots can help finish the job. * Take an uber exchange through tracks or dropping down from tiles, focusing damage on '''pub spot''' and '''balcony'''. Some teams even have their demoman jump onto pub spot, putting their backs against the rail in order to maintain the uber connection with their medic. * For the post-uber exchange, your soldier should get a full overheal and jump on to balcony, denying the enemy combo from stopping the cart. In the mean time, your sniper will now have a lot of space and assist in denial. At this point, you can now send miscellaneous players such as engineer, scout, and heavy to cap the cart. Demoman can move forward and use sticky traps on the lower spawn doors, further buying time for the payload capture. ==== Defending ==== While it is an older meta and has fallen out of use at higher levels, the '''tiles''' hold can be incredibly tough to break if an offense isn't ready for it. Typically a soldier will be holding spiral, a heavy will be holding stairs, and a demo will rotate in between the two, with the rest of the combo holding more passively in tiles. Keep in mind that is generally not advised for your team to hold here if are late to back out of the third point or you lose players, especially because of how difficult it is for spawning players to get back with their team. The more standardized "pub hold" is notoriously difficult to push against, making it the more reliable option for most teams. Your combo controls the high ground via '''pub spot''', assisted with a leveled sentry and sniper on '''balcony'''. Your engineer can also place a dispenser on the stairs near toxic, which can prevent the spy from getting up entirely if placed correctly. In the mean time, your flank players can help control the low ground and even push through lower to get kills in tiles. If the cart is close, it is also viable to have a heavy sit in secret and peek when they see the payload being pushed. {{Active Maps Navbox}}{{All Maps Navbox|y}}
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