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Swiftwater
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=== Fourth point === {{Map locations | title = Swiftwater, fourth point | image = pl_swiftwater D.png | area1 = View | x1=740px | y1=105px | area2 = Garage | x2=735px | y2=205px | area3 = Porch | x3=715px | y3=355px | area4 = Slope | x4=405px | y4=280px | area5 = House/Station | x5=200px | y5=295px | area6 = Behind | x6=50px | y6=310px | area7 = Barn | x7=90px | y7=155px | area8 = Gate | x8=165px | y8=50px | area9 = Vent | x9=220px | y9=80px | area10 = Lockers | x10=310px | y10=25px | area11 = Under/Ballpit | x11=310px | y11=70px | area12 = Hold | x12=390px | y12=95px | area13 = Shack | x13=525px | y13=60px }} A long and potentially bloody attack up a hill for the 4th point, where the cart has to go a long way to go. The combo typically sets up on the ledge above the first section of uphill along with the engineer which allows them to shoot down onto the hill/and cart at first. Flank classes (defense, I am thinking solly and scout), if they can try, to get into the house on the far right (from the defense's perspective). The two teams snipers are often the deciding factors here, on defense the sniper can be a long way back. For the attacking team the key is speed. If they can catch some players out on 3rd and prevent this ideal defense being set-up that saves valuable time. <gallery> File:5th point.jpg|4th point from defence, Sniper spot! File:5th Point 2.jpg|4th point in-game example </gallery>
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