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Swiftwater
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=== Second point === {{Map locations | title = Swiftwater, tunnel area | image = pl_swiftwater Tunnel.png | area1 = Arm | x1=510px | y1=175px | area2 = Pallet | x2=330px | y2=160px }} {{Map locations | title = Swiftwater, second point | image = pl_swiftwater B.png | area1 = Catwalk | x1=470px | y1=100px | area2 = Banana | x2=410px | y2=145px | area3 = Attic | x3=700px | y3=110px | area4 = Basement | x4=660px | y4=210px | area5 = Long | x5=675px | y5=415px | area6 = Lightbulb | x6=225px | y6=115px | area7 = Mansion | x7=180px | y7=10px | area8 = Truck | x8=475px | y8=325px | area9 = Tires | x9=445px | y9=160px }} The bomb goes through the tunnel (2nd point is at the end of the tunnel) and a good defense here can be tough to break through without an uber, key picks by the spy or effective use of the top flank. I refer to the top flank, this is a one-way door (beware!) on the top right of the first point which grants access to a top corridor which leads onto a balcony overlooking the third point and red spawn. Control of this area can be important for both teams for the 2nd point due to the substantial height advantage it offers. Defending, you should always be aware of who is up there at the very least. Teams can also place sentry guns and keep other players on the opposite side to the first point flank. <gallery> File:Tunnel.jpg|Tunnel leading to the 2nd capture point File:3rd Point.jpg|2nd from Attack's POV File:3rd Point 2.jpg|2nd from Defense's POV </gallery>
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