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Part 13
Team Fortress Classic

Part 13

Team Fortress Classic Part 13 covers capture points, Hunted mode, and the Well map. Learn Scout conc.jumps and Sniper spots.

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Team Fortress Classic Part 13 covers capture points, Hunted mode, and the Well map. Learn Scout conc.jumps and Sniper spots.

Walkthrough:

  1. On maps with five flags and five capture points, Scouts have reduced speed when carrying flags, making caps take longer.
  2. Scouts can use conc.jumps (explosive jumps using concussion grenades) to gain speed, which is twice as useful due to the flag's speed reduction.
  3. If a Scout encounters enemies far from a capture point (CP), they should toss their flag (default key: 'c') and escape, unless they can perform a conc.jump directly onto the CP or are skilled with concussion grenades.
  4. Snipers have numerous vantage points on maps with capture points, including the river system near the enemy base, ledges above main headquarters, the narrow bridge to CP3, and behind boxes near CP3. Moving between sniping positions is recommended.
  5. Soldiers can defend captured CPs or clear paths for Scouts or Medics due to the reduced speed of flag carriers. They can also target enemy Snipers.
  6. Medics can still poison enemies on some maps, but capping CPs is a good idea, preferably with a Scout. Medics can use conc.jumps to gain speed when capping.
  7. Engineers can build Sentry Guns (SGs) around CP3 or other desired CPs for defense.
  8. Spies are less effective on maps where SGs are not as useful. For infiltration, Spies can use the river system to get behind enemy lines and destroy threats with their knife or grenades.
  9. Hunted Mode: This mode features three teams: The Hunted (one player with reduced speed), The Assassins (up to five Snipers), and the Bodyguards (Medics, Heavy Weapons Guys, and Soldiers) protecting The Hunted. The objective is to escort The Hunted to a truck in a garage across the map.
  10. Hunted Role: The Hunted should take the sewer route, use ramps and boxes for cover (press the cover button to crouch behind walls or objects), and enter the truck under the cover of teammates.
  11. Assassins Role: This mode is ideal for Assassins, with many good sniping locations, such as above the first alleyway.
  12. Bodyguards Role: At least one Medic should stay with The Hunted for healing and defense. Soldiers and Heavy Weapons Guys should eliminate Assassins. A smaller group should anticipate The Hunted's route to open paths, like the garage door.
  13. Well Map (Capture the Flag): This map is balanced and offers benefits to all classes, including Pyros. It is popular and can be defended effectively.
  14. Scout on Well: Scouts can conc.jump from their base bridge to the enemy base bridge, bypassing the middle section. The underwater passage is the best entry into the enemy base, requiring a Demolition Man (Demo) to blow open the gate. Inside the flagroom area, a conc.jump can reach an upper ledge. Alternatively, go out of the water, behind the wall, up enemy ramps, past the Sniper balcony, and onto the resupply floor. From there, a timed conc.grenade can be used to jump across the flagroom to the platform near the flag. If an Engineer has built an SG near the flag, it may be destroyable from the elevator leading to the flagroom. After capturing the flag, stay underwater as much as possible, leave conc.grenades behind if pursued, and strafe.
  15. Sniper on Well: Good sniping spots include the Sniper balcony, the area above your base (accessible via an outside ladder), and on top of submerged pipes. A well-disguised spot is under the ladder leading to the upper outside of your base, crouched outside the middle part of the middle tube.
  16. Medic on Well: Poisoning works well on this map.
  17. Heavy Weapons Guy on Well: Strategies for this class are detailed in the end section for an

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