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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=6737</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=6737"/>
		<updated>2008-01-29T12:49:17Z</updated>

		<summary type="html">&lt;p&gt;CrazyEyes: /* Concussed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This last approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquiliser darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the team whose sniper fired the shot. Allies of the sniper responsible for the transmitter also can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 60 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (somebody convert to meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (60 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>CrazyEyes</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=6736</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=6736"/>
		<updated>2008-01-29T12:47:33Z</updated>

		<summary type="html">&lt;p&gt;CrazyEyes: /* Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflected by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This last approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is an illusion and does not physically affect your weapon aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquiliser darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the team whose sniper fired the shot. Allies of the sniper responsible for the transmitter also can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 60 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (somebody convert to meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (60 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>CrazyEyes</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_crossover&amp;diff=6735</id>
		<title>Map:ff crossover</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_crossover&amp;diff=6735"/>
		<updated>2008-01-29T12:44:26Z</updated>

		<summary type="html">&lt;p&gt;CrazyEyes: /* Descripton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Descripton=&lt;br /&gt;
Crossover is a standard Capture-the-flag map, as opposed to the more rare offense-versus-defense map. It&amp;#039;s nice and snowy, and the yard is an &amp;quot;X&amp;quot; of bridges over freezing water. There are battlements, and each base is essentially a giant silo or pit or something.  Agoraphobics are not advised to play this map.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Ramp_Room|Ramp Room]]==&lt;br /&gt;
Stuff here.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Front_Door|Front Door]]==&lt;br /&gt;
Stuff here.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Base|Base]]==&lt;br /&gt;
Stuff here.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Flag_Room|Flag Room]]==&lt;br /&gt;
Stuff here.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Pit|Pit]]==&lt;br /&gt;
stuff here.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Elevator|Elevator]]==&lt;br /&gt;
Stuff here.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Battlements|Battlements]]==&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Yard|Yard]]==&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Water_Route|Water Route]]==&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_crossover/Tunnels|Tunnels]]==&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>CrazyEyes</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_well&amp;diff=6734</id>
		<title>Map:ff well</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_well&amp;diff=6734"/>
		<updated>2008-01-29T12:39:23Z</updated>

		<summary type="html">&lt;p&gt;CrazyEyes: /* Front Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Ah, yes. The classic map, a map that defines Team Fortress: Well. Well is a symmetrical capture-the-flag level that consists of three main parts: the Blue base, the Red base, and the very large yard in between the bases. The bases can be entered through a water route (with a little help from Mister [[Detpack]]), or you can bull-rush the front door. Other features include a roof and battlements for sniping, a middle bunker for ducking down in, and a roomy flag room, great for [[Sentry Gun|sentry guns]]. &lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==[[Map:ff_well/Respawn|Respawn]]==&lt;br /&gt;
This is where you respawn. Both respawns have two routes; one leads to the base and the other leads to a platform for [[Concjumping|concjumping]] to the enemy&amp;#039;s base. However, one of them has a hole that leads to the Flag Room Water Route. The backpacks in this room contain 200 Cells, 25 Rockets, 200 Shells, 200 Nails, 100 Health and 200 Armour. There is, of course, the obligatory spawnguarding indestructible turret to keep your spawn area free of [[Pyro|Pyros]] or perhaps the occasional [[Grenade:EMP|EMP]]-happy [[Engineer]].&lt;br /&gt;
&lt;br /&gt;
==Conc Route Exit==&lt;br /&gt;
&lt;br /&gt;
This is a small platform for concjumping over to the enemy&amp;#039;s yard. Even if you can&amp;#039;t concjump, it&amp;#039;s an alternate way to get out of the base without having to go through the front door. It can also be used for the more conventional [[rocket jump]].&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Ramp_Room|Ramp Room]]==&lt;br /&gt;
&lt;br /&gt;
This is the main room in your base. On the bottom level, there are routes that lead to the front door, the Lower Flag Room and respawn rooms. The upper portion leads to the Battlements. It&amp;#039;s relatively tight and directly accesses almost every area in the base.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Battlements|Battlements]]== &lt;br /&gt;
&lt;br /&gt;
This is the main [[Sniper]] post, accessed from the upper Ramp Room. Its back has an elevator that leads to the Loft. You will want to steer clear of this little window if you are in the Yard.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Loft|Loft]]==&lt;br /&gt;
This is a area directly above the Ramp Room that has four backpacks, a hole leading to the Ramp Room and an elevator. This is the main resupply room for Engineers building in the Flag Room. The backpacks contain 60 Cells, 60 Rockets, 60 Shells, 60 Nails, 1 Regular and Special grenade, 20 Health and 15 Armour. [[Spies]] also like to hide here, waiting for an opprotune moment to sabotage all of the hard-working Engie&amp;#039;s sentry guns.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Flag_Room_Catwalks|Flag Room Catwalks]]==&lt;br /&gt;
These are catwalks placed on the upper side of the Flag Room area. These lead to the Flag Room. Usually sentry guns will be placed here, or in the Water Route on the bottom level.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Flag_Room_Water|Flag Room]]==&lt;br /&gt;
This is a circular room that contains the flag and a button that will open a barred, large window. The window has a hole in it that, if you crouch, can squeeze through, but if you press the button as you exit the flag room, the bars will recede fully and you can simply jump through. Watch out for [[Dispenser|Dispensers]] that will be sure to block this way.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Lower_Flag_Room|Lower Flag Room]]==&lt;br /&gt;
&lt;br /&gt;
This area contains the Cap Point (inside the silo), elevators leading to the Flag Room Catwalks, an exit to the Ramp Room, and the Flag Room Water. There is a bridge over the water, from which anyone coming in through the water route will emerge. Two entrances lead in from the ramp room, on the other side of the bridge, opposite from the elevators.&lt;br /&gt;
&lt;br /&gt;
==Flag Room Water==&lt;br /&gt;
One route leads to the Water Route, while the other leads to the one of the Respawn rooms. The bridge is overhead.&lt;br /&gt;
&lt;br /&gt;
==Water Route==&lt;br /&gt;
A route leading from the Yard to the Flag Room Water. It&amp;#039;s entrance in the Yard Canal is usually blocked by a grate, but it can be destroyed with a Detpack.&lt;br /&gt;
&lt;br /&gt;
==Yard Canal==&lt;br /&gt;
This area are the moats in front of each base. These lead to the Yard or Bunker. &lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Bunker|Bunker]]==&lt;br /&gt;
This is a bunker for sniping the enemy near his base. On each end are entrances to the Yard Canal, and the sides have entrances leading to the Yard. Spies will hide here, and [[Medic|Medics]] will probably have fun infecting anyone who runs by with their medkits.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Yard|Yard]]==&lt;br /&gt;
This is the big yard in front of the bases. The sides of the bases have a ladders (which are covered from enemy fire, unless you are unfortunate enough to have a [[Demoman]] shoot grenades down at you as you climb) leading to the roof; an excellent sniping position.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Front_Door|Front Door]]==&lt;br /&gt;
This must be opened by hitting the buttons on the side of it. Expect heavy resistance inside.&lt;br /&gt;
Leads directly into the ramp room, with both Respawns flanking the route there.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>CrazyEyes</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_well&amp;diff=6733</id>
		<title>Map:ff well</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_well&amp;diff=6733"/>
		<updated>2008-01-29T12:38:24Z</updated>

		<summary type="html">&lt;p&gt;CrazyEyes: /* Conc Route Exit */  Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Ah, yes. The classic map, a map that defines Team Fortress: Well. Well is a symmetrical capture-the-flag level that consists of three main parts: the Blue base, the Red base, and the very large yard in between the bases. The bases can be entered through a water route (with a little help from Mister [[Detpack]]), or you can bull-rush the front door. Other features include a roof and battlements for sniping, a middle bunker for ducking down in, and a roomy flag room, great for [[Sentry Gun|sentry guns]]. &lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==[[Map:ff_well/Respawn|Respawn]]==&lt;br /&gt;
This is where you respawn. Both respawns have two routes; one leads to the base and the other leads to a platform for [[Concjumping|concjumping]] to the enemy&amp;#039;s base. However, one of them has a hole that leads to the Flag Room Water Route. The backpacks in this room contain 200 Cells, 25 Rockets, 200 Shells, 200 Nails, 100 Health and 200 Armour. There is, of course, the obligatory spawnguarding indestructible turret to keep your spawn area free of [[Pyro|Pyros]] or perhaps the occasional [[Grenade:EMP|EMP]]-happy [[Engineer]].&lt;br /&gt;
&lt;br /&gt;
==Conc Route Exit==&lt;br /&gt;
&lt;br /&gt;
This is a small platform for concjumping over to the enemy&amp;#039;s yard. Even if you can&amp;#039;t concjump, it&amp;#039;s an alternate way to get out of the base without having to go through the front door. It can also be used for the more conventional [[rocket jump]].&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Ramp_Room|Ramp Room]]==&lt;br /&gt;
&lt;br /&gt;
This is the main room in your base. On the bottom level, there are routes that lead to the front door, the Lower Flag Room and respawn rooms. The upper portion leads to the Battlements. It&amp;#039;s relatively tight and directly accesses almost every area in the base.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Battlements|Battlements]]== &lt;br /&gt;
&lt;br /&gt;
This is the main [[Sniper]] post, accessed from the upper Ramp Room. Its back has an elevator that leads to the Loft. You will want to steer clear of this little window if you are in the Yard.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Loft|Loft]]==&lt;br /&gt;
This is a area directly above the Ramp Room that has four backpacks, a hole leading to the Ramp Room and an elevator. This is the main resupply room for Engineers building in the Flag Room. The backpacks contain 60 Cells, 60 Rockets, 60 Shells, 60 Nails, 1 Regular and Special grenade, 20 Health and 15 Armour. [[Spies]] also like to hide here, waiting for an opprotune moment to sabotage all of the hard-working Engie&amp;#039;s sentry guns.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Flag_Room_Catwalks|Flag Room Catwalks]]==&lt;br /&gt;
These are catwalks placed on the upper side of the Flag Room area. These lead to the Flag Room. Usually sentry guns will be placed here, or in the Water Route on the bottom level.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Flag_Room_Water|Flag Room]]==&lt;br /&gt;
This is a circular room that contains the flag and a button that will open a barred, large window. The window has a hole in it that, if you crouch, can squeeze through, but if you press the button as you exit the flag room, the bars will recede fully and you can simply jump through. Watch out for [[Dispenser|Dispensers]] that will be sure to block this way.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Lower_Flag_Room|Lower Flag Room]]==&lt;br /&gt;
&lt;br /&gt;
This area contains the Cap Point (inside the silo), elevators leading to the Flag Room Catwalks, an exit to the Ramp Room, and the Flag Room Water. There is a bridge over the water, from which anyone coming in through the water route will emerge. Two entrances lead in from the ramp room, on the other side of the bridge, opposite from the elevators.&lt;br /&gt;
&lt;br /&gt;
==Flag Room Water==&lt;br /&gt;
One route leads to the Water Route, while the other leads to the one of the Respawn rooms. The bridge is overhead.&lt;br /&gt;
&lt;br /&gt;
==Water Route==&lt;br /&gt;
A route leading from the Yard to the Flag Room Water. It&amp;#039;s entrance in the Yard Canal is usually blocked by a grate, but it can be destroyed with a Detpack.&lt;br /&gt;
&lt;br /&gt;
==Yard Canal==&lt;br /&gt;
This area are the moats in front of each base. These lead to the Yard or Bunker. &lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Bunker|Bunker]]==&lt;br /&gt;
This is a bunker for sniping the enemy near his base. On each end are entrances to the Yard Canal, and the sides have entrances leading to the Yard. Spies will hide here, and [[Medic|Medics]] will probably have fun infecting anyone who runs by with their medkits.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Yard|Yard]]==&lt;br /&gt;
This is the big yard in front of the bases. The sides of the bases have a ladders (which are covered from enemy fire, unless you are unfortunate enough to have a [[Demoman]] shoot grenades down at you as you climb) leading to the roof; an excellent sniping position.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Front_Door|Front Door]]==&lt;br /&gt;
This must be opened by hitting the buttons on the side of it. Expect heavy resistance inside.&lt;br /&gt;
 Leads directly into the ramp room, with both Respawns flanking the route there.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>CrazyEyes</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_well&amp;diff=6694</id>
		<title>Map:ff well</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_well&amp;diff=6694"/>
		<updated>2008-01-29T04:25:37Z</updated>

		<summary type="html">&lt;p&gt;CrazyEyes: Added a bunch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Ah, yes. The classic map, a map that defines Team Fortress: Well. Well is a symmetrical capture-the-flag level that consists of three main parts: the Blue base, the Red base, and the very large yard in between the bases. The bases can be entered through a water route (with a little help from Mister [[Detpack]]), or you can bull-rush the front door. Other features include a roof and battlements for sniping, a middle bunker for ducking down in, and a roomy flag room, great for [[Sentry Gun|sentry guns]]. &lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==[[Map:ff_well/Respawn|Respawn]]==&lt;br /&gt;
This is where you respawn. Both respawns have two routes; one leads to the base and the other leads to a platform for [[Concjumping|concjumping]] to the enemy&amp;#039;s base. However, one of them has a hole that leads to the Flag Room Water Route. The backpacks in this room contain 200 Cells, 25 Rockets, 200 Shells, 200 Nails, 100 Health and 200 Armour. There is, of course, the obligatory spawnguarding indestructible turret to keep your spawn area free of [[Pyro|Pyros]] or perhaps the occasional [[Grenade:EMP|EMP]]-happy [[Engineer]].&lt;br /&gt;
&lt;br /&gt;
==Conc Route Exit==&lt;br /&gt;
&lt;br /&gt;
This is a small platform for concjumping over to the enemy&amp;#039;s yard. Even if you can&amp;#039;t concjump, it&amp;#039;s an alternate way to get out of the base without having to go through the front door. It can also be used for the more conventional [[rocketjump]].&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Ramp_Room|Ramp Room]]==&lt;br /&gt;
&lt;br /&gt;
This is the main room in your base. On the bottom level, there are routes that lead to the front door, the Lower Flag Room and respawn rooms. The upper portion leads to the Battlements. It&amp;#039;s relatively tight and directly accesses almost every area in the base.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Battlements|Battlements]]== &lt;br /&gt;
&lt;br /&gt;
This is the main [[Sniper]] post, accessed from the upper Ramp Room. Its back has an elevator that leads to the Loft. You will want to steer clear of this little window if you are in the Yard.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Loft|Loft]]==&lt;br /&gt;
This is a area directly above the Ramp Room that has four backpacks, a hole leading to the Ramp Room and an elevator. This is the main resupply room for Engineers building in the Flag Room. The backpacks contain 60 Cells, 60 Rockets, 60 Shells, 60 Nails, 1 Regular and Special grenade, 20 Health and 15 Armour. [[Spies]] also like to hide here, waiting for an opprotune moment to sabotage all of the hard-working Engie&amp;#039;s sentry guns.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Flag_Room_Catwalks|Flag Room Catwalks]]==&lt;br /&gt;
These are catwalks placed on the upper side of the Flag Room area. These lead to the Flag Room. Usually sentry guns will be placed here, or in the Water Route on the bottom level.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Flag_Room_Water|Flag Room]]==&lt;br /&gt;
This is a circular room that contains the flag and a button that will open a barred, large window. The window has a hole in it that, if you crouch, can squeeze through, but if you press the button as you exit the flag room, the bars will recede fully and you can simply jump through. Watch out for [[Dispenser|Dispensers]] that will be sure to block this way.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Lower_Flag_Room|Lower Flag Room]]==&lt;br /&gt;
&lt;br /&gt;
This area contains the Cap Point (inside the silo), elevators leading to the Flag Room Catwalks, an exit to the Ramp Room, and the Flag Room Water. There is a bridge over the water, from which anyone coming in through the water route will emerge. Two entrances lead in from the ramp room, on the other side of the bridge, opposite from the elevators.&lt;br /&gt;
&lt;br /&gt;
==Flag Room Water==&lt;br /&gt;
One route leads to the Water Route, while the other leads to the one of the Respawn rooms. The bridge is overhead.&lt;br /&gt;
&lt;br /&gt;
==Water Route==&lt;br /&gt;
A route leading from the Yard to the Flag Room Water. It&amp;#039;s entrance in the Yard Canal is usually blocked by a grate, but it can be destroyed with a Detpack.&lt;br /&gt;
&lt;br /&gt;
==Yard Canal==&lt;br /&gt;
This area are the moats in front of each base. These lead to the Yard or Bunker. &lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Bunker|Bunker]]==&lt;br /&gt;
This is a bunker for sniping the enemy near his base. On each end are entrances to the Yard Canal, and the sides have entrances leading to the Yard. Spies will hide here, and [[Medic|Medics]] will probably have fun infecting anyone who runs by with their medkits.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Yard|Yard]]==&lt;br /&gt;
This is the big yard in front of the bases. The sides of the bases have a ladders (which are covered from enemy fire, unless you are unfortunate enough to have a [[Demoman]] shoot grenades down at you as you climb) leading to the roof; an excellent sniping position.&lt;br /&gt;
&lt;br /&gt;
==[[Map:ff_well/Front_Door|Front Door]]==&lt;br /&gt;
This must be opened by hitting the buttons on the side of it. Expect heavy resistance inside.&lt;br /&gt;
 Leads directly into the ramp room, with both Respawns flanking the route there.&lt;/div&gt;</summary>
		<author><name>CrazyEyes</name></author>
	</entry>
</feed>