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	<title>File:2mages1.jpg - Revision history</title>
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	<updated>2026-07-28T17:39:12Z</updated>
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	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:2mages1.jpg&amp;diff=370&amp;oldid=prev</id>
		<title>Sharkck: Two fortresses reared by a field and an underground tunnel. The central hall is a bit like the front hall on rock. At least, jump to the second floor (including snipers outside), the usual rj is no longer possible. Flagrum made quite original. To the f...</title>
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		<updated>2018-03-01T02:45:01Z</updated>

		<summary type="html">&lt;p&gt;Two fortresses reared by a field and an underground tunnel. The central hall is a bit like the front hall on rock. At least, jump to the second floor (including snipers outside), the usual rj is no longer possible. Flagrum made quite original. To the f...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Two fortresses reared by a field and an underground tunnel. The central hall is a bit like the front hall on rock. At least, jump to the second floor (including snipers outside), the usual rj is no longer possible. Flagrum made quite original. To the flag leads a suspension bridge over the acid. You can go straight on it, or you can jump down. From below, from the acid, to the flag are lifted two elevators. And for the flag itself is a touchdown, for the enemy.&lt;br /&gt;
All would be well, if not for one single narrow corridor leading from the central hall, to the above-mentioned bridge. It's too easy to turn it off, if necessary. Because of this, the card turns out to be quite deaf. Obviously not enough, or the second pass to the flag, or at least a teleport to leave it already with the flag. Otherwise, a very nice card on the design.&lt;/div&gt;</summary>
		<author><name>Sharkck</name></author>
		
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