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Underground War 2.0 How to Capture the Flag

Fifty points if you get it home — tunnels, holes, escorts, and the anticheat that punishes teleports.

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How to Capture the Flag

A flag steal is the fattest legal score in Underground War 2.0: 50 points and $50. That is more than seven kills and infinitely more than a brown-outline wall. The steal only counts if you get the enemy flag home. Pulling it and dying in their courtyard is a seven-point gift to them, not a “almost cap.” This page is the route, the escort, the walk back, and the anticheat that false-positives honest runners who look like scripts.

If you do not yet have a lane, read Digging and Tunnels first. If you keep losing the sword fight at the hole, read Combat Tips. Scoring context is on How to Play.

The 50-point steal

Each fortress has a flag. You take theirs and return it to your half. There is no third flag in mid and no “touch for points” on the pole. The HUD ticks 50 / $50 when the capture completes. Because 50 dwarfs dirt, one successful cap can unlock the nuke window that How to Launch the Nuke describes — still unpublished as a number, but obviously closer after a steal than after a shovel session.

Your own flag is the other half of the same problem. If you all run theirs, they walk yours for 50. A six-person cap with nobody home is how tied games flip. Leave at least one player who can see your pole or the holes around it.

Tunnel routes versus surface holes

NamuWiki’s surface read is four holes around each flagpole: center, left-middle, top-left, top-right. Those holes are the short path. They are also the camped path. A sniper on the tower next to the pole looks straight into the courtyard, and a sword user sitting on the lip of a hole wins most 1v1s against someone who just climbed out with a flag in hand.

Tunnels take longer to cut and they hide the runner. A shovel auto-digs; you do not click. Cut a lane that opens beside their courtyard rather than under the pole, so you step out behind cover instead of into the tower angle. Leave the ceiling high enough to walk with the flag. Do not swiss-cheese the last wall — one clean mouth is easier to escort than five bait holes the enemy already watches. Dirt durability and bait-hole design are on the digging page.

Surface holes are the call when a lane is already open, the tower is empty, or you need the 50 before the other team launches a nuke. Pop the hole with sword out, not shovel — slot 2 on the controls hotbar. NamuWiki’s combat note is the right one: swap to sword before you enter or exit a hole, because that is where the ambush lives. If the first body on the lip dies, the runner should not follow; a second death is fourteen points against a steal you no longer have the numbers for.

Pick one route per attempt. Mixing a tunnel entrance with a surface exit while carrying the flag is how you get lost, meet two enemies, and drop it.

Escort

A solo cap is a coin flip. A two-person cap is the default:

  • Runner holds the flag and does not stop to farm a brown wall. Shovel off. Sniper only if the hallway is long and empty. Sword out at every mouth.
  • Escort walks slightly ahead, takes the first sword trade, and peeks the tower. If the escort owns the rocket launcher (gamepass 49150929), a rocket into a packed lip is a setup, not a flag-clear — do not blow the runner.

A third player holding your tunnel mouth stops the collapse behind the runner. That is the difference between a 50-point tick and a body dumped in mid-dirt. Call the cap in voice or chat before you pull the pole so the rest of the six are not still digging outlines on the wrong half.

Anticheat false positives — do not teleport the flag

capserg’s anticheat is harsh on movement that looks illegal:

  • Speed or reach can explode you.
  • Teleport, over-wall paths, or a flag that moves too fast can kill you or disable guns.

That last one is why this page warns about movement scripts. A “flag TP” clip is not a strat. It is how you drop the 50-point objective, lose your sniper, and hand the other team a free defense. Even honest runners get clipped when they vault geometry, get launched by a rocket, or rubber-band on mobile data. If guns vanish after a weird landing, you did not find a tech — you tripped the same net.

Stay in the dirt lanes you dug. Walk. Do not use a movement script to carry the pole. If you are reading executor pages, read the warning on the scripts hub first and then do not TP the flag anyway.

Return home

The steal is not done at their pole. It is done when the flag is home. Path back through the same tunnel you cleared; it is still the route your escort knows. Surface sprinting with the flag is shorter and louder. If you must use a hole, use one on your half so a missed jump dumps you toward spawn instead of toward their sword.

First Aid is once per life. Spend it on the walk home if you are tagged, not on the pull. A runner who heals at the enemy pole and dies at mid spent the heal on the wrong half of the map.

After a successful 50, do not immediately run a second cap unless their defense is gone. Sit on the point lead, hold your holes, and look at the nuke HUD. A greedy second steal is how a won round donates 7+7+7 while their runner walks your undefended pole. Capture when the lane is open; defend when the 50 is already in the bank.

FAQ

Frequently Asked Questions

Quick answers for Underground War 2.0 players.

How many points is a flag in Underground War 2.0?

50 points and $50 if you get the enemy flag home. A kill is 7. Dirt is 1 per two blocks (or per brown-outline wall). See How to Play.

Should I use surface holes or tunnels to steal the flag?

Tunnels are safer and hide the runner. The four surface holes (center, left-middle, top-left, top-right) are faster and more camped. Sword out at every lip. Details in Digging.

Why did I die or lose my gun while carrying the flag?

The anticheat explodes speed/reach and can kill you or disable guns on teleport, over-wall, or a too-fast flag. Do not TP the steal. Read the warning on Scripts.

Do I need an escort to capture?

A solo cap can work on an empty courtyard. The default is a runner plus an escort who takes the first sword at the mouth, with someone still watching your own flag.