Every WolfTeam Legacy mode asks a different question of your team. Deathmatch asks who can aim, Destruction asks who can defend a site, and Conquest, called İşgal in Turkish, asks who can hold ground. It is the flag mode: five flags, two teams, and a scoreboard that grows one point at a time until a side reaches the room's target. This guide walks through how the mode really works in today's build, from flag captures to the timeout rule, and lists every arena the flag family can run on.

Five flags, one scoreboard

Conquest is built around exactly five flags. Each classic flag arena in the map catalog declares FlagNum=5 together with five flag positions, and the server mirrors that number: every live room keeps a five-slot flag table, one slot per flag, recording which team currently owns it. Every round starts with all five slots unowned, so no advantage carries over between rounds.

A flag event scores twice. Your team's match score rises by one point, and your personal flag count for the current round rises by one too. The server does not take the report at face value: the reporting session must match the acting player's room slot and team, the player must be alive, and both the match and the round must be running. Accepted flag events are broadcast to the whole room, so everyone sees flag ownership and the score move together.

Two ways a round ends

The fast way is to take all five flags. The moment one team owns every slot in the flag table, the server adds one point to that team, resets the flags and ends the round on the spot. A coordinated push across the whole map can finish a round long before the clock does.

The slow way is to let the round clock run out. On timeout the server compares how many flags each team currently holds: the side holding more flags takes the round and the point, and if the flag counts are equal, neither team scores. If the round score is still level after that, the round is awarded to the red side, a server tiebreak worth remembering in close matches.

Winning the match, forfeits included

A Conquest match ends when a team reaches the room's point target, the same points limit you set as the third match constraint when creating or editing a room, next to round count and round time. There is no kill requirement. A patient team that wins the flag timings quietly can outscore a bloodier one, so chasing kills across the map is often the losing play.

Leaving has consequences this mode shares with every other team mode: if one side empties completely while a round is running, the remaining team is awarded the round. And the scoreboard is strictly server-side. Clients cannot declare a round or match result, because those messages are deliberately ignored by design so that an untrusted winner byte can never choose a winner or trigger a second reward. What you see when a round ends is what the server counted, flag by flag.

Where the flags are planted: the arena pool

The classic İşgal shelf runs on seven arenas: Covolt Bridge, Paien Lab, Wolf City, Station, Rose, Frozen and Castle, plus the Random placeholder. Counting the wolf variants, the flag family reaches nine distinct arenas, adding Power Plant and Bridge, which appear only in the wolf conquest variant. Route guides for Covolt Bridge, Frozen and other arenas are already live on this blog if you want a head start before your first flag run.

One catalog detail worth knowing: each flag map declares its own respawn wait times. Most classic arenas declare five seconds for both sides, Rose declares slightly longer for the red side, and Frozen declares four and a half seconds on both sides. These values come from the client's map catalog, and they explain why some flag arenas feel faster to re-enter than others after a death.

Wolf Conquest and Wolf-War

The client's mode list separates the relatives: Conquest (İşgal), Wolf Conquest (Kurt İşgali), Wolf-War (Kurt Savaşı), with EX-Conquest (EX-İşgal) also named in the list. On the server, the whole flag family runs through one ruleset: four mode codes share identical flag scoring, capture-all and timeout behaviour. The differences live in the map bindings and the catalog, not in the rules.

Wolf Conquest runs on six arenas: Paien Lab, Wolf City, Rose, Frozen, Power Plant and Bridge. Two of them use dedicated wolf-variant worlds, with Wolf City and Rose each shipping a separate wolf version of their map file. The catalog also declares asymmetric respawn waits on the wolf conquest rows, Wolf City for example declaring 6.75 seconds for one side and 2 seconds for the other, though it does not label which side is which species, so we will not pretend it does. Wolf-War runs on six of the classic arenas using their standard map files.

Stronghold is a different animal

Capture-the-flag lives outside this family. The CTF catalog rows bind only to Stronghold, on its own Stronghold_CTF world file, in three catalog variants, and they declare no flag count at all, a different objective setup from the five-flag arenas. The live guide's compatibility table keeps CTF, Ex-Conquest and Wolfhunt in its experimental tier: real-client room creation and map spawn are verified, while contested objective interactions remain experimental.

Practising Conquest today

Bot rooms cannot help here: the server forces AI rooms onto the deathmatch base, so the bot training routine from our earlier guides warms up your aim, not your flag routes. The live guide's compatibility row for this mode reads, word for word in English, "Server round-clock and winner regressions. Full paired acceptance is pending." and in Turkish, "Sunucuda tur süresi ve kazanan kontrolleri. İki gerçek oyunculu kabul bekliyor." In practice that means the rules above are live server code, and the fastest way to see them work is a human room on Covolt Bridge or Castle. Bring a mid-range weapon, learn the five flag positions on your chosen arena, and remember the golden rule of İşgal: you do not need every kill, you need every flag.

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