Team Fortress 2 – Spy Strategy Guide

By nodforlife & sR + Orca

Email: (nodforlife) -
       (sR + Orca) -

Steam IDs: nodforlife, Delkin525


Upon seeing so many poor Spy players online I figured it was time
to create a how-to guide on what I consider the most difficult
class to play successfully in Team Fortress 2. The Spy is the
weakest of the classes physically, yet he makes up for it with a
slew of cunning tricks that can be essential for the victory of
your team. A well timed sapper can provide just enough of a lull
in the opponentÂ’s defenses to allow your team to bust through and
capture a point. Flanking the entire teamÂ’s rush and stabbing
their medics can end their offensive before itÂ’s even had time to
reach your front lines. Pesky heavies and camping Snipers
frequently fall victim to a capable SpyÂ’s blade. And, really,
thereÂ’s nothing more satisfying in TF2 than backstabbing a
medic/heavy combo and taking down their 600 combined health with
two deft mouse clicks. The Spy is my favorite class for these
reasons, and despite his obvious deficiencies he can easily
dominate the scoreboards and lead his team to victory. This guide
will attempt show you how. (I should mention this guide is
intended for players on public servers. While I feel some of
these tips are universal, in a clan match the players are much
better and will sniff out a lot of the tricks here. Also, the Spy
benefits from larger player numbers, and the smaller matches for
clans donÂ’t lend themselves to the trickery).

This guide is broken up into three chunks:

1)   A general outline of the SpyÂ’s weapons and statistics.
2)   Some general dos and donÂ’ts for the Spy applicable to every
     map, including Engineer sapping/killing guide and which
     classes make the best targets for backstabbing
3)   Map-specific strategies (shipped maps only, no customs)


Section 1)   General Outline

The Spy has the least amount of health that any class gets in
TF2, tied with the Scout and Engineer with 125 health to start.
He has five weapons/abilities: the revolver, the sapper, the
knife, the disguise kit, and the cloaking devise. A good Spy will
utilize all of these over the course of a map, so familiarity
with all is essential.

The Revolver:
The SpyÂ’s primary weapon. It holds six bullets before reload, but
the reload time is fairly quick, which comes in handy during the
frequent battles you will be having with the shotgun-toting
Engineers, who have a very slow reload time in comparison. The
Revolver does around 40 damage per shot, so itÂ’s not completely
useless, but is really only useful in taking out the weaker
classes: Engineers, Scouts, and other Spies. When engaged in a
firefight with the pistol, itÂ’s best to retreat as you fire,
since the SpyÂ’s bullets do the same damage from any range, while
the shotgun toting classes have their damage limited by distance,
and you will be out of range of the PyroÂ’s flamethrower.

The Sapper:
For destroying buildings. If you have this selected and approach
an enemy building, a white outline of the sapper will appear on
top of the nearest one. Clicking applies the sapper, but does not
blow your disguise. It does, however, tip off everyone nearby
since they will see a supposed friendly unit and a sapped
building. Planting and running is the best strategy, unless
thereÂ’s a nosey Engineer around. IÂ’ll talk bout how to deal with
them in the next section. Sappers will disable the operation of
whatever they are applied to for the duration of the sap,
eventually causing the building to blow up. The sappers slowly
suck the life from their buildings and they kill teleports and
dispensers fairly quickly. Fully powered up sentries take a while
and the sappers will usually be destroyed by an Engineer, since
most Engineers consider a Level 3 sentry too valuable a prize to
leave undefended. In this case, just reapply the sapper until the
sentry dies. The sapper takes health faster than the engineer can
repair it, and even if heÂ’s pounding on it with his wrench the
whole time youÂ’re sapping it, youÂ’ll kill it eventually.

The Butterfly Knife:
This is where most of your points will come from. The knife kills
most classes in about four stabs from the front, but from the
back or side itÂ’s a one hit kill, and youÂ’re rewarded with two
points for a backstab instead of the one for a front stab. Since
most of your kills come from backstabs, this can lead to some
pretty lofty scores, and a good Spy can dominate the scoreboards
by double-digit points if he can knife properly. Obviously, the
slower classes like Heavies and Soldiers are easier to stab since
they donÂ’t dart around and prevent you from a clear path to their
backs, like Medics and Scouts tend to do.

The Cloak:
This is key. Knowing when to cloak is the difference between a
skilled Spy and an amateur. Right-clicking the mouse will begin
the cloak. It takes a moment before youÂ’re completely transparent
and enemies can still bump into you. If they do, you will shimmer
for a moment and your location will be revealed. This also
happens if you take damage, so staying out of the path of the
HeavyÂ’s minigun or the PyroÂ’s flames is recommended. The cloak
lasts about 10 seconds before the meter is empty and it recharges
to full as long as youÂ’re not using it. When invisible, sentries
will not shoot at you and changing disguises does not reveal you,
so transforming while cloaked is advised.

The Disguise Kit:
Does what the name implies. You can transform into either an
enemy or friendly class and you will appear to the enemy as such.
It takes a moment for a disguise to take effect and a small cloud
will appear around you for the duration of the change. Once
disguised, only using the revolver or knife will take off the
disguise, exposing you to sentries or other defenders, so only go
for the kill if you a) are spotted and have to fight or b) have
an easy backstab. Also, you will appear to the enemy as whichever
class youÂ’ve selected carrying itÂ’s primary weapon, ie if youÂ’re
a Pyro youÂ’ll have the flamethrower, a Heavy youÂ’ll have the
minigun, etc. Really, there are only three classes worth being
disguised as: Pyro, Demoman, and Sniper. Soldiers and Heavies are
too slow to get stabs, Scouts are too fast and a disguised Scout
will be slower than a real one, Engineers almost always have
their wrench out for sapper destruction/sentry upgrades and
seeing one with a shotgun out is a giveaway, Medics will be
expected to heal and usually donÂ’t have the syringe gun selected,
and Spies never run around undisguised, which you will look like
to them if you disguise as a Spy (ie you wonÂ’t have a mask on).

Further detail on the why/why not of who to disguise as is below:

------------------------           ------------------------------
=========[Four classes you should never disguise as]============= 
Heavy- You're a huge target. Most people realize whether or not
 their team has a Heavy, they are a class that demands attention,
 whether they mean to or not. Part of the reason that a Heavy is
 a dead give away is the fact that they are so huge. People pay
 attention to you more. Not to mention that a Heavy is always
 situated on the front line, and is always firing away. Seeing as
 how you canÂ’t shoot, youÂ’d be a dead giveaway. Also, itÂ’s worth
 noting that disguising as a Heavy will not help to kill Medics,
 being that you are slow moving now.

Note: Most Medics know exactly how a Heavy (or anyone they are
 healing) should act, and deviationg from that known way of
 acting only causes suspicion.


Scout- As a Scout your speed doesn't increase, and if it does it
 is hardly worth mentioning. It's obvious to the enemy that
 you're not a Scout. Scouts are frantic bastards and double jump
 like thereÂ’s no tomorrow. Surely a Spy can't perform as such.


Soldier- This is surprisingly the slowest moving character in the
 game, though; his gun makes him more maneuverable than the
 Heavy. While the Heavy shoots he hardly moves, and it is hard
 for him to turn quickly, making him a target for Snipers, and
 spies alike. Your lessened speed and the fact that you aren't
 constantly jumping and rocketing is a clear sign to all that you
 are a Spy.


Medics- Obviously Medics are the WORST possible disguise. They
 are constantly being demanded upon by there team, and disguising
 yourself as a Medic will only have the enemy following you
 expecting to be healed. They will slaughter you in seconds,
 because Medics are ALWAYS HEALING. Again, obviously a Spy can't
 heal. The point of a Spy is to bring the least amount of
 attention to oneself. 

=========[Your best disguise options are as follows]============== 

Pyro- The Pyro is probably the single best disguise ever. Why?
 SimpleÂ… The Pyro is a trademark anti-Spy character. Because they
 hunt spies, Pyros are known to randomly wander about, having no
 real order to gameplay. Oftentimes you won't be noticed, being
 that itÂ’s not so suspicious of a Spy to be anywhere and
 everywhere. Not to mention the fact that the flame is short
 ranged, so the enemy won't assume that because youÂ’re not firing
 your weapon, youÂ’re a Spy. On the other hand, if you imitate a
 Heavy or Soldier, it is likely that the enemy can tell that
 youÂ’re a Spy based on the fact that you arenÂ’t shooting. Also,
 you aren't slowed down at all in this disguise.

Note: Posing as a friendly Pyro (a Pyro of your team color) is
 also an incredibly effective way of scaring off, and dealing
 with enemy spies. This is so for a few reasons. One, as you'll
 see later in this guide Pyro's are the worst target for a Spy,
 and should be avoided at all costs. With that said, the enemy
 Spy will more than likely try to avoid you, this is good because
 if you are looking for an enemy Spy, and you notice that one of
 your own is avoiding you, cough, Spy. NOw you can have a
 revolver duel, alert others, or attempt stabbing him to death.
 Good luck!


Engineer- The engineer is one of the best disguises to take out
 sentries, being that it is typical of an engineer to stick near
 his sentry and dispenser. Sap first then stab (sapping is
 explained in greater depth in the target section). Sadly, the
 engineer is a highly suspected disguise; this is thanks to the
 fact that too many spies are uncreative and think there's no
 other way to deal with sentries than to take on this disguise.
 Pyros will constantly check engineer's above all else.


Demoman- The Demoman is among the best in-between disguises. It's
 not highly expected, and it won't slow the movement of the spy.
 Still, if the Demoman is seen wandering in a fashion unlike a
 Demoman it's obvious to the enemy that you're a Spy so, be


Sniper- The Sniper disguise is good when you are in the
 appropriate place. If you are in a particular part of a map in
 which Snipers dwell then props to you, stab them Snipers!
 Otherwise this class is suspicious.

Note: When posing as a Sniper, to avoid suspicion be aware of 
 your surroundings, have a target in mind, and act interested in
 your team. Act as though they (your team) are a dynamic worry to
 you, strafe back-and-forth looking in the direction of your
 team, especially when enemies are present. As soon as a target
 is within range, or when the moments right, break from the act
 and assassinate. 


Spy- Yes, another useful disguise is to become an enemy Spy. This
 is because the enemy expects to see you wondering around with
 the enemy, in this case, your team. Also, spies are not so
 combative; they aren't always shooting like the Heavy... so it's
 less suspicious to see a Spy wandering around not flailing his
 gun. Though, for some reason being a spy can sometimes attract
 attention because you still give off that Spy like odor to the
 enemy. They will strike you down in fear that you are indeed an
 enemy. Still, the disguise is better then most; youÂ’ve just got
 to be smart.


Section 2) General Dos and DonÂ’ts

While each map has specific strategies that work best, there are
some basic techniques that are applicable to all stages, both
offense and defense. First, I must say these suggestions are
based on the idea that you would rather have your team win the
map than dominate the scoreboards. Those two arenÂ’t necessarily
mutually exclusive, but sometimes the Spy must sacrifice his
score for the sake of victory (2fort especially).

1)   DONÂ’T attempt to get into firefights unless absolutely
necessary. You have too little health for that kind of exercise
and most every other gun in the game is more powerful than yours.
The only classes you have a chance of killing consistently are
Engineers and they are usually guarded by their allies or
sentries, since most Engineers camp nearby their teams spawn

2)   DONÂ’T run toward the enemy unless youÂ’re cloaked. Even if
you are disguised as them, the fact that a supposed teammate is
running at them is a dead giveaway that you are a Spy and they
will kill you. Cloak, get BEHIND their lines, then stab away.

3)   As an addendum to Number 2, the disguise is pretty much
worthless for fooling the other team. All but beginners have
learned to be suspicious of everyone, and will shoot every
teammate enough times to kill a disguised Spy. Be especially
weary of Pryos, since being set on fire does not disappear when
cloaked. In fact, steering clear of Pyros altogether is a good
idea, unless they are set up for the perfect stab.

4)   DO use the disguise for sentries. They will not shoot at you
if you look like the other team, allowing you to sap at will.
ThatÂ’s really the best use for the disguise, for any sneaking
around the opponents, the cloak is recommended.

5)   The best way to get backstabs is to cloak right before you
get to the point in the map where the teams are clashing, then
run back to a safe point behind their lines where you can
de-cloak and ‘join’ their team for the fight. Often times this
takes agility to avoid the firefight on the front lines, but if
you can juke your way around the flying grenades, rockets, and
Heavy bullets, there can often be bountiful rewards awaiting your
knife-wielding hands. Be careful there are no Engineers around,
since they like to hang out near the rear. Usually, if you see
the Medics run by that means the whole line has passed, since
Medics typically run behind everyone with their beam on a Heavy
or Soldier.

6)   DO stab their Medics first. They are crucial to any
offensive push, especially if they can get their Ubercharge.
Killing them makes a brief retreat/heal or Uber-rush for the
other team impossible, effectively ending their rush and allowing
your team to pick off the attackers. I list the order of priority
to stab at 1) Medics 2) Heavies (since itÂ’s really easy) 3)
Soldiers 4) Demomen 5) Everyone else. Obviously, killing
Engineers is important, too, but they are rarely on the front
lines and can be dealt with separately.

7) Accept the fact that as a Spy, YOU WILL DIE A LOT. Spies are
weak, sapping sentries is often a suicide mission, and sometimes
their front line is so full of people and firepower that sneaking
by is impossible. Just suck it up, respawn, and go back at them.
ThereÂ’s a reason you get twice as many points for a backstab,
since you probably die twice as much as other classes just
getting into the position to get one. But oh, how sweet they are.
My apologies, indeed.

8) The Spy is an offensive character. That means, donÂ’t hang
around your base expecting to fool their rushers and getting
stabs. You have to be daring. You have to be willing to get
killed trying to capture a point or getting the intel.

9) Plan proactively. If you can see youÂ’re team has a capture
well in hand, try to sneak onto the next point for an easy
capture before the enemy can get its defenses up. This works
great on the final points on Granary and Well since they capture
really fast and you can almost always get the point before they
can stop you. Then you can rush into their spawn before your team
can get there and steal all the juicy free kills.

10) DonÂ’t get greedy with sapping. When you put a sapper on
something, be sure you can get away cleanly unless youÂ’re just
trying to get a sentry and dying is expected. If there are four
enemies with their backs to you and an enemy teleport nearby,
LEAVE IT ALONE. If the Engineer is nearby, heÂ’ll announce that
heÂ’s being sapped and his team will raise hell looking for you.
Besides, killing the enemy troops is worth more points, and is
usually better for your team, especially if thereÂ’s Medics in the

11) DONÂ’T use teleports. Your feet will glow for a few seconds
with your team color, even if youÂ’re cloaked, and it takes about
as long for the glow to go away as it would just to walk to the
spot where you exited. Unfortunately, Spies have to walk
everywhere if they want to be undetected.

12) The true skill that comes into play while playing Spy is speed.
 The only time you should sit still, if ever, is to  recharge
 your cloaking, and that's only if you are in a very secure spot.
 Otherwise, constantly change your disguise after being spotted,
 and while cloaked might I add. Spies are hunters... sometimes
 they let their prey come to them.

13) As a Spy, you have to avoid your own team when passing a choke
 point, no not entirely because you are afraid to be seen with
 your team in an enemy disguise, you can easily cloak and sneak
 away. The problem is that when you move with your team, even
 whilst invisible, you'll likely be shot in the crossfire and
 often times killed. For example, if your team goes to pint A, go
 to point B. Or, if they go to point A go to point B and make
 your way to point A. Take the long way, and kill everyone along
 the way.

14) Don't worry about what classes the enemy team has (unless itÂ’s a
 very small game) when it comes to deciding upon a disguise. The
 enemy is usually too busy running about and wonÂ’t notice what
 their entire team is comprised of.

15) Also, be on the lookout for enemy spies, they are up to the
 same things that you are, so expect what they're up to before
 they even know what they are doing. There is nothing like out-
 spying a Spy. Keep track of enemy Spy movement especially after
 having breached the enemyÂ’s side of the map. Oftentimes youÂ’ll
 see an enemy Spy take on a disguise in plain site. Also, if you
 want to hunt enemy spies who are plaguing you team, one good
 strategy is to disguise yourself as a Pyro of your own team.
 Spies usually fear Pyros, and donÂ’t attempt stabbing them. This
 will usually give you an edge over enemy spies. Make sure to
 watch for typical de-cloaking areas that you would use as a Spy
 to catch their spies in the act.

16) If you're chasing down an enemy, and can't catch up, gun them
 down. The revolver isn't the most powerful weapon, but if used
 correctly (and by all means this is correctly), there are many
 scenarios inwhich it can be used successfully. Though, must I
 remind you that as a Spy your primary focus should be that of
 your knife?

17) Sometimes youÂ’ll be caught in a scenario where youÂ’ll have no
 choice but to pass straight by an enemy who will soon hopefully
 walk right by you. A few things will help in them not becoming
 suspicious of you. Firstly, donÂ’t look straight at them, look
 straight ahead. DonÂ’t act like youÂ’re afraid of them, try to act
 natural, so in this case no backing off then proceeding forward
 again. What you should do when you are passing by an
 unsuspecting enemy is at the very instant where you pass one
 another, turn to them very quickly and stab. This is such a
 satisfying way of dealing with the enemy.

18) When cloaking/de-cloaking always do so out of enemy site,
 and give the cloaking/de-cloaking process time to complete before
 you run out of cover. Many Spies donÂ’t realize that when they
 uncloak, they appear differently to the enemy, it takes about
 two seconds to fully de-cloak for them to look like their
 disguise. Otherwise they will be half translucent for a few
 moments, and then their cover is blown. The same issue is
 involved with cloaking. If you cloak and immediately try to run
 by enemies they will see you for a second, shoot in the area
 that you were headed, causing you to become slightly visible,
 and continue to shoot you. Heavies will do this all the time,
 if they are shooting and clip a Spy, they will follow the
 invisible Spy based on the translucent figure they see when they
 hit you, usually a Heavy will finish you like this; which is
 very annoying.

19) Sometimes people like to rely on hard facts to consider how
 they might go about playing. For example, many people would say
 never get in a fire fight with a Spy because his revolver is
 aomng the weakest weapons in the game, and the Spy also has
 little health in comparison to other classes. Though, those
 people fail to take into consideration the obvious. Often times
 when you use the revolver, the enemy will not expect it, and
 youÂ’d use it when backstabbing isnÂ’t possible. If the enemy
 isnÂ’t aware of you to begin with, then youÂ’ll easily land
 multiple hits, usually enough to kill, before the enemy even has
 time to react. So, stats aside, itÂ’s still a handy weapon.

Note: When dealing with the Heavy, Soldier, and any other class
 with a considerable amount of health use the revolver as a last-
 ditch effort, seeing as how they won't go down easily.

20) Furthering #19, in some cases youÂ’ll be forced to use your
 revolver because youÂ’ve run out of cloak and the enemy has
 already fired a few shots at you. Just take your time, and
 strafe to avoid their fire. One strategy IÂ’ve found to increase
 accuracy when the enemy is wildly moving about is actually to
 let strafing act as a sort of aiming, once youÂ’ve got your
 crosshair on the same level as the enemy, for example, on the
 same level as the body, strafe in whichever direction the enemy
 is moving, to line up your shot on them. For example, an Engineer
 is running back and forth firing off shotty rounds at you,
 sometimes simply aiming can work great, but itÂ’s also easy to
 miss, and you only have six shots. Move your crosshair so that
 when you strafe to the left or right it will fall upon the
 enemy, once you lineup with the enemy; fire. Sounds odd,
 but it works incredibly well. Why would you do this? Well,
 seeing as how youÂ’re adding strafing to a way of lining up your
 shot, youÂ’re already increasing the difficulty for your enemy
 to hit you based on the fact that you are dodging. Try it out,

21) Walking backwards towards your enemy can sometimes be one of
 the most discrete ways of sneaking amongst enemy ranks. Though,
 abusing your option of doing so could manifest a growing
 suspicion of you in the eyes of your enemy. Walking backwards is
 usually done when you are running out of cloak in, or amonghst
 enemy ranks, and it's always done when your team is present so
 it appears as if you are concerned with them. For example, one
 time I was running out of cloak, so I quickly looked for a spot
 to de-cloak, which in this case was on the other side of some
 wrather large crate. After uncloaking I quickly left my position
 joining nearby-by enemy forces (which were within my relative
 vicinity). I decided to face where the choke point was (thus
 facing my team) and I evasively backed off. This is effective
 because moving like the enemy makes you appear more believable 
 in their eyes.
    Sometimes backing up can be risky, here are a few things to
 be aware of... 
  A. Try to avoid bumping into an enemy while backing-
     up. This is an immediate give away to most every

  B. It's also useful to appear as if you are fearful
     of your own team. For example, if they are
     launching rockets at near-by enemies, you should
     dodge your own teams rockets, and other such gun
     fire. Again, if the enemy sees you dodging
     rockets, and other firepower, they'll be more
     likely to believe that you're one of them.
  C. Don't walk backwards in areas where it wouldn't
     make sense to do so. For example, once you are far
     from a choke point you'd tend to assume that there
     aren't many enemies near-by, so walking backwards
     and darting around as if to be affraid of your own
     team that is accross the map looks incredibly
     suspicious. I've seen some foolish spies do this
     before. The outcome is death.


  D. Getting cought in crossfire is the leading cause
     of death. Which for whatever reason is usually a
     rocket to your back. Attempt avoiding crossfire
     to the best of your ability.



Engineers (and all that they create): You will encounter a few
 scenarios when dealing with engineers. 

1.) Sometimes youÂ’ll find that an Engineer has left his things
 unattended, in which case sap everything in site. Though, most
 Engineers are smart enough to baby-sit sit their sentry gun,
 dispenser, and usually a tele exit. So, itÂ’s not always this 

2.) When they are camping their sentry gun and dispenser take
 note of a few things. Firstly, where is the dispenser in 
 relation to them? Usually they sit with their sentry gun in front
 of them and their dispenser behind. Secondly, where are you in
 relation to your target Engineer? If you come at the Engineer
 from the front, and he can see you, even in disguise, he will
 know youÂ’re a Spy. So itÂ’s always good to cloak and get by the
 target Engineer, then de-cloak in a safe place, and come from a
 natural place, approaching the Engineer from behind being the
 best case scenario. If this is the case, you have a few options.

  A. Sap everything near the Engineer and attempt to
     stab him.(Sometimes risky because he could repair
     the sentry just as you stab him and youÂ’ll
     probably die. Though, sometimes you can get a
     clean stab at his back.)


  B. Stab the Engineer then immediately sap the sentry
     (which is the most risky things to do with a tier
     three sentry as it could kill you right away).
     Make sure to then sap everything else.


  C. Sap, then strafe like mad re-sapping when the
     Engineer repairs, keeping the Engineer as busy as
     possible; when the moments right, if you have the
     opportunity, stab the Engineer.Hopefully, in the
     confusion the Engineer will be too busy attempting
     to repair everything. Overwhelming the Engineer is
     always of help. (You might use C when an Engineer
     builds his things in such a way that his back is
     to the wall and he canÂ’t be backstabbed. Which is
     often times the case for certain areas of many
     maps. Usually in said scenario the Engineer will
     be sitting on top of his dispenser, which is
     against the corner of a room.)

3.) The Engineer just began building a sentry, stab him in the
 back first, and then sap the level one sentry immediately. This
 can work with level three sentries as well but is a bit more
 risky as they may turn around quickly enough to shoot you. ItÂ’s
 not worth making it known to the Engineer that you are there. So
 sometimes stabbing first is the way to go, and can save you the
 pain of being beat to death by an angry wrench-wielding yellow-
 helmeted Engineer... Ultimately, I ALWAYS recommend you stab
 them in the back first, so long as you are directly behind the
 the sentry-- it is key that the sentry is facing away from you,
 you'll be able to stab then sap before it can fully turn to

Note: This becomes more difficult to pull off when an Engineer is
 sanwhiched between a dispensor and his sentry, because now you
 can't situate yourself directly behind the sentry unless you are
 sitting atop his dispensor, then stab, then sap.

Note: You can take quite a few hits from a tier 1 sentry before
 you die. So you have time to approach it and sap, even from the
 front. You can take less hits from a teir 2 sentry, but still
 if it turns and clips you a few times you'll usually survive
 to sap. If they teir 3 sentry has a chance to fire at you once,
 you're dead. 

4.) Sometimes you will find a sentry and dispenser off to the
 side, with no protection, but you know an Engineer is near
 enough that he can get there in time to halt your sapping. The
 best thing to do in such a scenario is to shoot whatever it is
 that you sapped with your revolver, thus blowing your cover.
 This is the smartest thing a Spy can do given the situation and
 scenario. While something is sapped it is loosing health
 rapidly, and sometimes not quickly enough for it to die before
 the aid of a near-by Engineer, so shooting the target, while
 sapped will surely get the job done. This strategy is usually
 done when no one is around to kill you when you come out of
 disguise. Though, it is also sometimes a last effort to ensure
 that a sentry dies before you die.

5.) The last word of advice I have for you is how to deal with
 one of those smartass Engineers who figure out how to get to an
 area that is typically out of reach, thus making sapping
 impossible. Seeing as how you can get behind enemy lines fairly
 easily as a Spy, position yourself in or near the enemies base,
 the best place being a somewhat secluded area. Then, shoot the
 dispenser with your revolver, it may not seem so accurate, but
 you'll soon see the dispenser smoking, and catch ablaze. It 
 only takes a few shots from even quite a distance to take out a
 dispenser; taking out the sentry is next on the list. Fire
 away at the sentry, it will take a clip or two, so between 6
 and 12 bullets to kill a tier 3 sentry.

Note: Always use #5 when dealing with an Engineer who is too
 difficult to take out, for whatever reason (it could be that he
 has Pyros protecting him). Make sure to position yourself outside
 the sentry's range. 

Specific Map Examples of #5:

Gravel Pit

 When on the offensive, you might notice that at point C, some 
 rather intelligent Engineer has built his stuff on the roof of
 the tower at C. Not that platform near the control point, but
 the slanted roof on the backend. That Engineer's sentry can do
 quite a bit of damage to your team because he is relatively safe
 and can easily repair without worry of spies and whatnot. Or is

 Position yourself in the far corner of the enemy base, where the
 Snipers hang out, more specifically, in the corner near the
 enemy's right spawn point door against the wall. From their, 
 you'll avoid a fair amount of enemies as they may spawn and run
 right past you, also you'll have a perfect line-up to that
 little roof and the Engineer. Take out the dispensor first,
 shooting it wildly. Then destroy as much as you can, the next
 target should be the sentry.

 Also nearly everytime this map is played an Engineer sets up on 
 the left side of C, on that ramp just beyond the spawn entrance.
 If that Engineer has been giving you trouble, I'd advise
 following the above steps in taking out his sentry aswell. 


 In Well, I find it to be necessary on occasion to shoot an
 Engineer's set-up from the third floor area above the 2nd
 control point (this is the highest area in which there is a
 large rectangular gap in the floor).

 Assuming you're at the enemies base, and there is no threat up
 there with you. You may find that the best way to take out the
 Engineer's stuff is crouching, and making sure you are
 positioned in such a way that enemy sentry gun(s) can't hit
 you, then take out the dispenser, and sentry gun(s) with your
 trusty revolver. Sometimes this is more useful than sapping,
 because often times you die when sapping because another enemy
 intervenes you, like a Pyro or Soldier. If you're quick enough
 you can kill off one structure at a time without the Engineer
 knowing where you are, and how his stuff is dieing.


Tele-Entrances: It is worth noting that the easiest target is a
 tele entrance, based on the fact that nothing is around to
 protect it but that of enemies who re-spawn near them.


===========[Targets (Who and who not to stab)]===================
------------------------            -----------------------------
=======================[Best Targets]============================
Despite the fact that every enemy is a target, there are certain
 classes that should be targeted more so than others, here is
 that list, allow me to explainÂ…


Heavy: Due to the heavies slow movement, large figure, and the
 fact that he is a huge threat to your team, Heavies are probably
 the most satisfying targets to take out with one swift stab to
 the back.


Medics: Hunting Medics is often times critical in keeping the
 enemy from advancing. Anytime you kill a Medic you are
 decreasing the enemy's opportunity of ubercharging and pushing.
 With that said, you can save your team quite a bit of trouble
 taking them out. HereÂ’s the problem with hunting MedicsÂ… A good
 Medic knows enough to keep his ass in constant motion while
 healing, so, they move randomly, and often times spin around.
 If you canÂ’t backstab the Medic easily or, you miss, forget it
 and hurry to whomever they are healing, which is usually either
 a Heavy or a Soldier, and backstab them instead.

 As I've stated, you'll oftentimes find a good Medic to be very
 difficult to take out, they are o'so aware of spies. Half the
 time you attempt to kill one, or, even much of the time that you
 manage to kill the person they were healing, they will hunt you
 down and destroy you with their bonesaw. Talk about terrifying
 and if that's not bad, you can expect to die to many times to
 a bombardment of syringes. So despite the fact that Medics are
 crucial targets oftentimes, they are still very difficult ones.


Snipers: What better target than a Sniper? Snipers are usually a
 great distance from your team situated in some perch, or, at the
 very least, are looking through their scope somewhere far-off
 completely unaware of their surroundings. Often times if you
 find one Sniper, you find two or three more (which is often
 times the case if 2fort), Happy stabbings!


Engineers (and all that they create): 


Demoman: The Demoman can sometimes be a great target because they
 often times play defensively, setting up sticky bombs and
 waiting for the helpless to pass by them. This waiting comes in
 a few ways for a Demoman. Either he will be crouched somewhere
 eyeing his stickies, or he'll be frantically moving around an
 area within visual range of his stickies (The ladder half being
 the more difficult to take out. Because of this, they can be
 great targets. Though, the only time they will be a pain is in
 when as stated they can be frantic...

=======================[Worst Targets]===========================

Pyro: Enemy Pyros are a SpyÂ’s greatest fear, and will cause the
 most aggravation. This is because Pyros tend to spray randomly,
 and oftentimes in that random spraying of their fire, they will
 singe you and catch you ablaze. Once you are on fire, it is a
 way of tagging you to the enemy. Now the entire enemy team knows
 youÂ’re a Spy. usually, If you walk into a Pyro, even for a
 second, they burn you to death, so avoid them above all else.
 Also, probably the most aggravating of all is the fact that they
 help baby-sit sentry guns and dispensers with the Engineers;
 making it very difficult for a Spy to do any real damage,
 though, on occasion, a Spy can still be successful in sapping
 and destroying things even in the presence of a Pyro. Messing
 with an enemy Spy will almost always result in being burned to
 death. If you are on fire, can't escape for health(which stops
 you from burning), and can't jump into water, then don't go down
 without a fight. Sap stuff, stab people, go out and take the
 entire world with you.


Scout: Sure Scouts are typically thought of as weak, and puny,
 this maybe so through the eyes of a hulking Heavy, or a
 psychotic rocket-wielding Soldier. From a Spy's point-of-view,
 Scouts can be devastating. Most Spies probably have nightmares
 of their rapidly swinging bat. The reason Scouts are so deadly
 to Spies is as follows. First of all they are so fast. When you
 turn corners while cloaked a Scout might come out of nowhere and
 run into you, in this case you are almost always dead. You've
 been discovered... They will run around shooting their scatter
 gun and pummeling the air with their bat. If you run out of
 cloak, forget it, back stabbing, or at the very least, stabbing
 them to death is very difficult, and unless you are dead-on with
 the revolver, expect to see that bat finding it's way to your


Section 3)   Map Specific Strategies.

Preface: Most of these strategies utilize the concept of
The idea of looping, in short, is finding a path in a map that
 will easily take you behind the enemy, and in a congested area.
 Kill as many of said enemies as possible, then cloak and make
 your way to the path that brought you behind the enemy in the
 first place. Repeat the slaughter. Hence the "looping." Even if
 you aren't always able to survive long enough without dying,
 this technique usually guarantees cramping up your enemy quite
 a bit.

This is probably the worst map to be the Spy on, since the
distance between your base and theirs is usually large and takes
up your entire cloak meter, often causing you to reveal yourself
in the middle of their base and subsequently be shot. There are
two ways to play Hydro as a Spy: rush-stopper or base-sapper.
Most variations of Hydro have two paths to the enemy side, so
bottlenecking occurs frequently. If you decide to be a
rush-stopper, find a decent nook in the pathway between bases to
cloak, wait for their rush to go by, then try to kill their
Medics, Heavies, etc. For the Spy on Hydro, the best defense can
really be a good offense, because you will stop their rushes cold
before they can cause any damage to your side. Your ally Snipers
may hate you for stealing their kills before they are in range,
but hey, they should be less cowardly anyway. The other option is
to try to destroy the opponentÂ’s defenses. This takes more
finesse, since killing a sentry on Hydro is less important than
other maps. Because of the distance between control points, the
Engineers often have time to repair their destroyed buildings
before your team can bust through their lines and take advantage
of the lull in defense. ItÂ’d only recommend trying to sap their
defenses if you can time your saps with your teamÂ’s rushes,
sapping them right before your team makes a big offensive push.
Often, the opponents will become so preoccupied with trying to
kill the Spy they will be caught off-guard by the rush and your
allies can get the point.

Gravel Pit

First, your team should all rush the same site.
Splitting up the rush is almost always doom, since sentries make
defense easier to do with less men than offense. Assuming that,
the best strategy is to kill the sentries first, then try to get
their Medics and Heavies. Killing PyroÂ’s is difficult as a Spy,
but do it if you can, since a PyroÂ’s flames can take out several
of your allies at once, especially if theyÂ’re all standing on the
control point. For Site A, I usually cloak as soon as I get
within sight range of the area (ie right before you drop down
onto the dirt) then make a mad dash for the point, where the
sentries are usually located. Hopefully the Engineer is alone and
killable, but even if heÂ’s not, you can cause a distraction and
allow your team to make it up the hill and take out their
defenses. Also, since a sapped sentry doesnÂ’t shoot at anyone,
the jumping and re-sapping strategy is very effective, since the
path up to A is fairly short and you can often survive long
enough to allow your team to scramble up the hill without taking
any turret fire. Most teams devote most of their resources to
defending Site B, so A usually has only one sentry, if that.
Capture, then move on to Site B.

For B, I usually take the left
entrance, since it gets you into the site faster. As before,
cloak before you enter so as to avoid Snipers and
entrance-camping Pyros and Demomen. Rush into the site and try to
sap like crazy, or rush around to the other side and take out the
troops guarding the other exit. YouÂ’ll die a lot doing this, but
the combination of sapped sentries and an ubered-Soldier or Heavy
should give your team enough of an edge and allow you to take the

As for Point C, you could try sneaking up to the top
before your team has fully captured A and B, but experienced
players will set up preliminary defenses to prevent this. I
usually take the path through A, then go out the right side which
points straight toward the tower. Cloak before you exit, hop on
the little shack, then run up to the top of C. There will usually
be someone up there, so try to stab them. Hopefully they will be
distracted by Soldiers firing from the place you just exited, and
you can get some stabbing done. If thereÂ’s a sentry, sap it.
Aside from this, Engineers are fond of placing sentries on the
slanted ramps right outside their spawn, crouching down and
hitting them with their wrenches, and being low enough that they
are out of range for your teamÂ’s snipers and rockets. This is
where you come in. Use the stab nÂ’ sap like previously discussed,
and run away quickly before their team spots you, but youÂ’ll
probably get burned by a Pyro.


When defending A, I like to crouch down on top of the little
shack on the lower right, near their exit. Most opponents wonÂ’t
see you peaking down at them, giving you time to cloak, run
behind their lines as they run up the hill, then get your stab
on. As always, Medics first. Never forget thereÂ’s health directly
under the capture point. You will need this frequently, mostly
from Pyros.

When defending B, I usually camp by the fence by
their right exit. From here you can peak through the little crack
in the fence to see the exit nearest you, but still see across
the area to the other exit by the big boulder. Wait until thereÂ’s
a rush, cloak, then stab. Be careful of Pyros, since the nearest
health is too far away to grab, and itÂ’s the small health at

For C, you can try to cloak and sneak back toward A or B
and flank them, which works sometimes. Most of the time, I creep
around the right and left exits, leaving the center one for the
solders on the top of C to deal with. Since the right and left
entrances have two ways in and out, I cloak, go in one, then walk
to the other. Hopefully, youÂ’ll flank someone and can get some
stabs. If thereÂ’s no one around, just wait a second until your
cloak replenishes, then repeat. ThereÂ’s only three ways in, so
youÂ’ll see someone eventually. Also, Engineers are fond of
setting up buildings here, but they should be easy to sap since
their team is in full offense mode and wonÂ’t spend time
protecting their allyÂ’s investments.


This is by far the best map for stabbing. You can often dominate
the scoreboards here, basically by running the same route over
and over. People never learn. ItÂ’s amazing.


For the first point on the first section, wait a few moments
after the match starts to let all the spamming Soldiers and
Demomen have to reload, then cloak and run out the exit to the
railroad tracks. You have just enough cloak to get to the far
shafts, where there is usually a sniper sitting. Stab him, the
run back into their base and re-disguise yourself. Then, rush
into the point and sap like mad. YouÂ’ll die a lot, but if you can
get the sentry down long enough for your team to get in their and
kill it, youÂ’ll be solid. For the next point, take the shaft to
the right, walk up the steps, cloak, then jump down off the
bridge behind their lines. ThereÂ’s usually a sentry on the right
behind the corner. The sap nÂ’ stab usually works here, since
thereÂ’s not much roaming room for the Engineers. Also, Snipers
usually camp the upper bridge, and are usually alone and out of
eyeshot of the rest of their team. You know what to do there. If
you can get the sentry on the right down, thatÂ’s usually enough
to get your team to bust through to the point. If they donÂ’t,
just keep re-sapping the same sentry that the Engineer will
probably keep putting in the same place. YouÂ’re team should
eventually get through.

On the first point of the next section, cloak as you walk down
the little ditch before being exposed to their defenses. They
will often have a sentry on top of the shack to the right. Rush
up and sap it. If thereÂ’s smart theyÂ’ve got a Pyro up there to
watch for Spies, so youÂ’ll probably die a lot, but really all you
need to do is get the gun down long enough to give your Demomen
and Soldiers time to kill it. Aside from this, there are usually
Snipers in the back, or in the window of the building. They are
easy prey. I will often cloak, run behind the building, allow my
bar to recharge a bit, then run back toward where they come out
from, stabbing them as they get to the fight. You can also jump
up the tires to the point and attempt to sap the sentry thatÂ’s
usually in the doorway to the room by the point, but thatÂ’s
usually best killed by coming in from the ground entrance. Often
that room is deserted except for the Engineer, so you can usually
kill the sentry no problem. Capture the point, then move on. Now,
the next point is one of the hardest for a Spy, since thereÂ’s
often multiple sentries along the right wall by their spawn.
YouÂ’ve got two choices: try to sap the sentries, which almost
never works because thereÂ’s tons of defenders and Engineers to
repair the sentries after theyÂ’ve been wounded. IÂ’d recommend
sapping the guns only if your team is coordinating an attack and
they will rush out right after youÂ’ve sapped their guns and
distracted their defense. The other choice is to rush out the
main gait to this section while cloaked, run under the building,
go left and up the steps to the railing. Often there are Demomen
and Soldiers up here spamming all the exits. Stab them, since you
are most often out of sentry range at this point. Sometimes
Engineers will place a sentry on top of the exit you came out of,
but there are basically defenseless up there and can be easily
destroyed with a little persistence. Capturing this point
definitely takes a lot of teamwork, but a Spy can be instrumental
in getting the final push off the ground.

For the first point on the last section, I like to exit from the
right most doorway by the hallway, since youÂ’re out of the line
of most of the fire. Just be careful to avoid spamming Demomen
and Soldiers. ThereÂ’s often a sentry on the left behind the
wooden steps. Cloak, get behind the Engineer and give him the
stab nÂ’ sap. ThereÂ’s usually a sentry in the elevated doorway
across from you on the left, but itÂ’s out of the range of your
sappers and should be avoided. Your teammates will have to take
care of that one. For the last point, depending on how far up
your line has pushed their defense, adjust your cloak
accordingly. If their team is still clogging the hallway, itÂ’s
very difficult to sneak by, but if you do, run immediately to the
little door directly to the right of the bridge. Grab the health
if youÂ’re weak, then hop down the upper door and flank their
team, stabbing all who you can. This will hopefully allow your
team to move up and establish an outpost with teleports by the
bridge. Once they do that, keep cloaking as you run across the
gap to the door you went in before, but this time wait a second
in the upper room, out of the line of fire. Allow your meter to
recharge, then cloak again and exit at the upper door that leads
toward their spawn. Run back to the very rear of the level,
behind the control point. Analyze where their sentries are and
try to sap them. Getting this point is very difficult, and like
the final point of part two of this map, it takes teamwork, but
as before a Spy can be instrumental in getting a successful rush
off the ground. Also, thereÂ’s usually Snipers in the back that
you can stab if you want, but youÂ’ll usually get killed by a
sentry or a Pyro.


For the first point of the first section, itÂ’s very hard to get
stabs since thereÂ’s no real good way to get behind the other
team. The best way is to cloak, then run along the ridge on the
left, watching the canyon below. If enemies rush out, jump behind
them and stab. Once they get the first point, however, the fun
begins. Rush out either the right or left exit back toward the
first point, and retreat quickly if you see someone coming since
thereÂ’s not enough room for you to go around him and you will be
revealed. Sneak inside the shack where the first point is and
walk up the steps. Watch where their team is going and get behind
them. If they go in either one of the bottom entrances, follow
and stab. Often theyÂ’ll try going to the right and up the steps
to the bridge on your side, but you can usually stab them before
they get there, and itÂ’s such a small room before the bridge that
their Medics are usually stationary and easy targets. Often their
team will attempt to set up an outpost in the top shaft to the
right of the control point, since your team has no way to get in
there except for running all the way around to the first point
and up the steps. Hard for a Soldier or Heavy, easy for a Spy.
Get in there and sap if you can, teleporter first if theyÂ’ve got
one. Since you can only win by defending for a time limit,
slowing their advance onto your soil is the best strategy besides
outright killing. Often two or three enemies will become clogged
in the doorway that leads down to your point. If you see this,
smile largely, my friend, because you just got a couple
backstabs. Be careful of sentries in this room, as well as
suspicious Pyros. Often, trying to kill enemies in here is more
trouble than itÂ’s worth. At this point, IÂ’d recommend sneaking
back toward their spawn and sapping the teleporter entrance
thatÂ’s usually right outside their exit on the right. The
engineer is probably halfway across the map at this point, so you
should get it easily, but you might get killed by the exiting

On the first point of the next section, cloak, run down into
their spawn, wait for the rush to walk by, then stab. If you
survive, run back toward the control point and recharge your
cloak in the shack, grab the health, then cloak again. Rush
toward the shack with the ladder beside it, run up the ladder,
jump down and run back into their spawn. Stab again. Repeat this
over and over. My record is 12 backstabs without dying. How can
you do? On the next point, rush toward the middle-right exit of
the four, cloak right before you round the corner and can be
seen, then rush through the little alley in between the building
and the fence. Grab the big health if needed, then camp in the
corner between the first control point and the fence. Wait for
their team to rush by, then walk out and join them. A lot of
times theyÂ’ll set up a little outpost here with a sentry. I donÂ’t
usually try to kill this, since itÂ’s usually more trouble than
itÂ’s worth. Just follow their team wherever theyÂ’re going and
stab them if you donÂ’t get killed by suspicious enemies. The
other tactic on this section is to run up the ladder to the ramp
above the two exits across the section from your spawn and wait
for guys to come out. Often they will set up an outpost in the
far left shaft, down toward the one-way gate. DonÂ’t bother trying
to kill this. The corridor is so small youÂ’ll probably get killed
by the time you can sap anything. YouÂ’ll have more luck stabbing
the guys that flow out. If you want, you can try sneaking all the
way back to their spawn and sapping the teleporter entrance,
slowing their advance.

On the first point of the last section, I usually take the far
left entrance to their spawn, run down along the hallway, then
loop up the steps behind their lines. Stab at will. If the
hallway is clogged, just retreat. YouÂ’re invisible, so as long as
they donÂ’t bump into you or shoot you can get away cleanly. Just
repeat this over and over, killing Medics first as always. On the
final point of the map, rush down the path, turn right, head
straight and go up the steps to the little room on top. Grab the
health if you need to and recharge the cloak for a bit. Then, run
along the railing while cloaked. Go out and to the left, then
jump over their advancing lines and uncloak by the first capture
point. Approach their backs and stab. Often, theyÂ’ll set up a
sentry here to prevent this, but you can get a sapper on it and
kill a couple people before it gets repaired or you die, or you
can use the stab nÂ’ sap on the engineer, although itÂ’s not really
that important. You could just follow the lines around the bend
and out of its path, or you could camp in the upper room on the
right with the health and wait until their team walks by
underneath you. Killing medics on this part is essential, since
often the only way to win is with the ubercharge to take out your
sentries. DonÂ’t let them get it.


The key here is to know where the front lines are. Just cloak as
your run through the room where the embattled control point is
and dip behind their lines. For the center one, I find cloaking
and climbing the ramps give you a good vantage point to see where
the most stabable enemies are. Be sure youÂ’re disguised as a
Sniper or Engineer here, since a Pyro would have no reason to be
up that high. For the other points, just slip around their
defenses and take out their Engineers before they can get
sentries up, or if your team is on the defensive, their Medics
and Heavies. Use the upper ramps that lead down the long corridor
and cloak before dropping down the circle exit in the floor. You
can usually flank an attacking team that way, exposing their
Medics to the stab. For the last point, sneak onto it early if
you can, since it captures fast enough you can usually take it
before they can get to you. If thatÂ’s not the case, cloak right
before you enter the last area, rush all the way back to the
point, then donÂ’t uncloak until thereÂ’s no one standing on it. If
there is, stab him. If thereÂ’s a sentry around, killing it should
be your priority, since youÂ’ll die from its bullets too quickly
to get the capture (remember, you canÂ’t capture while disguised
or cloaked). Even if you donÂ’t get the capture, hopefully you can
move the capture meter far enough along before you die that your
team can finish it off.


Granary and Well are similar maps, and much of the same advice
applies. During the setup, I usually position myself right by the
gates to the central point, but around the corner and out of
sight. If they see you theyÂ’ll know exactly which of their
classes you are disguised as, if you donÂ’t get sniped or blown up
by people trying to get the cheap pre-match kills. As soon as the
round starts, cloak and rush into the central point room and out
the other door. DonÂ’t stick too close to the wall as you walk
through the control point room, since often Pyros runs straight
along that wall with their flames on at the outset, just to kill
the Spies. With any luck, you can make it around to their side
and kill their rush before it starts. ThereÂ’s usually at least
one Medic/Heavy combo, one Sniper, and one Engineer trying to
build a dispenser right by the door. You can usually get them all
right at the outset, essentially giving your team the first point
and a significant advantage for the rest of the map. For the
other control points, flank them, take out sentries/Engineers,
etc. Basically, just like Granary.


Ah, 2fort. For me, spy is the only class worth playing on this
stage, unless the intel is in the open and a Scout can grab it.
As a Spy you'll usually get a bad score, but will be instrumental
in the key first movement of the intel out of their intel room
and (hopefully) away from most of their defenses.

As for your plight, the best way to go is out the 'Battlements'
exit, cloak as you round the corner so you don't get sniped.
Then, check to see if anyone's coming across the bridge*. If not,
just walk across un-cloaked (but disguised, I like Pyro since
he's the fastest class that doesn't arouse suspicion). Once
inside their base, turn right into that room adjacent to the
courtyard and cloak. You should have enough cloak to get up the
far steps and down the long staircase into their intel room. I
usually de-cloak at the top of the staircase to the basement to
conserve the meter. Walk toward the intel room, then use the last
slice of your cloak meter right as you enter the intel room,
allowing you to scope their defenses. If they've got a sentry or
two, plan your attack accordingly. If there's an engineer around,
I suggest sapping the sentry first, then shooting the engineer
with the revolver. If he is hell-bent on repairing the sentry
rather than shooting you, just keep sapping it and eventually it
will blow up. Once it's dead, you can try and kill him but
usually he's close enough to you (since he was repairing the
sentry) that his shotgun is a one-hit kill. I just try to run and
get the intel and dash for the exit, jumping and juking along the
way. With any luck, you can make it out to the right and up the
spiral ramp, where the turns will prevent the slightly slower
engineer from following you and shooting you in the back. Then,
just run like crazy back to your base. Hop in the water if you're
getting shot as you exit their fort, usually the bridge will
provide a few key seconds of cover so you can get around the
corner in your sewer pipe and grab the health down there. From
here it should be smooth sailing back to your intel room for the
score, and even if you die, their intel is in your base so your
team can grab it. You won't get any points for this adventure,
since you probably won't get the capture, but if winning the map
is more important, this is my best strategy.

*If there are enemies on the bridge, stay invisible and hop in
the water. De-cloak as soon as you get under the bridge and walk
through their sewer, up the sewer exit steps. In my experience,
there are rarely people guarding the sewer, but if so just cloak
and walk around them. After exiting the sewer, check to see if
there's anyone in the front rooms of their base, then turn left
into the 'L' shaped hallway leading to the courtyard. Cloak right
before you make the right turn in the 'L' since there are often
nosey engineers and pyros protecting hte sentry guns that are
always in that courtyard. DO NOT TRY TO SAP THEM. You will just
blow your disguise and get killed. Once in the courtyard, hope up
the steps on the right and head down into their intel room. See
above instructions for what to do from here.


I hope this FAQ has been helpful. The spy is awesome, so more
people playing him with skill makes me happy. Feel free to email
either of us with suggestions or just to tell us how awesome 
we are. Good luck, everyone!