---- ------ / | | \ / | | \ /______/ \_______\ _______ ________ \ \ / / \ | | / \ | | / ----- ------ Team Fortress 2 FAQ/Strategy Guide For PC By Raining Metal (Boocatcher5@hotmail.com) Version 1.06 =================== >Table of Contents< =================== 1.0 Introduction 1.1 Version History 2.0 Basics 2.1 Controls 2.2 Classes 2.21 Scout 2.22 Soldier 2.23 Pyro 2.24 Demoman 2.25 Heavy Weapons Guy 2.26 Engineer 2.27 Medic 2.28 Sniper 2.29 Spy 2.3 Voice Commands 3.0 Multiplayer 3.1 Modes 3.2 Maps 3.3 Achievements 3.4 Taunts 3.5 More Tips 3.6 Glossary 4.1 And The Rest! 4.1 F.A.Q 4.2 Email Guide 4.3 Credits 4.4 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 >Introduction< ================== It's been a long while since I made my last guide, but I've made a comeback! Team Fortress Classic, an unforgettable explosive multiplayer action game, was a smash hit, and people have waited around a decade for its sequel! Well, here it is folks, and enjoy my guide! --------------------- 1.1 >Version History< --------------------- Version 1.06 Added the Heavy Unlockable Weapons, Achievements, Arena Maps, Steel Map, and added the Modes section. Removed the "Broken" Medic Taunt. ------------------------------------------------------------------------------- Version 1.04 Added the Pyro Unlockable Weapons, Achievements, and the Turbine and Fastlane Maps. ------------------------------------------------------------------------------- Version 1.03 Added the Medic Unlockable Weapons, Achievements, and the Goldrush Map. ------------------------------------------------------------------------------- Version 1.02 Added some bits by Thomas Page and Michael "EN4CER420" Bilberry. ------------------------------------------------------------------------------- Version 1.01 Changed the Guide Status. Added the Suggested amount of Players status for each Class, as well as more tips and more key commands. ------------------------------------------------------------------------------- Version 1.00 Initial Release ============ 2.0 >Basics< ============ These will provide some of the basic tips and know-hows to own some noobs in this game. -------------- 2.1 >Controls< -------------- These are the default controls for Team Fortress 2. Note that the controls can be changed via the Options menu. Mouse: Look around. W: Move Forward. A: Move Left. S: Move Backward. D: Move Right. Primary Mouse Button: Fire. Secondary Mouse Button: Special Ability. Space Bar: Jump. Ctrl: Crouch (Hold). E: Call for Medic. R: Reload. G: Taunt. L: Drop Intelligence. T: Draw Spray. Y: Talk to all. U: Talk with team. B: Quick Redisguise (Spy only). Z,X,C: Voice Commands. 1-5: Weapons. ,: Change Class. .: Change Team. Esc: Pause menu. ------------- 2.2 >Classes< ------------- Now onto the big parts of this guide, the list of characters! When choosing, try to pick a Class no one else on the team is using. If there's more than one Class that has no players using them, try to choose the higher priority Class first. Choosing an Engineer while on Defense is much better than being a Scout or a Spy unless there are already 4 Engineers. ------------ 2.21 >Scout< ------------ The Scout, a teenage punk from New England, likes to torment his opponents and ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also enjoys to tease. In TFC, the Scout was made for Capturing the Flag, Getting the Flag to the Control Point, and little else! In TF2, he can do much more than that. Thanks to his newer and more useful weaponry, he's deadly at close range. Those who like to rush their victims and getting up close will enjoy playing as the perky vandal. In addition, he can double-jump, and while doing so, can change directions. Last, but not least, he can Capture Control Points twice as fast. Health: 125. Speed: Very Fast. Suggested Players: 2 (1 on Defense). Weapons: ************ *Scattergun* ************ Clip Size: 6. Carrying Capacity: 32. Power: Varies (High-Low). Accuracy: Big Spread. Rate of Fire: Semi. Range: Very Short. Reload Speed: Varies. The Scattergun, as explained above, is what makes the Scout deadly up close. Like all "Shotgun Reloading" weapons, don't be afraid to press R whenever possible. The Scattergun is better up close than the regular Shotgun. It also doesn't need to pump. ******** *Pistol* ******** Clip Size: 12. Carrying Capacity: 36. Power: Low. Accuracy: Medium. Rate of Fire: Semi. Range: Medium. Reload Speed: Fast. The Scout's Secondary Weapon. This is only useful when shooting bad guys from afar, or when the Scattergun is empty. If the Pistol does manage to shoot any Critical Hits, then the whole clip will shoot Critical Hits (until the Pistol is reloaded). ************** *Baseball Bat* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: Medium. Accuracy: N/A. Rate of Fire: Fast. Range: Melee. Reload Speed: None. Because of the Scout's Speed, his melee weapon is more important to him than melee weapons would be to other classes. Even though this has the least amount of power, the Scout's speed takes care of that. Also, the Baseball Bat swings faster than any other melee weapon. Playball! -------------- 2.22 >Soldier< -------------- The Soldier just wishes to be in the Second World War, just look at his uniform! He always likes to boss people around, courtesy to the inspiration he got from his instructor. The Soldier hasn't changed much from TFC. Since he's got the second most health, he's a good buddy for the Medic if a Heavy Weapons Guy isn't around. As well as besieging enemy bases, he's also capable of defending one in a jiffy. The Soldier also has an ability known as Rocket Jumping. Aim at the ground (with the Bazooka), and while firing, crouch and jump. This costs health though. Health: 200. Speed: Slow. Suggested Players: 2-4. Weapons: ********* *Bazooka* ********* Clip Size: 4. Carrying Capacity: 16. Power: High. Accuracy: High. Rate of Fire: Semi. Range: Short. Reload Speed: Varies. The Soldier's Primary Weapon. Since the Rocket is a tad bit slow, the Bazooka is only effective at closer ranges and in tight corners. But since the Bazooka packs a punch, it's an effective way to take out Heavies when outgunned. The Bazooka has a much shorter clip size than any other "Shotgun Reloading" weapon, so reload frequently! It's also an excellent way to take out Sentry Guns if a Spy isn't present, along with other slower-moving targets. ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: Varies (High-Low). Accuracy: Big Spread. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. The Shotgun is the Secondary Weapon of the Soldier. If the Bazooka is out of ammo, use the Shotgun when up close. The Soldier can also use this if he doesn't want to hurt himself in the process of taking out his target. There's not much else to say about the Shotgun. ******* *Spade* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. Ironically, the Spade was used by AXIS Soldiers in the World War 2 Game, Day of Defeat. The Spade is the Soldier's fighting weapon, and has pretty much the same capabilities of most other Melee Weapons. ----------- 2.23 >Pyro< ----------- The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is, or even if he's a guy! The only thing we know about this person is that he/she's obsessed with fire. The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro's face and meet the Grim Reaper! Since the Pyro is deadly up close, the maniac dislikes being out in the open. Also, the Pyro is not at all effective in Water. The Pyro can use the Compression Blast to reflect explosive projectiles away, making the Pyro more effective against Soldiers and Demomen these days. Health: 175 (225 with the Backburner). Speed: Medium. Suggested Players: 1-3. Weapons: ************** *Flamethrower* ************** Clip Size: None. Carrying Capacity: 200. Power: High. Accuracy: High. Rate of Fire: Automatic. Range: Very Short. Reload Speed: None. The Flamethrower is pretty much self explanatory. The lethal insturment of destruction lights its victims on fire, and makes them lose damage over time. In TFC, it only lit people on fire. In TF2, using the Flamethrower on a person already on fire not only prolongs their period of insanity, but also gives them incredible damage! This weapon is also useful for Spy-Checking. A Flamethrower combined with Critical Hits is a very deadly event. Whenever the Fires from the Flamethrower hit an enemy, it will make a sizzling sound. Additionally, the Flamethrower features the Compression Blast, which uses up 25 Flamethrower cells. The Compression Blast can also blow other players away, without doing damage. ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: Varies (High-Low). Accuracy: Big Spread. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. The Secondary Weapon for the Pyro. The Shotgun is the Pyro's only chance of fighting at ranges. It also allows the Pyro to finish of his/her victims when they are on fire. If the Pyro has to fight in bodies of water, use this Weapon. ***** *Axe* ***** Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. No, the Pyro does NOT use deodorant to blind bad guys! This is pretty much a simple Fireman's tool to chop down doors, as well as hostile foes. ************ *Backburner* ************ Clip Size: None. Carrying Capacity: 200. Power: High. Accuracy: High. Rate of Fire: Automatic. Range: Very Short. Reload Speed: None. Requires: 15 Pyro Achievements. Replaces: Flamethrower. The Backburner removes the Compression Blast ability, but allows the Pyro to have 225 units of Health and always have 100% Critical Hits when using this weapon from behind. *********** *Flare Gun* *********** Clip Size: 1. Carrying Capacity: 16. Power: Low. Accuracy: Medium. Rate of Fire: Single. Range: Long. Reload Speed: Long. Requires: 10 Pyro Achievements. Replaces: Shotgun. The Flare Gun gives Pyros a better chance of survival in the open. The Flare Gun causes enemies to get lit on fire even if the Pyro isn't up close and personal. It doesn't really do that much damage, so be careful. ************** *Axtinguisher* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: Medium. Accuracy: N/A. Rate of Fire: Fast. Range: Melee. Reload Speed: N/A. Requires: 20 Pyro Achievements. Replaces: Axe. This special Axe only does half the damage the regular Axe does, but will always have Critical Hits on firey targets. -------------- 2.24 >Demoman< -------------- A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many of his opponents, often because they have two eyes! He may be drunk, but he also knows where to "Set up them the Bomb", being drunk or sober! The Demoman excells at making traps. Planting Sticky Bombs on the right places can turn the tide of the battle! Regular Grenades can also hold the enemy off for a while, as well as making certain Engineers angry. Like the Soldier, the Demoman can jump to amazing heights with his Sticky Bombs, and is quite durable. Health: 175. Speed: Slower than Medium. Suggested Players: 1-3 (2-4 on Defense). Weapons: ****************** *Grenade Launcher* ****************** Clip Size: 4. Carrying Capacity: 16. Power: High. Accuracy: N/A. Rate of Fire: Semi. Range: Short. Reload Speed: Varies. The Grenade Launcher is the Demoman's Basic Weapon. If he ever needs to fight a foe directly, he should use this. This is good for attacking heavily-armored bad guys, as well as Sentry Guns. It's also possible to fire above certain boundaries of the map and into an area where the enemy could be present. The grenades will explode in a few seconds or when it hits a target. ************************* *Sticky Grenade Launcher* ************************* Clip Size: 8. Carrying Capacity: 24. Power: High. Accuracy: N/A. Rate of Fire: Semi. Range: Varies. Reload Speed: Varies. The Demoman can also plant some explosives on key areas. The Demoman can place up to Eight bombs in the whole map. Hold the trigger to fire the Bomb farther. When arming the Grenade Launcher or its Sticky variant, right click to detonate them. In TFC, the two weapons were the same weapon, and had to be reloaded at the same time. In TF2, the weapons and ammunition are separate, and now the Demoman can defend himself, even if he's recently planted a trap. The Demoman can reach insanely tall heights like the Soldier. To do this, plant a single Sticky Bomb on the ground, then detonate it when on top of it. *************** *Whisky Bottle* *************** Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Fast. Range: Melee. Reload Speed: N/A. The Bottle is the only weapon that the Demoman has that isn't explosive, and has instant contact. Other than that, the Bottle isn't that special other than breaking during critical hits. ------------------------ 2.25 >Heavy Weapons Guy< ------------------------ A huge, jolly Russian, the Heavy likes his Minigun, and he likes to go on crazy killing sprees. He even named his gun "Sascha" and will pummel anybody who dares to touch her. The Heavy is a "Point and Kill" Class. In tight areas, he's deadly, and in the open, he can block an entry point. Being the Class with the most Health, biggest size, and slow speed, he's a good friend with the Medic. Because of his simple deeds, he's a good character for beginners to learn the basics of TF2. Health: 300. Speed: Very Slow. Suggested Players: 1-2. Weapons: ******************** *Sascha the Minigun* ******************** Clip Size: None. Carrying Capacity: 200. Power: High. Accuracy: Low. Rate of Fire: Automatic. Range: Medium. Reload Speed: None. Sascha is a Machine Gun. Self-Explanatory, this weapon consumes its ammunition at an alarming rate. To keep the gun spinning, hold right-click. This can be vital to the duty of the Heavy. When spinning the Minigun, the Heavy's speed decreases dramatically. ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: Varies (High-Low). Accuracy: Big Spread. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. If the Heavy doesn't want to risk his speed, or doesn't have time to charge up his Minigun, he can use this instead. In TFC, the Minigun used Shell Ammo as well as the Shotgun. In TF2, the Ammunition types are separate, so if he ever runs out of Minigun ammo, he can also resort to his smaller Weapon. ******* *Fists* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. The Heavy is tough enough that he can use his own fists for melee brawls. The other two of his Weapons are far better though. An interesting note is that the left mouse button controls his left fist, and the same applies to the right button and his right fist. The only exception is during critical hits. If a Heavy is killed while using his Fists, he will not drop anything valuable to Engineers. ********************** *Natascha the Minigun* ********************** Clip Size: None. Carrying Capacity: 200. Power: Medium. Accuracy: Low. Rate of Fire: Automatic. Range: Medium. Reload Speed: None. Requires: 16 Heavy Achievements. Replaces: Sascha. Natascha is Sascha's archenemy, and is the alternate Minigun for the Heavy. Natascha deals less damage than Sascha, but it can slow down enemies, making it useful against Scouts, Medics, and retreating enemies. ********** *Sandvich* ********** Purpose: Replenishes 120 HP. Requires: 10 Heavy Achievements. Replaces: Shotgun. Yes, a snack replaces a weapon. If there are no Medics or Dispensers around, the Heavy can always rely on eating a Sandvich. It takes 4 seconds to eat, so be well protected when eating. *********** *The K.G.B* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. Requires: 22 Heavy Achievements. Replaces: Fists. The Heavy now has Boxing Gloves, named "The Killing Gloves of Boxing" to honor the agency he previously worked with. It has a slower firing rate, but it will grant the Heavy 5 seconds of guaranteed Critical Hits! --------------- 2.26 >Engineer< --------------- Hailing from the west, the Engineer likes to sing folk songs while his Sentry Guns protect him. He often dislikes vandals (especially Spies) that destroy his machines. His answer to anything? Use a gun. Engineers are Defensive, and only Defensive. He can set up a Mini-Base far from his main spawn points, as well as keeping the enemy busy with his Sentry Guns. He can also give his troops infinite rations of Ammunition with his Dispensers. The bane of the Engineer is, of course, explosives and Spies. Health: 125. Speed: Medium. Suggested Numbers: 2-3 (3-4 on Defense, 1-2 on Offense). Weapons: ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: Varies (High-Low). Accuracy: Big Spread. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Unlike most Classes, the Shotgun is the Engineer's Primary Weapon. He may need to use this when he catches a Spy "Sappin' his stuff". He can also use this to give support to fellow teammates. Most of the time, though, he uses this for self-defense. ******** *Pistol* ******** Clip Size: 12. Carrying Capacity: 200. Power: Low. Accuracy: Medium. Rate of Fire: Semi. Range: Medium. Reload Speed: Fast. Like the Scout, this weapon is better for the Engineer at far ranges. Unlike Scout, however, he can carry much more ammunition. Occurances where he runs out of Ammo for this Weapon are extremely rare. ******** *Wrench* ******** Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: High. Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. The Wrench is the most important Melee Weapon, the other being the Spy's Knife. It can repair, re-equip, and upgrade existing equipment. Metal can be obtained by collecting ammunition, using dispensers, and salvaging Weapons from casualties. Whacking a machine during construction speeds up its process as well. Remember to maintain equipment; a careless Engineer is a dead Engineer! ******************* *Equipment Builder* ******************* Purpose: Builds Sentry Guns, Dispensers, and Teleporter Entrances/Exits. To select certain projects, 1 is for the Sentry Gun, 2 is for the Dispenser, 3 is for the Entrance, and 4 is for the Exit. After doing so, place the building where desired, and wait for 10/20 seconds. Be sure to protect it during construction! ********************* *Equipment Detonator* ********************* Purpose: Destroys existing Sentry Guns, Dispensers, and Teleporter Entrances/ Exits. Like the Builder, the keys are the same. Detonate the equipment when out of usable sight. ------------ 2.27 >Medic< ------------ A German Doctor, the Medic always likes to stick with his teammates. Because he sticks around his buddies, he's pretty much to blame for many kills. He's also a bit crazy, so refuse any of his offers for shots. His best friend is the Heavy Weapons Guy. The Medic is a dedicated Support Class. With his Healing Power, he can prolong the lives of his mates, and when the moment arrives, he can team up with a tough player to advance through the most lethal obstacles. In TFC, he was able to poison enemies as well as heal teammates, but he had to get up close. This hampered his healing ability and made him little more than a heavy Scout. In TF2, he's now a dedicated healer, and is not meant for fighting. Health: 150. Speed: Faster than Medium. Suggested Numbers: 2 (3-4 on Offense). Weapons: ************* *Syringe Gun* ************* Clip Size: 40. Carrying Capacity: 150. Power: Low. Accuracy: Medium. Rate of Fire: Automatic. Range: Short. Reload Speed: Medium. The Medic's Primary means of defending himself. The projectiles fly in an arc, so aim a little higher at longer ranges. The gun is weak, so stick around teammates for self-defense. ********* *Medigun* ********* Purpose: Heals other friendly Players, as well as activating Invulnerable Ubercharge at 100%. The Medigun is what the Medic is all about. As well as Healing a target at a fast rate, Healing targets can also gather Energy for Ubercharge, an ability that makes the Medic and his Healing target invulnerable for a valuable ten seconds! During the process of Healing, the Medic can also boost his target's Health to 50% more than what that class usually has at maximum. ********* *Bonesaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. The Bonesaw is another average Melee Weapon. However, the Bonesaw is a much better choice for the Medic to fend off bad guys, Spies in particular, up close. ************ *Blutsauger* ************ Clip Size: 40. Carrying Capacity: 150. Power: Low. Accuracy: Medium. Rate of Fire: Automatic. Range: Short. Reload Speed: Medium. Requires: 10 Medic Achievements. Replaces: Syringe Gun. The Blutsauger is the first of the Medic's unlockable weapons. Although it is unable to fire Critical Shots, it will give the Medic health if the projectiles manage to hit an enemy (3 health per shot). Because of this, it is useful for Spy-Checking. ************ *Kritzkrieg* ************ Purpose: Heals other friendly Players, as well as activating Full-Crit Ubercharge at 100%. Requires: 16 Medic Achievements. Replaces: Medigun. The Kritkrieg, when fully charged, allows the Medic to give his (friendly) target fully Critical Shots (every shot he fires will be Critical) for ten seconds. ********* *Ubersaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Slow. Range: Melee. Reload Speed: None. Requires: 22 Medic Achievements. Replaces: Chainsaw. The Ubersaw, when hitting an enemy, will charge the Medic's Medigun/Kritzkrieg by 25%. It swings slower than the Bonesaw, but it seems to do more damage. ------------- 2.28 >Sniper< ------------- The Australian Rifleman enjoys fighting from large distances, and has a knack for looking at people's heads. The Crocodile Hunter wannabe wears his trusty Akruba, and has an adventurous attitude. The Sniper, of course, is a Long-Range destroyer. Unlike most Snipers in games, he needs to charge up his Rifle for maximum firepower. He also has a few other Weapons if anybody tries to attack him from up close. In TFC, he had to hold the trigger to charge his shots. In TF2, he simply needs to use his scope, resulting in less sore index fingers for the Commonwealth Marksman. Health: 125. Speed: Medium. Suggested Numbers: 1-2. Weapons: ************** *Sniper Rifle* ************** Clip Size: 1. Carrying Capacity: 25. Power: High-Very High. Accuracy: Very High. Rate of Fire: Bolt. Range: Long. Reload Speed: Fast. The Sniper Rifle is the Ultimate Weapon for the Sniper. Charging shots is vital to pick off targets from a distance quickly. Use the Scope to charge the shots. Charging takes time. The density of the Dot seen through the Scope and the amount of units in the meter indicates the shot's power. Headshots are always considered Critical Hits. **************** *Submachine Gun* **************** Clip Size: 25. Carrying Capacity: 75. Power: Low. Accuracy: Medium. Rate of Fire: Automatic. Range: Medium. Reload Speed: Fast. The Sniper's Secondary Weapon. The Submachine Gun is very similar to the Pistol (the two even SOUND similar!), but the SMG is more effective up close. If the Sniper ever needs to fight in close areas, he should use this Weapon. He can also use the Submachine Gun on the move. ******* *Kukri* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: High. Accuracy: N/A. Rate of Fire: Fast. Range: Melee. Reload Speed: None. Also called the "Sword" or "Machete", this is the Sniper's Melee Weapon. The Sniper can use this as his up close weapon with his SMG, or he can use this against Spies who try to cut his back. ---------- 2.29 >Spy< ---------- The Master of Espionage and Suave tactics makes his debut in TF2. He may not be the legendary 007 Agent, but he's pretty damn close. Known to practically shapeshift as other people, he's a master of disguise, and vandalism. Sometimes it's not wise to trust him... The Spy is the master of disguise. Get into some clothing, and he'll start acting accordingly. With only a Revolver and a Knife for self defense, he's not very good at direct combat, with his low Health only making the job worse. He's more professional at infiltration and causing trouble within enemy territory. He's also got a new trick up his sleeve. He can now Cloak for up to ten seconds to infiltrate the enemy bases. The Spy cannot attack or plant Sappers while he's Cloaked, nor can he reload, but can still change Disguises. Cloaks take a while to recharge as well. Health: 125. Speed: Medium (Varies if Disguised). Suggested Numbers: 1-2 (3 on Offense). Weapons: ********** *Revolver* ********** Clip Size: 6. Carrying Capacity: 24. Power: High. Accuracy: High. Rate of Fire: Semi. Range: Medium. Reload Speed: Medium. The Revolver is the Spy's Primary and only Ranged Weapon. The Revolver is quite Powerful and Versitalle, but for the Spy, it just isn't meant for Wild West shootouts. Whenever the Spy loses his cover though, he can use this. The Revolver is also very accurate, which can kill enemies at long ranges. ******** *Sapper* ******** Purpose: Saps any piece of an Engineer's Equipment. The Spy does not lose his disguise while placing a Sapper, and can place more than one. As explained above, the Sapper is what usually angers Engineers. The Sapper, when planted, prevents the victim Equipment from doing its normal task and recieves damage over time. A Sapper can only be removed by two whacks by the Engineer's Wrench. Sappers need to be placed up close. Engineers will be alerted when a Sapper is placed. ******* *Knife* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: High (At/Near the back) or Medium (At/Near the front). Accuracy: N/A. Rate of Fire: Medium. Range: Melee. Reload Speed: None. The Knife is, like the Engineer's Wrench, one of two of the most important Melee Weapons in the game. When facing the back or at the back parts of the side of a victim, the Spy Backstabs his target and recieves an instant kill. Don't ever try to use the Knife in the front. ************** *Disguise Kit* ************** Purpose: To Select Disguises, as either part of the enemy or of the friendly teams. The Disguise Kit is another vital part of the Spy's arsenal. After selecting the Kit, the Numbers 1-9 indicate the Classes to Select. Press - to switch from Hostile or Friendly uniforms. The best and most convincing Disguises are often the Engineer, Sniper, Demoman, and the Soldier Costumes. The least are probably the Medic and the Spy costumes. A Spy cannot Capture Control Points or carry Intelligence when he is Disguised or Cloaked, and the Spy loses his Disguise whenever he uses his Revolver or Knife. A friendly Disguised Spy appears like a Spy with a mask over his face. -------------------- 2.3 >Voice Commands< -------------------- Voice Commands are a quick and effective way with communicating with teammates. Some voice commands show up on the dialog box while others don't. Voice Commands with the * on them show on the dialog box. Voice Commands with the # on them will display a symbol on that person's head. Voice Menu 1 (Z): 1 - Medic! *# 2 - Thanks! * 3 - Go go go! * 4 - Move Up! * 5 - Flank Left * 6 - Flank Right * 7 - Yes * 8 - No * Voice Menu 2 (X): 1 - Incoming! *# 2 - Spy! * 3 - Sentry Ahead! * 4 - Need a Teleporter here 5 - Need a Dispenser here 6 - Need a Sentry here 7 - Activate Charge! * 8 - Ubercharge Ready (Medic Only) Voice Menu 3 (C): 1 - Help! *# 2 - Battle Cry 3 - Cheers 4 - Jeers 5 - Positive 6 - Negative 7 - Nice Shot 8 - Good Job The "Medic!" Command can also be used with E. If someone calls for help when they are on a Control Point, they will ask for help for either Defending or Capturing the Point. A player that points to another player while using the "Spy!" Command will say that the player is a spy rather than that a Cloaked Spy is around. ================== 3.00 >Multiplayer< ================== Here's some more Strategies when actually being in the Battlefiels of TF2. ----------- 3.1 >Modes< ----------- Here are the styles of gameplay in TF2. ---------------------- Capture the Flag (CTF) ---------------------- This mode contains two Intelligence Boxes that must be captured by the opposing teams and brought back to their base. Maps: -2Fort -Well -Turbine -------------------------- Control Point Regular (CP) -------------------------- There are often five Control Points, two already belonging to the REDs and the BLUs. The objective is to control all five Control Points. Time is added whenever a Control Point switches sides. Maps: -Well -Granary -Badlands -Fastlane -------------------------- Control Point Assault (CP) -------------------------- In this Control Point mode, the BLU team must attack RED's base by capturing the Control Points. Time is added whenever BLU siezes a CP from RED. When time runs out, RED wins. Maps: -Dustbowl -Gravelpit -Steel ------------------------ Territorial Control (TC) ------------------------ The map in this mode consists of multiple areas where RED and BLU duke it out. Each phase has two CPs, and the team that manages to take the enemy CP and hold their own wins the round. Then that area becomes theirs. Victory is achieved by controlling all areas on the map. Maps: -Hydro ------------ Payload (PL) ------------ In these maps, the BLU team must escort a cart full of explosives along a track towards the RED HQ. The cart acts like a mobile dispenser, and the map is separated into 3 phases. The cart must be escorted to different checkpoints in order for BLU to gain more time before it runs out. The cart moves faster if there are more BLU players next to it, and it will stop if there's a RED player next to it. Maps: -Goldrush -Badwater Basin ------------- Arena (Arena) ------------- Arena mode is much like Counter-Strike; the round ends when one team runs out of its players, and the other team wins. Unlike Counter-Strike, there's a lone CP in the middle of the map that is activated when enough time has passed. If a team manages to control that point, they win. Maps: -Well -Badlands -Granary -Lumberyard -Ravine ---------- 3.2 >Maps< ---------- This is the (incomplete) list of maps for TF2. --------------- >Official Maps< --------------- ----- 2Fort ----- One of the most popular Maps in the Team Fortress Series, the 2Forts have made some drastic changes in TF2. There are two identical bases, separated by a pool and a bridge with a roof. There are also underground entrances to both bases, which are no longer full of water, but instead, shallow entrances with a good place to construct a Mini-Base within. There is a Sniper's ledge on the bases, and the vital Intelligence boxes are located in the underground Lobby. There's three restoration rooms, and many corridors that can be baited with traps. -------- Dustbowl -------- Another popular Map from TFC, this one is about Assault. There are three stages that the Reliable Excavation & Demolition (RED) Faction must defend from the takeover of the Builder's League United (BLU) Organization. For every stage, there are two Capture Points that RED must defend against BLU. When the first is Captured, the Defenders must defend the second Control point. Each stage has lots of action, so be prepared for a violent gunfight! ---- Well ---- This Map, by far, has the most changes from its TFC counterpart. While the basic layout is slightly similar, its size is not. In the Control Point Mode, the two Teams must take over all of the Control Points, meaning that the Teams have to assault each others' base! The action starts at the central Control Point, which is inside a Train Tunnel. Noobs must be aware of the train lights. In the CTF version, the intelligence case is located in each of the bases. ------- Granary ------- The first of the new Maps, the open fields is another equally balanced CP Map. There's many buildings for cover, and many bridges and catwalks for Snipers. There's nothing much else to say about this map. --------- Gravelpit --------- There are three Control Points that RED must protect against BLU. Two are available for grabs against BLU, but the third cannot be taken over until both of the first two Control Points have been Captured. One of the first ones overlook a cliff while the other one is in the center of a field. The third is a tall tower which is difficult to defend and besiege. It's going to be a difficult battle for RED! ----- Hydro ----- In this Hydroelectric Map, the two Teams must secure the entire Map, which is divided into four sectors. On each round, two opposing sectors are controlled by each of the Teams, and the goal is to control the enemy sector. No two battles are ever the same! Victory occurs when a Team captures the final Control Point from the other Team. This is the only official, and perhaps just the only Territorial Control map to date. -------- Badlands -------- In this map, the action takes place in the Arizona. Two Bases oppose each other, with a capturable Spire outside. The only thing standing between these two Bases is a lone Bridge. -------- Goldrush -------- The first Payload map, the areas around the tracks are very linear. Like Dustbowl, this map consists of three phases. -------------- Badwater Basin -------------- Like Goldrush, Badwater Basin is another Payload map, except this map only has one phase, and is more open than Goldrush. -------- Fastlane -------- A custom map turned into an official map, this is a wide symmetrical CP map with many hills, twists, turns, and pathways. ------- Turbine ------- Another custom map turned official, this CTF Map takes place completley indoors, and has many vents, and tight spots. ----- Steel ----- Another custom map that's now official. It is an assault map with 5 Control Points. While the BLU Team must capture the central CP from RED, they can also capture the other surrounding CPs in order to be able to capture the central point faster. ------ Ravine ------ A dry Arena map, has a tower and two tight areas. ---------- Lumberyard ---------- A forest with three cabins, this place is all but cozy! ----------------- >Unofficial Maps< ----------------- ------ Convoy ------ This map consists of two large vehicles (trains, maybe?) driving quickly across a desert. The intel is located inside the driving terminal area, while the spawn points are in the middle of the vehicles. Only a few catwalks and bridges connect the two trucks together. -------- Orange X -------- A symmetrical map that has only Orange textures, this map is a Sniper's dream. There's a tower in the middle of the battlefield, which is often difficult to Capture. There are many versions of this map. ------- Warpath ------- A remake of the classic Warpath in TFC, this is a tired-but-true CP map. The map is quite linear and dusty. ------ Mach_4 ------ Another exciting CTF map that includes two huge bases. There are many twists and turns in each of the bunkers, as well as a defunct sewer system and many Sniper ports. -------------- Melee Mountain -------------- A pointless but still fun melee-only map that consists of a mountain with Boxing rings on it. ---- Wolf ---- The BLU team tries to take the RED radar station in this map. There are three CPs (like in Gravelpit), and there are many alternative paths to take. ---------- Black Mesa ---------- Much like the infamous research labratory in Half-Life, this map features white rooms, experimental dormitories, offices, and a wide arena that has catwalks and an almost bottomless floor! ------------------ 3.3 >Achievements< ------------------ This is the list of all of the rewards in TF2 when completing a certain task. General: -Hard to Kill: Get five kills in a row without dying. -Master of Disguise: Trick an opposing Medic into Healing a Spy. -Grey Matter: Get 25 Headshots as a Sniper. -Powerhouse Offense: Win 2Fort with a Shutout. -Lightning Offense: Win Well in less than 5 Minutes. -Head of the Class: Play a complete round with every Class. -World Traveler: Play a complete Game on every Map. -Team Doctor: Accumulate 25000 Heal Points as a Medic. -Flamethrower: Set five enemies on fire in 30 seconds. -Sentry Gunner: Kill 10 people with a single Sentry Gun. -Nemesis: Get Five Revenge Kills. -With Friends Like these...: Play with 8 Friends on the Friends List. -Dynasty: Win 20 Games. -Hardcore: Get a total of 1000 kills. -Relentless Offense: Win Hydro without giving up a Capture. -Impenetrable Defense: Defend Dustbowl without giving up a Capture. -Impossible Defense: Defend Gravelpit without giving up a Capture. Medic: -Ubi Concordia, Ibi Victoria: Assist in killing five enemies on an enemy Control Point in a single life. -Medical Breakthrough: Assist in destroying five enemy Engineer Buildings with a single Ubercharge on a Demoman. -Blunt Trauma: Assist in punching two enemies with a single Ubercharge on a Heavy. -Big Pharma: Assist a Heavy in killing 20 enemies without dying. -Consultation: Assist a fellow Medic in killing five enemies in a single life. -Autoclave: Assist in burning five enemies with a single Ubercharge on a Pyro. -You'll Feel a Little Prick: Assist in killing three enemies with a single Ubercharge on a Scout. -Blast Assist: Assist in exploding five enemies with a single Ubercharge on a Soldier. -Doctor Assisted Homicide: Assist in killing twenty Nemeses. -Peer Review: Kill fifty Medics with the Chainsaw. -Sawbones: Hit enemies with the Chainsaw five times in a row without dying or missing. -FYI I am a Medic: Use the Chainsaw to kill five enemy Spies who have been calling for Medic. -Preventative Medicine: Block the enemy from Capturing a Control Point with an Ubercharged teammate. -Family Practice: Ubercharge ten Steam Community Friends. -Second Opinion: Ubercharge two teammates at once (Note that this means simultaneously, which can be achieved by changing rapidly between two targets with Ubercharge in effect). -Double Blind Trial: Deploy an Ubercharge within eight seconds of a nearby enemy Medic deploying his. -Infernal Medicine: Extinguish one hundred burning teammates. -Autopsy Report: Provide an enemy with a freezecam shot of you taunting above their corpse. -Bedside Manner: Be healing a teammate as he achieves an Achievement of his own. -Grand Rounds: Heal 200 teammates after they have called for Medic. -Midwife Crisis: Heal an Engineer as he repairs his Sentry Gun while it's under enemy fire . -Chief of Staff: Accumulate one million total health points. -Specialist: Accumulate ten thousand heal points in a single life. -Intern: Accumulate seven thousand heal points in a single life . -Quadruple Bypass: Heal a teammate who is taking fire form four enemies at once. -House Call: Join a game with a Steam friend and then deploy an UberCharge on him. -Hypocritical Oath: Kill an enemy Spy that was being healed. -Placebo Effect: Kill five enemies in a single life, while having an Ubercharge ready but undeployed. -Trauma Queen: Deploy three Ubercharges in less than five minutes and assist in five kills during that time. -Medical Intervention: Save a falling teammate from dying on impact. -Triage: Deploy an Ubercharge on a teammate less than a second before they are hit by a Critical explosive. -Surgical Prep: Have an Ubercharge ready before the set up phase ends. -Group Health: Work with two other Medics to deploy three simultaneous Ubercharges. -Play Doctor: In a team with no Medics, be first to switch to Medic after a teammate calls Medic and heal 500 health. -Does It Hurt When I Do This?: Kill fifty Scouts with the Syringe Gun. -First Do No Harm: Play a full round without killing any enemies and score the highest on a team of six or more players. Pyro: -Combined Fire: Use the Shotgun to kill any enemies that have been lit on fire. -Hot on your heels: Kill 50 enemies from behind. -Firewall: Ignite 5 Spies who have a sapper on a friendly building. -Next of Kindling: Ignite an enemy, and the Medic healing him. -Cooking the Books: Ignite 5 enemies carrying your Intelligence. -Second Degree Burn: Kill a burning enemy who was ignited by another Pyro. -Spontaneous Combustion: Ignite 5 Cloaked Spies. -Weenie Roast: Have 2 enemy Scouts on fire at the same time. -Trailblazer: Ignite 10 enemies that have recently used a Teleporter. -Baptism by Fire: Force 10 burning enemies to jump into water. -Camp Fire: Kill 3 enemies in a row, all within the same area. -Fire and Forget: Kill 15 players while you're dead. -Lumberjack: Kill 3 people with the Axe in one life. -Clearcutter: Kill 6 people with the Axe in one life. -OMGWTFBBQ: Kill an enemy with a Taunt. -I Fry: Ignite 10 disguised Spies. -Firewatch: Ignite 10 snipers while they are zoomed in. -Got A Light?: Ignite an enemy Spy while he's flicking a cigarette. -Burn Ward: Ignite 3 medics that are ready to deploy an Uber-charge. -BarbeQueQ: Cause a dominated player to leave the server. -Makin' Bacon: Kill 50 Heavies with the Flamethrower. -Dance Dance Immolation: Kill 3 enemies while they're Taunting. -Plan B: Kill 10 enemies while you're both underwater. -Hotshot: Kill a Soldier with a Reflected Critical Rocket. -Pyrotechnics: Kill 3 enemies in a single uber-charge. -Firefighter: Kill 500 enemies as a Pyro. -Fire Chief: Kill 1000 enemies as a Pyro. -Arsonist: Destroy 50 Engineer buildings. -Controlled Burn: Ignite 50 enemies Capturing a friendly Control Point. -Attention Getter: Ignite 100 enemies with the Flare Gun. -Dead Heat: Kill an enemy in the same second that he kills you. -Pyromancer: Do 1 million points of total fire damage. -Pilot Light: Ignite a rocket-jumping Soldier while he's in midair. -Hot Potato: Reflect 100 projectiles. -Freezer Burn: Provide enemies with freezecam shots of all three Taunts. Heavy: -Iron Kurtain: Take 1000 points of damage in a single life. -Spyalectical Materialism: Kill or assist in killing 10 cloaked Spies. -Party Loyalty: Kill 50 enemies within 3 seconds of them attacking the Heavy's Medic. -Permanent Revolution: Kill 5 enemies without spinning down the gun. -Division of Labor: Kill 20 enemies with a Medic nearby without getting killed or losing the Medic. -Heavy Industry: Fire $200,000 worth of minigun rounds in a single life (1000 rounds). -Red Oktoberfest: Earn a domination for a Medic. -Communist Mani-Fisto: Kill an enemy with a Critical Punch. -Show Trial: Kill an enemy with a Taunt. -Redistribution of Health: Heal 1000 damage with med-kits in a single life. -Crime and Punishment: Kill 10 enemies carrying the Intelligence. -Rationing: Kill an enemy with the Shotgun while out of Minigun Ammo. -Class Struggle: Work with a friendly Medic to kill an enemy Heavy & Medic pair. -Vanguard Party: Be the first one on the team to start capturing a Control Point in a round. -Soviet Block: While invulnerable and on defense, block an invulnerable enemy Heavy's movement. -Pushkin the Kart: Get 50 caps on Payload maps. -Stalin the Kart: Block the enemy from moving the Payload Cart 25 times. -Marxman: Kill 10 enemies in mid-air with the Minigun. -Supreme Soviet: Get Ubered 50 times. -Gorky Parked: Kill 25 enemies while standing on a friendly Control Point. -Factory Worker: Kill 20 enemies while being recharged by a Dispenser. -Purge: Kill 15 enemies capturing a friendly Control Point. -Soviet Union: Get 25 enemy kills while either assisting or being assisted by another Heavy. -Lenin A Hand: Help 5 teammates get Revenge on their Nemeses. -0wn the Means of Production: Remove 20 stickybombs by killing the Demomen who produced them. -Five Second Plan: Kill an enemy in the first 5 seconds after exiting a Teleporter. -Krazy Ivan: Kill 100 enemies while underwater. -Photostroika: Provide an enemy with a freezecam shot of a Taunt while invulnerable. -Rasputin: In a single life, get shot, burned, bludgeoned, and receive explosive damage. -Konspicuous Konsumption: Eat 100 Sandviches. -Icing on the Cake: Get 20 kills on dominated players. -Don't Touch Sandvich: Kill 50 Scouts using Natascha. -Crock Block: Survive a direct hit from a Critical Rocket. -Borscht Belt: Kill 10 Heavies with the K.G.B. -Kollectivization: Get 1000 assists. ------------ 3.4 >Taunts< ------------ Here are the available Taunts, and Taunt Quotes for each Class and Weapon. Note that it's possible to be able to use a Taunt for a certain Weapon, but be arming another. Use Quickswitch (Q) to swtich Weapons just before Taunting. ----- Scout ----- Scattergun: Slaps his thigh like he's riding a horse. -"WHOOO!" -"WHOO HOO HOO HOO!" -"That's what I'm talking about!" Pistol: Puts his Pistol away and runs on the spot. -"Alright, I feel good!" -"I'm running circles around ya!" -"I'm not even winded!" Bat: Leans Backward, stretches his arms, and then points. -"Yeah, why don't you come over and say that to my face tough guy! BONK!" -"Hey Knucklehead, I'm talking to you! BONK!" -"Hey, is someone keeping track of my heads batted in? BOIK!" -"Who wants some-a this? BONK!" -"BONK!" -"BOIK!" ------- Soldier ------- Bazooka: Stands up straight and does a Loser Sign with his hand in a mock salute. -"Leeeft-HUT!" -"Maggots!" -"Chuh-Ribbed!" Shotgun: Puts his Shotgun away, then juggles his Rocket and Grenade Ammo. -"Ahha ha ha ha hah!" -"Screamin' Eagles!' Spade: Screams with his war cry and bangs himself on the helmet. ---- Pyro ---- Flamethrower/Backburner: Thrusts his Flamethrower in the air and laughs. -"Mhmph Mhmph Mphmph Mphm!" -"Mmmmph Mphm!" Shotgun/Flare Gun: Performs Hadouken (This kills). -"Mphmph, mpmmm mm!" Axe/Axetinguisher: Plays a guitar with his Axe. -"Mppm... mphm!" ------- Demoman ------- Grenade Launcher: Lifts his groin armor, showing a taped smiley face. -"KA-BOOM!" Sticky Grenade Launcher: Spins around, thumps his chest twice, and does the Victory sign. Bottle: Takes a drink from the Bottle, then burps. -"Cheers, Mate!" ----------------- Heavy Weapons Guy ----------------- Sascha/Natascha: Hugs his Minigun. -"We make good Team!" -"You did well!" -"Kiss Me!" Shotgun: Spins his Shotgun and does the cutthroat gesture. -"You, yes you! You are dead!" -"All of you are dead!" Sandvich: Eats. -"Nom nom nom nom." Fists: Mimicks quick-draw (this kills). -"Pow! Ha ha!" -"HA!" The KGB: Two bells are heard and does two uppercuts. -------- Engineer -------- Shotgun: Dances. -"He hee! YEEE HAW!" -"WOO HOO!" -"Yippie-yai-yay kee yeah!" Pistol: Twirls his gun and laughs quietley. Wrench: Laughs evilly and manically. -"Heheheheh... Hahahahah... MUHAHAHAHAH!!" ----- Medic ----- Syringe Gun/Blutsauger: Pulls his rubber glove and snaps. -"Another sucessful proceedure!" -"Whoops! That was not medicine!" -"That, was doctor-assisted homocide!" -"Did that sting? Sorry!" Medigun/Kritzkrieg: Puts his Medigun away and bows. -"Danke, Dummkopfs!" Chainsaw: Plays his Chainsaw like a violin. -Plays a Tune. Ubersaw: Plays his Ubersaw like a Cello. -Plays a Tune. ------ Sniper ------ Sniper Rifle: Waves. -"Thanks for staying still, Wanker!" -"Dudey!" -"Wave goodbye to your head, Wanker!" -"There you go!" -"G'Day!" SMG: Kicks his heels, then punches. -"God save the Queen!" -"YEAH!" Kukri: Takes off his hat and holds it across his chest. -"You got blood on my knife, mate." -"You'd best keep lying down." -"That funeral 'ain't going to be open casket." --- Spy --- Revolver: Brushes his suit and adjusts his tie. -"Well, this was a disappointment!" -"You got blood on my suit!" -"Oh dear, I've made quite a mess." -"Ahem." -"I never really was on your side." Disguise Kit: Flicks his cigarette and gets a new one from the case. -"Cheers." -"Oh Please!" -"Fine Job!" -"Hahhahah!" Knife: Puts the Knife in his left hand and uses it as a Rapier. -"I'm going to gut you like a Cornish Game Hen!" -"Just put your Weapons down and walk away." --------------- 3.5 >More Tips< --------------- Here are some more tips for the Game. In General: -When Ubercharged, don't be afraid to go into dirty combat, even if it means using a Melee Weapon. -Use the voice commands often, especially the "Incoming" and "Medic" commands. As a Scout: -Use Speed. While he's also deadly at close range, don't forget his ultimate goal: Control Points and the Enemy Intelligence! -Try to Double-Jump to places most other Classes can't get to quickly. -Attack from the back rather than the front. -Keep running and hopping. As a Soldier: -Aim towards the ground with the Bazooka. -Reload often, since all of the Soldier's Weapons reload gradually. -Try to use cover. Fire the Bazooka and head back to cover often. As a Pyro: -Avoid fighting near water. -Try to fight indoors, or in tight areas.. -Use the element of suprise. -Use the Flamethrower to "Mark" an enemy Spy. -If fighting against another Pyro, use the Shotgun (the Pyro is immune to burn effects). -Always try to reflect Rockets and Grenades whenever possible. As a Demoman: -Use the Grenades stragetically. The Grenades can bounce off walls and ceilings, so use them against enemy Sentry Guns. -Setting up Sticky Bombs when out of the public's eye is better than setting up Bombs in an easy to notice area. -Reload often. -Try to secure as many entry points as possible. -While on the run, plant Stickies on the places the enemy may pursue. As a Heavy: -Try to refill on ammunition often. -Upon locating a Medic, stay close together. -Don't try to take a Sentry Gun head on, even with a Medic. -Avoid open and wide areas. -Upon spotting an enemy Sniper, take cover! -Keep an eye out for Spies. -When on the move, keep the Shotgun out in case of an emergency. As an Engineer: -Build the Sentry Gun, Dispenser, and Teleporter Exit close to each other. -Build the Teleporter Entrance near a Spawn Point. -Engineers should stick with their Equipment to ensure their safetey. -Try to get Metal through destroyed Equipment and Dispensers rather than Ammo boxes. -Try to help other Engineers with developing their Equipment. -When a Spy is spotted, kill him first before repairing any Sapped Equipment. -Strafing while upgrading or repairing equipment may help prevent a Spy from getting a sucessful Backstab. As a Medic: -Choose the more heavily armored targets for Ubercharge. -Avoid Ubercharging Snipers, Spies, Scouts, and other Medics. -The Healing range of the Medigun can bend, use this to find cover. -When using Ubercharge, the Medic's Ubercharge target can change. Use the Medigun on another target. -Look for Heavies or Soldiers to stick around. -Move around often and use as much cover as possible. -Uber a Heavy or a Pyro when attacking large groups of enemies. Uber a Soldier or a Demoman when trying to destroy an Engineer's Sentry position. As a Sniper: -Be aware of Spies and sneaky Scouts and Pyros. -Medics are the highest-priority targets, next to the Heavies and Snipers. -Don't be afraid to abandon a fully charged Sniper Shot when the action is occuring up close. -Avoid Soldier Rockets and Demoman Grenades. -Hide the Sniper Dot in somewhere that the enemy can't see. -Snipe near a Sentry Gun so that when a Spy goes to that location, he'll have to Sap the Sentry first. This will allow the Sniper to react to the Spy's presence. -Try to stay near a wall or a corner. As a Spy: -Be sure to Cloak, then run to and then Uncloak at the enemy's blind spots. -Backstab starting with the guy in the back, not the front. -Avoid Pyros like the plague. -Never attempt to Backstab a Scout (unless he's stationary). -Don't Disguise as a Scout, Medic, or Heavy. -The most convincing Disguises are the Sniper, Engineer, and Demoman. -Diguise as a Class the enemy has. A Spy disguised as a Pyro, where, say, the enemy team does not have any Pyros, will always get busted! -After Backstabbing a victim, Disguise as the victim's Class. -Press "B" after Backstabbing for a quick redisguising. Helping a Scout: -Defend the Scout while he's carrying the Intelligence or Capturing a Point. -Press L to drop the Intelligence (when carrying it) to let the Scout carry it instead. Helping a Soldier: -Flank two ways together. -Cover him while he reloads. Helping a Pyro: -Locate nearby enemy Spies to inform the Pyro to light him up, alerting other teammates. -When an enemy gets lit up by the Pyro's fire and attempts to run to safety, kill him with a longer-range weapon to finish him off. Helping a Demoman: -Tell him whenever some enemies are coming through the point where he laid his traps. -Don't let his Sticky Bombs get shot away. Helping a Heavy: -Cover his back. -Keep enemy Snipers at bay. Helping an Engineer: -Alert the Engineer if there's a Spy around, and who is the Spy. -Try to kill the Spy while the Engineer gets the Sappers off of his Equipment. -Try to get ammunition from Dispensers rather than ammo boxes or fallen weapons. -Tell him where to place his Equipment. Helping a Medic: -Cover him while he Heals. -When injured, go to the Medic. Medics get Ubercharge faster when healing wounded opponents. -Let him take the Medpacks on the field. Helping a Sniper: -Cover the closer areas while he takes care of the far areas. -Warn him of Spies whenever necessary. Helping a Spy: -Tell him that there's a Sentry ahead to get him to Sap it. -Make a distraction while he does the Backstabbing. -Kill the Pyros first. Against a Scout: -Fire a little bit ahead of him, since the bullets will actually hit his body. -Avoid melee combat. Against a Soldier: -Use any usual tactic available. -Fight from afar. Against a Pyro: -Fight near water. -Stay out of his/her Flamethrower's range. -Avoid melee combat. Against a Demoman: -Get someone to go into his field of Sticky Bombs to force him to detonate them, then run in when he's got no trap! -His Sticky Bombs can be shot away to unintended areas. Against a Heavy: -Outflank him, or outsmart him. -Take him out from behind or from afar. -Use Instant-Kill weapons. Against an Engineer: -The best countermeasure against Sentry Guns are Sappers and Explosives, as well as being out of sight. -Don't be afraid to take an Engineer head on unless he's near his Sentry Gun. -When he is, try to kill him before his equipment. -Use indirect combat. -Try to attack him and his equipment outside the range of his Sentry. Against a Medic: -When a Medic is among a group of enemy individuals, kill him first to cease the Healing. -An Ubercharge makes people invulnerable, but not impervious to the physical force of projectiles. A well-defended Sentry Gun can prevent the Ubercharged enemies from advancing directly. -Kill Medics with Ubercharges ready at all costs. -An Ubercharged pair can still be blown away with Sticky Bombs. -If a Medic is using the Kritzkrieg, try to kill them, but avoiding their line of sight. Against a Sniper: -Sniper Dots are indicated by the team's colour. Avoid the general area when there's an enemy Dot, and if the area is vacant. -Engage them up close, or from behind. Against a Spy: -When the Spy is Disguised, he always carries a certain gun as a certain character. He always shows the Scout's Scattergun, Soldier's Bazooka, Pyro's Flamethrower, Demoman's Grenade Launcher, Heavy's Minigun, Engineer's Shotgun, Medic's Syringe Gun, Sniper's Rifle, and Spy's Revolver when he's undercover. Take advantage of this when there's an enemy Spy around. -If he Cloaks, try to shoot wherever paths he may use to get around. -A Reddish Cloak indicates a RED Spy, a Blueish Cloak indicates a BLU Spy. -Watch for the name he uses. -A teammate may be suspicous when he's heading towards an Engineer's Equipment. -When Healing a Heavy, he's a Spy when his Health recharges faster than usual. -Spies often appear to start off with half Health when disguised. -Spies disguised as Medics do not show an Ubercharge Meter. -Spies disguised as Snipers cannot raise their Scope to their eye. -Spies disguised as Heavies cannot spin their Minigun. -Spies disguised as Scouts run slow and cannot double jump. -Spies disguised as Pyros are not fire-proof. -A Spy is able to jump on any Engineer's Equipment, and is unable to run through them. -A Spy also cannot run through enemies. In 2Fort: -Scouts can jump onto the bridge's roof to get to the enemy Sniper ledge. -There are only two ways out of the Intelligence room, and only two ways out of the Basement. -The Intelligence Room is cramped. Set up Sentry Guns for a tough defense. -Underwater tunnels into the bases can provide Engineers with probable foreward Mini-Bases. In Dustbowl: As Defenders: -Plant Sticky Bombs directly on the CP. -Construct Teleporter Entrances near the Spawn Point. -Use Spies with Sappers to destroy Attacking foreward Mini-Bases. As Attackers: -Always try to start getting the Ubercharge charged before the Game begins. -At point 2, get Engineers to start pumping out Teleporters! Phase 1, Point 1: As Defenders: -Build in the CP Building, even though it's cramped. -Also build in the corridor inacessible from the second point. -Get Snipers to guard the ravine. -Use Demomen to guard the two higher entry points. As Attackers: -Use explosives to destroy the SGs that defend this cramped point. -Attack from all fronts. Phase 1, Point 2: As Defenders: -Stay in this CP point. -Prevent the enemy from building in the Mine ajacent to the CP area. As Attackers: -There are many ways for BLU to enter to this area. Try to outflank RED. -Build in the mine ajacent to the CP area. Build a Sentry Gun facing the entry. Phase 2, Point 1: As Defenders: -Build the SG, Dispenser, and Teleporter Exit in the CP Building. As Attackers: -Try to find alternate ways into the CP Building. Phase 2, Point 2: As Defenders: -Build a SG next to the Ammunition/Health spawn area. As Attackers: -Sometimes, Engineers build their Equipment near each other's. As a Spy, Sap them all at once! Phase 3, Point 1: As Defenders: -Build Teleporter Exits in the Point 1 shortcut. When the Attackers secure Point 1, this shortcut will be closed. This is also a good place to build a SG and a Dispenser. -Get an Ubercharged Pyro to rush the attackers once the gate is open. As Attackers: -Fire Grenades in the bunker windows. Phase 3, Point 2: As Defenders: -Defend the Bridge AND the Tunnel. -Use the Tunnel to outflank the Attackers. As Attackers: -Don't let the Defenders build Teleporter Exits in the shortcut. -Don't let the Defenders try to outflank the Attackers through the Tunnel. In Well: -At the middle Control Point, be sure to look at the lights before crossing the rails! -Also, listen for the Train. -Underwater Tunnels can be used to infiltrate the Bases. -There's always a Bulletproof glass window at the outer Control Points. -The Sniper windows need to be carefully watched. In Gravelpit: As Defenders: -Try to stick together! Don't let both points A and B be taken by the Attackers due to careless defense! -Avoid building at the top of point C. Instead, guard the entry points. -Soldiers and Demomen can jump on the roof of Point B. As Attackers: -Agree to attack A or B. Don't try to attack both. -Attack the weaker point first. In Hydro: -Don't forget to defend the Point! A Spy can easily infiltrate a Capture Point without any Sentries or Traps around. In Badlands: -The Spires are difficult to both defend and attack. Use cover from the metal plates on the spire. In Goldrush: As Defenders: -Plant Sentries in areas overlooking the tracks. -Plant Teleporters in the buildings away from the tracks. -Step near the Cart to make it stop when there are enemies next to it. -Plant Sticky Bombs on the Cart or on the tracks. As Attackers: -When moving the Cart, stick next to it. -Use the Cart for cover if necessary. Phase One: As Defenders: -Sneak up behind the enemy and strike them from behind. As Attackers: -After capturing the first point, use the buildings to outflank the Defenders. Phase Two: As Defenders: -Secure the spawn points. As Attackers: -After capturing the first point, go to the upper building overlooking the second area to pin down the Defenders. Phase Three: As Defenders: -Plant Sticky Bombs and Sentries throughout the buildings next to the tracks. -Use cover. As Attackers: -Find alternate routes to secure the tracks. -------------- 3.6 >Glossary< -------------- Critical Hit: A shot (or burst of shots) where the projectile does more damage than usual. A Sniper's Headshot is always a Critical Hit. Headshot: A Headshot caused by the Sniper's Rifle. Backstab: A Melee attack caused by a Spy's Knife from behind. Spy Checking: The process of checking for enemy Spies within a team. Pyros excell at this. SG: Sentry Gun. Solly: Soldier. CP: Capture/Control Point. Mini-Base: Location where a Sentry Gun, Dispenser, and Teleporter Exit are in the same general location. Fatty: Heavy Weapons Guy. Steam Friend: Steam friends can invite each other to be friends. The Steam program will tell a player if one of his/her friends are playing on a Steam game (including TF2). Some achievements can only be fullfilled through getting many Steam Friends. Metal: Another type of ammunition collected by Engineers to build their Equipment. Assist: If a player damages a player and another player manages to kill the victim player, both players get credit (more so to the finishing player). Ubercharge: The Special Ability for Medics and his target to become Invulnerable or have 100% Critical Shots for 10 seconds. An Invulnerable and Kritzkrieg Uber can be put on a single person at the same time. Knock Back: Force created by strong projectiles that push back targets or makes them fly. Explosives, Minigun Bullets, and Sentries are examples of Knock Back weapons. Domination: If a player kills another certain player three times without being killed by that player, the target player is being dominated by the other player. Domination ends when the target player kills the Dominating player. Nemesis: The opposite of domination, it will appear when a player is being killed by another player for at least three times without getting killed by the player. When Domination occurs, the target player sees the Dominating player as their Nemesis (I'm always determined to get Revenge (see below)). Revenge: The occurance where the Dominated player kills the Dominating player. A Revenge Kill will score the Dominated player double points (as well as giving satisfaction). Revenge, Nemesis, and Domination events occur even with assists. Sudden Death: The point where time runs out on a CTF/Symetrical CP Map. Nobody respawns here! Overtime: A peroid of time where the Game is extended and ends whenever the person attempting to Capture a Point is killed or suceeds in the Capture. Humiliation: The peroid of time where a Team wins and they get to kill the losing Team with all Critical Hits and preventing the enemy Team from retaliating. =================== 4.0 >And the Rest!< =================== All of this will cover up the rest of the guide. =========== 4.1 >F.A.Q< =========== Q: Why are the Classes divided into Offense, Defense, and Support? A: It's just easier to identify what the Classes are for, but a Soldier can still be able to Defend as well (for example). Q: What are some good custom-made maps? A: CP_Orange X, CP_Warpath, and CP_Wolf are some good maps. Q: How do I change my name? A: Through the Steam Community section of the Steam Window (go to the Community page and then click on "Edit Steam ID" in order to change names). Q: I only want to get a certain part of this guide! What can I do? A: Select what's necessary and then right click and click on copy (or select and then press control C). Then go to some other word document, right click, and paste (or press control V). Print away! Q: I want to contribute to this guide by writing some information for it! A: Go right ahead. E-mail me at Boocatcher5@hotmail.com. Be free to e-mail me some more questions. Rules for it are explained below. ================= 4.2 >Email Guide< ================= Here are some ground rules for making e-mails. 1. Spam is stupid. Never EVER write that kind of stuff. 2. Spell correctly with good grammar. 3. Don’t ask something that’s already inside this guide. 4. Try to make your strategy neat, because I will directly take your strategy from your E-mail. Also, pressing enter at the end of each line would help. 5. Don’t forget about the subject (Team Fortress 2)! Then I will know what the topic is about. 6. Don't ever try to contact me through a messenger program. Ever. Just give me these things if you want to contact me about the guide. 1. Strategies on incomplete stuff. 2. Expansions on current walkthroughs. 3. Additional FAQs. 4. Other stuff to make this guide interesting. ============= 4.3 >Credits< ============= -Me, the Author. -Additional info by Thomas Page and Michael "EN4CER420" Bilberry. -Valve for the game itself. -GameFAQs for uploading this guide. ---------------------- 4.4 >Legal Disclaimer< ---------------------- Copyright 2008 Brett Sim This may be not be rewritten under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without permission before so. Use of this guide on any other web site or as a part of any public display is strictly, indisputably prohibited, and a violation of copyright. Failure to comply with the above terms can result in a lawsuit. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to get some information from this guide, they must be confirmed and chosen by the author, Raining Metal. If you do not agree with the terms here, you should not use this guide any further. Thank You.