---- ------ / | | \ / | | \ /______/ \_______\ _______ ________ \ \ / / \ | | / \ | | / ----- ------ Team Fortress 2 FAQ/Strategy Guide For PC By Raining Metal (Boocatcher5@hotmail.com) Version 1.31 =================== >Table of Contents< =================== 1.0 Introduction 1.1 Version History 2.0 Basics 2.1 Controls 2.2 Class Info 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 2.4 Differences between PC and Console Versions 3.0 Multiplayer 3.1 Modes 3.2 Maps 3.3 Achievements 3.4 Taunts 3.5 Glossary 3.6 Machinima and Videos 4.00 Strategies 4.10 Class Tips 4.11 Scout Tips 4.12 Soldier Tips 4.13 Pyro Tips 4.14 Demoman Tips 4.15 Heavy Tips 4.16 Engineer Tips 4.17 Medic Tips 4.18 Sniper Tips 4.19 Spy Tips 4.20 Map Tips 4.21 CTF Tips 4.22 CP (Symmetrical) Tips 4.23 CP (Assault) Tips 4.24 Payload Tips 4.25 Arena Tips 4.30 Other Tips 4.31 Spy-Checking 4.32 Using Sentries 4.33 Using Dispensers 4.34 Using Teleporters 4.35 The Ubercharge and Kritzkrieg 4.36 Miscellaneous 5.1 And The Rest! 5.1 F.A.Q 5.2 Email Guide 5.3 Credits 5.4 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! Also, I made this guide because the PC version of the game (and the Orange Box) only came with a pamphlet going over the controls as its instructions manual. Hopefully, this guide will act as a good substitute for a manual. Well, here it is folks, and enjoy my guide! --------------------- 1.1 >Version History< --------------------- Version 1.31 Added the Scout Unlockable Weapons, Achievements, and the Egypt, Junction, and Watchtower Maps. Made a few other adjustments to this guide. ------------------------------------------------------------------------------- Version 1.29 Made a few more minor adjustments. The next version of this guide will cover up the Scout update. ------------------------------------------------------------------------------- Version 1.28 Made a few adjustments regarding the latest patch. ------------------------------------------------------------------------------- Verison 1.27 Added the Differences between PC and Console Versions section. ------------------------------------------------------------------------------- Version 1.26 Added the Tutorial Videos for each Class. ------------------------------------------------------------------------------- Version 1.25 Added a few tips for Achievements. ------------------------------------------------------------------------------- Version 1.24 Made a few more corrections as a minor update. ------------------------------------------------------------------------------- Version 1.23 Added the rest of the Tips section, and made a correction regarding Teleporters. Added the Machinima and Videos section, and much more! ------------------------------------------------------------------------------- Version 1.20 Made a HUGE makeover to this guide. Accurate Weapon Damage, corrections, and other missing information (such as the fact that Sticky Bombs are best against Sentries) have been added, along with a separate Tips section! Expect to see more updates to this guide in the future. ------------------------------------------------------------------------------- Version 1.09 Added the extra information on the Engineer's Equipment, and made extra notes regarding the latest patch. ------------------------------------------------------------------------------- Version 1.08 Added more class and map tips. Could use some map tips on Turbine and Fastlane. ------------------------------------------------------------------------------- Version 1.07 Removed the Backburner health details. Added spelling corrections on "Akubra". ------------------------------------------------------------------------------- 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. Q: Switch to previous weapon (Quickswitch). G: Taunt. L: Drop Intelligence. T: Draw Spray. Y: Talk to all. U: Talk with team. M: Change Class Weapon sets. B: Quick Redisguise (Spy only). Z,X,C: Voice Commands. 1-5: Weapons. ,: Change Class. .: Change Team. Esc: Pause menu. The crosshairs can also be changed in the options menu. By default, the crosshairs changes depending on what weapon is being used. Custom crosshairs will not change regardless of which weapon is being used, and can also be colored differently. There are different shapes for each crosshair available. ---------------- 2.2 >Class Info< ---------------- 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. Please not that all damage for each weapon is recorded for each bullet, swing, bomb, particle, etc., and that all Speeds apply when moving FORWARD. Offense Classes include the Scout, Soldier, and Pyro. Their primary strengths are to create chaos and destruction, as well as rattle the enemy's cages. They are also quite mobile. Defensive Classes include the Demoman, Heavy, and Engineer. These classes often stay put or hardly move, and can deal a lot of damage at once. They are also ideal for defending objectives. Support Classes include the Medic, Sniper, and Spy. Support Classes can turn tide of the battle in seconds, whether it be providing health and invulnerability, or assassinating certain targets. ------------ 2.21 >Scout< ------------ The Scout, a teenage punk from Boston, likes to torment his opponents and ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also enjoys to tease (though he also loathes the rest of his enemies). 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: 133% Suggested Players: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Scout Weapons: ************ *Scattergun* ************ Clip Size: 6. Carrying Capacity: 32. Power: -Close Range: 85-105. -Medium Range: 10-40. -Long Range: 3-10. -Critical Hit: 180. Accuracy: Low. 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: -Close Range: 20-22. -Medium Range: 10-15. -Long Range: 8-9. -Critical Hit: 45. 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. It reloads much faster than the Scattergun. ************** *Baseball Bat* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 24-46. -Critical Hit: 105. 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! **************** *Force-A-Nature* **************** Clip Size: 2. Carrying Capacity: 32. Power: -Close Range: 82-101. -Medium Range: 10-39. -Long Range: 3-10. -Critical Hit: 173. Accuracy: Low. Rate of Fire: Semi. Range: Very Short. Reload Speed: Slow. Requires: 11 Scout Achievements. Replaces: Scattergun. The Force-A-Nature is the more ruthless cousin of the Scattergun. While it can only hold two shells at a time, and that it takes a long time to reload this shotgun, the Force-A-Nature is capable is blowing away its targets (that is, anyone hit by the Force-A-Nature will be blown backward, literally). With the extra knockback feature, the Force-A-Nature can act as a third jump for the Scout (on top of his Double-Jump ability). When reloading, the Force-A-Nature automatically reloads both of its shells, so if there's a shell in the gun when the Scout reloads, it will be discarded. ******************** *Bonk! Atomic Punch* ******************** Purpose: Allows the Scout to dodge enemy fire for a period of time. Requires: 22 Scout Achievements. Replaces: Pistol. When the Scout takes a drink from this new juice can, the Scout is invulnerable for six seconds. When he is in this condition, however, the Scout cannot attack or pick up any Intelligence. He must also control himself in Third Person Mode. After the effects of the Punch wear off, the Scout can only walk at 56% of his normal speed (75% of normal speed). The Scout is also unable to pick up any Medkits or Ammo Boxes, and cannot drink the Punch when he is carrying the Intel. The Punch does not make the Scout immune to the Sentry Gun's Knockback effect. The Scout cannot drink again until the negative effects of his drink wears off. ************* *The Sandman* ************* Clip Size: 1 (Baseball). Carrying Capacity: N/A. Power: -Close Range (Bat): 24-46. -Critical Hit (Bat): 105. -Ball: 5. -Critical Hit (Ball): 15. Accuracy: N/A. Rate of Fire: Fast. Range: Melee. Reload Speed: N/A. Requires: 16 Scout Achievements. Replaces: Baseball Bat. The Sandman is a wooden Baseball Bat that throws a Baseball whenever there is one available to the Scout at his desired target. The Baseball is capable of stunning its victim for a second. Scouts with Sandman Bats cannot Double-Jump. The farther the Ball is thrown at the victim, the longer the victim is stunned. The Scout gets a new Baseball after ten seconds of throwing his previous one. Baseballs can also be picked up from the ground, or can be given to the Scout when he visits a Resupply Cabinet. Baseballs are not found in Ammo Packs or on dropped weapons. -------------- 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 Rocket Launcher), and while firing, crouch and jump. This costs health though. Health: 200. Speed: 80% Suggested Players: 2-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Soldier Weapons: ***************** *Rocket Launcher* ***************** Clip Size: 4. Carrying Capacity: 20. Power: -Close Range: 105-112. -Medium Range: 50-90. -Long Range: 45-60. -Critical Hit: 270. -Rocket-Jumping: 27-46. 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 Rocket Launcher is only effective at closer ranges and in tight corners. But since the Rocket Launcher packs a punch, it's an effective way to take out Heavies when outgunned. The Rocket Launcher has a much shorter clip size than any other "Shotgun Reloading" weapon (along with the Grenade Launcher), 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: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Critical Hit: 180. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. The Shotgun is the Secondary Weapon of the Soldier. If the Rocket Launcher 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: -Short Range: 43-87. -Critical Hit: 195. 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. Because the Pyro plays with fire, the Pyro's effectiveness is decreased in the 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. Speed: 100% Suggested Players: 1-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Pyro Weapons: ************** *Flamethrower* ************** Clip Size: None. Carrying Capacity: 200. Power (per particle): -Short Range: 6.8. -Critical Hit: 20.4. -Burn Damage: 5-6 per second. 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: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Critical Hit: 180. Accuracy: Low. 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: -Short Range: 43-87. -Critical Hit: 195. 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 (per particle): -Short Range: 6.8. -Critical Hit: 20.4. -Burn Damage: 5-6 per second. 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 will always fire Critical Hits when using this weapon on a victim's back. *********** *Flare Gun* *********** Clip Size: 1. Carrying Capacity: 16. Power: -Short Range: 13-15. -Medium Range: 16-18. -Long Range: 22-27. -Critical Hit: 60. -Burn Damage: 5-6 per second Accuracy: High. 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: -Short Range: 23-43. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Fast. Range: Melee. Reload Speed: N/A. Requires: 22 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. The Demoman is also one of the prime candidates for destroying enemy Sentry Guns, thanks to his Sticky Bombs. Arguably, the Demoman proves to be one of the most versitale Classes in the game. Health: 175. Speed: 93% Suggested Players: 1-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Demoman Weapons: ****************** *Grenade Launcher* ****************** Clip Size: 4. Carrying Capacity: 16. Power: -Direct Hit: 64-132. -After Bouncing: 22-64. -Critical Direct Hit: 280-300. -Critical Hit After Bouncing: 190. 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 Bomb Launcher* ********************** Clip Size: 8. Carrying Capacity: 24. Power: -Close to Bomb: 47-90. -Very close to Bomb: 60-124. -Directly on top of Bomb: 74-153. -Critical Close to Bomb: 180. -Critical Very close to Bomb: 261. -Critical Directly on top of Bomb: 353. 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. The Sticky Launcher is an excellent weapon for taking out enemy Sentries as well. Even more skilled Demomen are capable of using Sticky Bombs against almost every target. Be warned as Sticky Bombs can be destroyed by bullets. They can also be scattered by the Air Blast and explosions. Sticky Bombs also disappear if the Demoman who planted them gets killed. ******** *Bottle* ******** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Critical Hit: 195. 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 guns "Sasha" and "Natascha" and will pummel anybody who dares to touch them. 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: 77% (27% with Minigun Spinning) Suggested Players: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Heavy Weapons: ******************* *Sasha the Minigun* ******************* Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 50-54. -Medium Range: 5-30. -Long Range: 5-10. -Critical Hit: 27-108. Accuracy: Low. Rate of Fire: Automatic. Range: Medium. Reload Speed: None. Sasha is a Machine Gun. Self-Explanatory, this weapon consumes its ammunition at an alarming rate. To keep the gun spinning, hold right-click. This allows the Heavy to react more quickly to enemeis without having to revolve Sasha again. When spinning the Minigun, the Heavy's speed decreases dramatically. ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Critical Hit: 180. Accuracy: Low. 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: -Short Range: 43-87. -Critical Hit: 195. 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 simply drop a Minigun. ********************** *Natascha the Minigun* ********************** Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 32-36. -Medium Range: 3-20. -Long Range: 3-6. -Critical Hit: 18-72. Accuracy: Low. Rate of Fire: Automatic. Range: Medium. Reload Speed: None. Requires: 15 Heavy Achievements. Replaces: Sasha. Natascha is Sasha's archenemy, and is the alternate Minigun for the Heavy. Natascha deals less damage than Sasha, but it can slow down enemies, making it useful against Scouts, Medics, and retreating enemies. It is also effective for getting Assists (since it slows down enemies, it makes it easier for others to pick them off). ********** *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: -Short Range: 43-87. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Slow. 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 if he manages to kill someone with this weapon! Like the Fists, the Heavy will drop his Minigun when he gets killed. --------------- 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 primarily 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. Engineers can also be used on offense, as his teleporters can prevent any long walks, and their Sentries can pin down any Defenders. Health: 125. Speed: 100% Suggested Numbers: 2-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Engineer Weapons: ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Critical Hit: 180. Accuracy: Low. 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: -Close Range: 20-22. -Medium Range: 10-15. -Long Range: 8-9. -Critical Hit: 45. 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: -Short Range: 43-87. -Critical Hit: 195. 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! Sentries, Dispensers, and Teleporters can be Upgraded to up to three levels. Upgrading a Sentry increases its firepower, Upgrading a Dispenser allows it to donate more Health, Ammo, and Metal to other nearby Teammates, and Upgrading a Teleporter decreases its charge time. The Teleporter can be Upgraded through either the Entrance or the Exit. ********************* *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. The Medic can also perform what's called an "Ubercharge", which makes him and his Healing target invulnerable for some time. Health: 150. Speed: 107% Suggested Numbers: 1-3. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Medic Weapons: ************* *Syringe Gun* ************* Clip Size: 40. Carrying Capacity: 150. Power: -Short Range: 10-15. -Medium Range: 5-10. -Long Range: 5-6. -Critical Hit: 30. Accuracy: Medium. Rate of Fire: Automatic. Range: Short. Reload Speed: Medium. The Medic's Primary means of defending himself. The projectiles fly in an arced trajectory, 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: -Short Range: 43-87. -Critical Hit: 195. 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: -Short Range: 10-15. -Medium Range: 5-10. -Long Range: 5-6. -Critical Hit: 30. 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. However, it does NOT provide invulnerability to players. ********* *Ubersaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Slow. Range: Melee. Reload Speed: None. Requires: 22 Medic Achievements. Replaces: Bonesaw. The Ubersaw, when hitting an enemy, will charge the Medic's Medigun/Kritzkrieg by 25%. It swings slower than the Bonesaw, but the Medic's speed can make up for this loss. ------------- 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 Akubra, 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: 100% (27% with Rifle zoomed in) Suggested Numbers: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Sniper Weapons: ************** *Sniper Rifle* ************** Clip Size: 1. Carrying Capacity: 25. Power: -100% Charged Body Shot: 99-201. -1% to 99% Charged Body Shot: 34-66. -100% Charged Headshot: 450. -1% to 99% Charged Headshot: 150. Accuracy: Very High. Rate of Fire: Bolt. Range: Long. Reload Speed: Fast. The Sniper Rifle is the Ultimate Weapon for the Sniper. Aiming for the head is critical to dispatching enemies from a distance. Use the Scope to charge the shots for extra firepower. 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, so ALWAYS try to aim for the head! **************** *Submachine Gun* **************** Clip Size: 25. Carrying Capacity: 75. Power: -Short Range: 8-12. -Medium Range: 4-6. -Long Range: 4-5. -Critical Hit: 24. Accuracy: Medium. Rate of Fire: Automatic. Range: Medium. Reload Speed: Fast. The Sniper's Secondary Weapon. 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: -Short Range: 43-87. -Critical Hit: 195. 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. Cloaks regenerate overtime, but it also regenerates when the Spy picks up Ammo. Health: 125. Speed: 100% Suggested Numbers: 1-2. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Spy Weapons: ********** *Revolver* ********** Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 55-60. -Medium Range: 35-45. -Long Range: 20-25. -Critical Hit: 120. 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. The Sapper destroys Dispensers, Teleporters, and Level 1 Sentries in 7 seconds, while it destroyed Level 2 and Level 3 Sentries in 8 and 10 seconds, respectively. ******* *Knife* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Up Close: 28-54 -Backstab: 450 (or an Instant Kill). 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 Scout 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. When the Spy puts on his Disguise, the weapon he was previously wielding while he was putting on the Disguise (the process takes a few seconds) will reflect on which weapon his Disguise will wield (a Spy that Disguises with his Revolver out will have the Disguise's Primary weapon out, wielding the Knife will have the Disguise's Melee weapon out, etc.). -------------------- 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. Press 9 in any of the menus to exit the voice menu. Characters will also say other things upon doing certain actions, such as getting their Revenge, or upon Capturing a Control Point, etc. ------------------------------------------------- 2.4 >Differences between PC and Console Versions< ------------------------------------------------- Yes, TF2 also happens to be on other Console systems. However, since Valve is primarily a PC Game developer, many of the features in the PC version are not available in the Console Versions. Some others are, but for a price. Here are the details that make Console Versions different: -There are NO Class Unlockables nor Achievements. -The only Voice Commands are "Medic" and Taunts. -Custom Maps are unavailable. -The only official maps available on the Console Versions are 2Fort, Well, Granary, Gravelpit, Dustbowl, and Hydro (the maps the PC version was initially stuck with). ================== 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. The team that captures the enemy Intelligence enough times wins the round. 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. Control Points at the frontlines will be capturable by the opposing team, while Control Points near the spawn points will be locked until the Control Point in front of it is captured. 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. Control Points captured by BLU cannot be taken back by RED. Maps: -Dustbowl -Gravelpit -Steel -Egypt -Junction ------------------------ 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 Capture Point in the middle of the map that is activated when enough time has passed. If a team manages to control that point, they win. The player who kills another player gets a bonus known as "First Blood". First Blood allows the player who received the first kill to have 100% Critical Shots for a brief period. Maps: -Well -Badlands -Granary -Lumberyard -Ravine -Watchtower ---------- 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! ----- Egypt ----- Set in the ancient desert, RED must defend an ancient tomb from the BLU grave robbers. Much like Dustbowl, Egypt is divided into three sections, each with two Control Points. BLU must capture the forward Control Point before the second Control Point in each phase of the mission. A mix of tight corners, dark hallways, and open sunny areas make this place a level of both ambushing and direct combat. Now an official map as of the Scout Update. -------- Junction -------- An indoor facility with three Control Points. Much like Gravelpit's layout, BLU must Capture the first two Control Points before assaulting RED's final Control Point. Another custom map with the Valve seal of quality. ---------- Watchtower ---------- A fan-made Arena map in the mountains. This crater includes a tower and lots of pipes, with lots of vertical action. Snipers, Scouts, Soldiers, and Demomen will have the edge here. ----------------- >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 (well, not symmetrical, but you know what I mean!) 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 a deadly pit (a nearly bottomless floor or a pool of radioactive waste). -------- Frontier -------- A Payload Map that takes place in the woods in the mountains, BLU must escort a locomotive through the forest to the RED headquarters. ------------------ 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. Scout: -A Year to Remember: Get 2004 lifetime kills. -Artful Dodger: Dodge 1000 damage in a single life using Bonk! Atomic Punch. -Batter Up: Perform 1000 double jumps. -Batting the Doctor: Kill a Medic that is ready to deploy an UberCharge. -Beanball: Stun a scout with their own ball. -Belittled Beleauger: Kill an opposing player that has your Intelligence while holding theirs. -Block the Plate: Block 50 point Captures. -Brushback: Stun 50 enemies while they are capturing a point or pushing the Cart. -Caught Napping: Kill 50 enemies from behind with the Force-A-Nature. -Closer: Destroy 3 Teleporter Entrances -Doctoring the Ball: Kill 3 enemies while under the effects of a Medic's UberCharge. -Dodgers 1, Giants 0: Kill an enemy Heavy and take his Sandvich. -Fall Classic: Cause an environmental death or suicide using the Force-A- Nature's knockback. -First Blood: Get the first kill in an Arena match. -First Blood, Part 2: Kill 5 enemies with the First Blood crit buff. -Foul Territory: Cause an environmental death by stunning an enemy. -Gun Down: Destroy an active sentry gun using your pistol. -If You Build It: Destroy 3 enemy buildings while they are still under construction. -I'm Bat Man: Survive 500 damage in one life. -Moon Shot: Stun an enemy for the maximum possible duration by hitting them with a long-range ball. -No Hitter: Steal and then capture the enemy intelligence without firing a shot. -Out of the Park: Kill an enemy with a Taunt (Bonk). -Pop Fly: Kill 20 players while Double-Jumping. -Quick Hook: Kill a player in Well before the round starts. -Race for the Pennant: Run 25 kilometers. -Retire the Runner: Kill a Scout while they are snared by the post-dodge slowdown effect. -Round Tripper: Capture the enemy Intelligence 25 times. -Set the Table: Initiate 10 point captures that ultimately succeed. -Side Retired: Capture the last point in a CP map. -Stealing Home: Start capping a capture point within a second of it becoming available. -Strike Zone: Kill 50 enemies while they are stunned. -The Big Hurt: Stun 25 UberCharged enemies. -The Cycle: In a single life, kill an enemy while you are on the ground, in the air, and in the water. -Triple Play: Capture three Capture Points in a row in one life. -Triple Steal: Capture the enemy Intelligence 3 times in a single CTF round. 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 10 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 (Hadouken). -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 (Showdown). -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. 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 Bonesaw. -Sawbones: Hit enemies with the Bonesaw five times in a row without dying or missing. -FYI I am a Medic: Use the Bonesaw 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. ------------ 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/Force-A-Nature: 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!" Bonk! Atomic Punch: Takes a sip from the Punch (the same as firing). 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? BOINK!" -"Who wants some-a this? BONK!" -"BONK!" -"BOINK!" The Sandman: Points to the sky, winds up, and swings the Sandman (this kills and sends its victims flying). -"BONK!" ------- Soldier ------- Rocket Launcher: 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 a 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 ----------------- Sasha/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 the Sandvich (the same as firing). -"Nom nom nom nom." Fists: Performs Showdown (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!" Bonesaw: Plays a Violin tune on his Bonesaw. -Plays a Tune. Ubersaw: Plays a Cello tune on his Ubersaw. -Plays a Tune. ------ Sniper ------ Sniper Rifle: Waves. -"Thanks for staying still, Wanker!" -"Beauty!" -"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 Akubra 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 >Glossary< -------------- 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). Backstab: A Melee attack caused by a Spy's Knife from behind. Bonk: The Scout's Sandman Taunt/The Scout's Atomic Punch. Buff: See Overheal. CP: Capture/Control Point. 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. Crit: See Critical Hit. CTF: Capture the Flag. 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. Engineer Base: See Mini-Base. FAN: Force-A-Nature. Fatty: Heavy Weapons Guy. Hadouken: The Pyro's Shotgun/Flare Gun Taunt. Headshot: A Headshot caused by the Sniper's Rifle. 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. Intelligence: The "Flag" in CTF Maps. Juggle: Using Knockback to send enemies into the air, rendering them vulnerable. Kill Cam: When a player is killed, he/she sees the person who killed him/her. Knock Back: Force created by strong projectiles that push back targets or makes them fly. Explosives, The Force-A-Nature, Air Blasts, and Sentries are examples of Knock Back weapons. Medic Buddy: A teammate that often accompanies a friendly Medic. Metal: Another type of ammunition collected by Engineers to build their Equipment. Mini-Base: Location where a Sentry Gun, Dispenser, and Teleporter Exit are in the same general location. 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)). Overheal: When a Medic heals a player long enough, their health points surpass their normal limit. The Overheal amount goes down overtime. 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. PL: Payload. 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. SG: Sentry Gun. Showdown: The Heavy's Fist Taunt. Solly: Soldier. Spy-Checking: The process of checking for enemy Spies within a team. Pyros excell at this. 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. Strafe: Side-stepping, running around, etc. Sudden Death: The point where time runs out on a CTF/Symetrical CP Map. Nobody respawns here! TC: Territorial Control. TF2: Team Fortress 2. TFC: The crappier predecessor to TF2, Team Fortress Classic. 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. -------------------------- 3.6 >Machinima and Videos< -------------------------- There's a wealth of Machinima videos related to Team Fortress 2, both made by Valve and fans of the game. "Meet The Class" Series: Valve has interviewed each (or almost every) Class via video, and each Class has something to say about their lives, and how it's like fighting for RED. So far, Valve has interviewed the Scout, Soldier, Demoman, Heavy, Engineer, and Sniper. Valve has also made a "Special Documentary" about the Sandvich. "Team Fortress 2 Western": Presented by Xanatos, a village of fairly incompetent TF2 players are constantly being harassed by "1337" Marvin and his gang of bandits. With the help of the legendary figure "Bondy", will the villagers be able to stop Marvin for good? "Ignis Solus": A lonely Pyro takes a stroll around 2Fort. An emotional tale. "The Dark Fortress": Batman has a new rival: The Spy, and he's quite the joker. "FYI, I am a Spy": A Spy pulls a prank on a poor Medic. ================= 4.00 >Strategies< ================= Here are some important tips and strategies for each class, and for each map. ----------------- 4.10 >Class Tips< ----------------- Each Class has its own different way of playing correctly. ----------------- 4.11 >Scout Tips< ----------------- In General: -Don't stop moving! Take full advantage of the Scout's agility in every situation! -Try to Double-Jump to places most other Classes can't get to quickly. -Attack from the back rather than the front, and up close. -Strafe frequently while firing, and in general. -Use the Double-Jump to prevent fall damage. -Avoid attacking head on. Chosing Weapons: Getting Achievements: -During setup time, keep Double-Jumping for "Batter Up" and keep running for "Race for the Pennant". -A narrow corner is the best place to get "Out of the Park" (Sandman Taunt). Using the Scattergun: -At long ranges, the Scattergun isn't too useful. However, up close, it's very deadly. -Get up as close as possible and fire. Using the Pistol: -Use this weapon at long ranges. -This weapon reloads much more quickly than the Scattergun. -The Pistol is also effective while strafing. Using the Bat: -ALWAYS strafe while swinging the Bat. -Use this weapon when out of ammo, or when the opportunity arises. Using the Force-A-Nature: -Aim true with the Force-A-Nature. It only holds 2 Shells, and it takes quite a while to reload. The results of the shots from this weapon however, are well worth the trouble. -The Force-A-Nature can substitute for a Double-Jump when paired up with the Sandman. -The Force-A-Nature can also push enemies into friendly Sentry nests, Sticky Bomb fields, death pits, etc. Using the Bonk! Atomic Punch: -The Atomic Punch is a good utility for getting past Sentries. -After drinking the Punch, be sure to run to a safe location until the negative effects of the Punch wears off. -The Atomic Punch is also very effective at distracting enemy Sentries (to draw fire away from an Ubercharge) in order to destroy them with little trouble. -The Atomic Punch can also serve as a distraction for unaware enemies (such as surprising an enemy Demoman and forcing him to detonate his Sticky Bombs in shock). Using the Sandman: -Ubercharged players are not immune to the effects of the Sandman stun. -The Sandman can hit Baseballs launched by enemy Scouts. On Defense: -While many regard the usefulness of Scouts on defense as limited, they can prove to be very useful on non-linear maps such as Gravelpit. They can also prevent any enemies from Capturing one of their Control Points in a hurry, and can roughen up any enemy forward bases built by Engineers. -The Force-A-Nature can knock enemies off of Control Points whenever they are attempting to defend/capture it. On Offense: -As the Scout counts as two people when it comes to Capturing Control Points or moving the Payload, focus on doing those two actions when the Control Point or Payload is unguarded. Against Scouts: -Threat: Medium. -Priority: Medium. -Ambush him whenever posssible. -Don't try to retreat from another Scout unless necessary. Against Soldiers: -Threat: High. -Priority: Medium. -Soldiers have the advantage. -Strafe to avoid his Rockets. -Kill him from behind. Against Pyros: -Threat: High. -Priority: Low. -Pyros should be avoided. -Retreat into open space. Against Demomen: -Threat: Medium. -Priority: High. -Scouts can evade Demoman grenades. -Avoid his Sticky Bombs. -If he doesn't have his Sticky Bombs out yet, attack him now! Against Heavies: -Threat: High. -Priority: Medium. -Circle Strafe Heavies whenever engaging them. -Strike him whenever he doesn't have his Minigun spinning. Against Engineers: -Threat: Low/High. -Priority: Low. -Engineers alone are not much of a threat. -Engineers with Sentries are lethal to Scouts. -Avoid Sentries at all costs. Against Medics: -Threat: Low. -Priority: High. -Medics are nearly defenseless by themselves. -Avoid their Bonesaws and Circle-Strafe them. -Avoid their Medic Buddies. Against Snipers: -Threat: Low/High. -Priority: Medium. -A single Headshot can kill a Scout. -Constantly Strafe and run when a Sniper is in sight to prevent getting shot. -Sneak up on him from behind and up close. Against Spies: -Threat: Low. -Priority: Medium. -The Scout's speed makes him less likely to be Backstabbed. -The Scattergun and the Bat are effective weapons against Spies. -Intentionally run into teammates as a form of Spy-Checking. ------------------- 4.12 >Soldier Tips< ------------------- In General: -Reload often, since all of the Soldier's Weapons reload gradually. -Try to use cover. Fire and head back to cover often. Using the Rocket Launcher: -Aim at people's feet. -If there's any enemies on the ground while Rocket-Jumping, fire on the ground to flush them out. -At long ranges, fire at the enemy, and then fire at the location they would most likely retreat to (if possible). Using the Shotgun: -Use this weapon when out of Rocket Launcher Ammo, or at long ranges. -Use this weapon up close. -Use the Shotgun to finish off any weaker enemies. Using the Spade: -Whack any enemies from behind with the Spade if possible to conserve ammo. On Defense: -Rocket-Jump onto any Control Points that are otherwise inaccessible whenever they are under attack. -Rockets can flush out any enemies trying to Capture Control Points quite easily. On Offense: -The Soldier is one of the best Classes suited for taking out enemy Sentries (along with the Demoman and the Spy). Take them out at long ranges or when Ubercharged. Against Scouts: -Threat: Medium. -Priority: Low. -Scouts are weak against Rockets. -Don't let him circle-strafe. -Try to Juggle the Scout. -Avoid melee combat. Against Soldiers: -Threat: High. -Priority: Medium. -Try to Juggle him before he does the same. -Medics, Sentries, and extra backup helps a lot. -Use the Shotgun whenever the Rocket Launcher's clip is out to finish him off. -Take a cheap shot at him when he has to reload. Against Pyros: -Threat: Low/Medium. -Priority: Medium. -Like Scouts, Juggle the Pyro to prevent him from being able to use his Flamethrower. -Flamethrower Pyros can deflect Rockets, so use the Shotgun as well. -Backburner Pyros cannot deflect Rockets, making them vulnerable to being Juggled. -NEVER go into melee combat. Against Demomen: -Threat: High. -Priority: High. -Demomen are faster than Soldiers. -Use the Shotgun against Strafing Demomen. -Use the Rocket Launcher or Shotgun to deflect his Stickies. Against Heavies: -Threat: High. -Priority: High. -Heavies can shred Soldiers to bits up close. -Heavies are vulnerable to Rocket barages because of their speed (especially the ones with their Miniguns spinning). Against Engineers: -Threat: High. -Priority: High. -Soldiers are good at taking down enemy Sentries. -Take out Sentries from afar. -When Ubercharged, use this opportunity to take out that pesky Sentry. -Be sure to have a full clip when facing Sentries. -Engineers themselves are not much of a threat. Against Medics: -Threat: Low/High. -Priority: High. -Medics alone are weak against Rockets. -Medics with their buddies are deadlier. -Focus on killing the Medic rather than his buddy. Against Snipers: -Threat: Low/High. -Priority: Medium. -Fire Rockets at his position to force him to take cover. -Blow up him at close range. -Keep an eye out for Sniper Dots. Against Spies: -Threat: Low/High. -Priority: High. -Spies can Backstab Soldiers with ease if they're undetected. -Use the Rocket Launcher to kill any Spies quickly. -Whack him with the Spade if he attempts to Backstab. ---------------- 4.13 >Pyro Tips< ---------------- In General: -Avoid fighting near water. -Try to fight indoors, or in tight areas. -Use the element of suprise. -Avoid attacking head on. Chosing Weapons: -Recommended Weapon Sets: Flamethrower, Shotgun, Axetinguisher. Backburner, Flare Gun, Axe. -The Backburner should only be chosen over the Flamethrower when the map is tight and full of corridors. Getting Achievements: -The Axetinguisher may be useful in getting the "Lumberjack" and Clearcutter Achievements. -Keep a Flare Gun in hand for "Attention Getter". -A narrow corner is the best place to get "OMGWTFBBQ". Using the Flamethrower: -The Flamethrower can be used to light enemies on fire and send them retreating. -Always try to reflect Rockets and Grenades whenever possible. -The Air Blast also affects Sticky Grenades. Using the Shotgun: -Use this on other Pyros, or at enemies at long range, or when underwater. -The Shotgun can finish off any enemies that are on fire. Using the Axe: -Don't expect to use this weapon too often. Using the Backburner: -Pyros using the Backburner REALLY have to rely on ambushing to kill. Using the Flare Gun: -The Flare Gun is best used in open areas. Use this to supress enemy Snipers. Using the Axetinguisher: -The Axetinguisher is best used in conjunction with the Flamethrower. -From behind, light up the enemy, then use the Axetinguisher for the kill! On Defense: -Pyros are good for helping Engineers protect their Equipment against Spies. -Use the Flamethrower next to friendly Dispensers to create a "Firewall". The Pyro doesn't have to reload, so he can keep shooting forever! On Offense: -An Ubered Pyro can lay waste to an enemy Sentry if he gets close enough. He can also wreck havoc on the Defenders in this state. -Pyros are able to take out Sentries from a corner, or if they are in construction. Against Scouts: -Threat: Low. -Priority: Medium. -Scouts rely on close combat, as do Pyros. -Scouts may resort to attacking from long range. -Light him on fire whenver possible to send him in retreat, or to make his attacks less efficient. Against Soldiers: -Threat: High. -Priority: Medium. -Rockets can be deadly to Pyros. -Use the Air-Blast to avoid being Juggled. -The Backburner can kill him from behind quickly. Against Pyros: -Threat: Medium. -Priority: Low. -Enemy Pyros are flame-retardant. -Pyros are best dealt with other Classes. -Use the Shotgun or Axe when attacking this Class. -Never use the Flare Gun or Axetinguisher. Against Demomen: -Threat: High. -Priority: Medium. -Use the Air-Blast to reflect his Grenades and Sticky Bombs. -Try not to chase him, as he will plant Stickies on the ground and detonate them, killing the Pyro. Against Heavies: -Threat: High. -Priority: Medium. -NEVER attack from the front. Instead, attack from behind. -The Backburner and Axetinguisher work well on Heavies. -Circle-Strafe to avoid his gunfire. Against Engineers: -Threat: Medium. -Priority: Medium. -Avoid Sentries. -Take down lonely Engineers whenever possible. Against Medics: -Threat: Low/High. -Priority: High. -The Air Blast can be used to push Ubered players back. -Light the Medic on fire. Medics cannot heal themselves, and are vulnerable when lit on fire. Against Snipers: -Threat: Low/High. -Priority: Medium. -Snipers may have trouble killing Pyros from afar, but are still threatening. -Snipers are nearly helpless up close. -The Flare Gun can supress Snipers. Against Spies: -Threat: Low. -Priority: High. -Pyros were born to Spy-Check. -Use the Flamethrower to "Mark" an enemy Spy. -Finish him off with the Axe, Axetinguisher, or Shotgun. -Spy-Check everyone within range. ------------------- 4.14 >Demoman Tips< ------------------- In General: -The Demoman's weapons can be used for multiple purposes, such as protecting important objectives, or smashing apart enemies and Sentries. -Try to secure as many choke-points as possible. -Reload often. -Take advantage of the fact that the Demoman's weapons are indirect (the Demoman doesn't have to see the enemy to kill him). -The Demoman can use his Sticky Launcher to propel himself into the air, much like Rocket-Jumping. Using the Grenade Launcher: -Use the Grenades stragetically. The Grenades can bounce off walls and ceilings, so use them against enemy Sentry Guns. -Grenades explode on contact, or within a few seconds. Using the Sticky Launcher: -Setting up Sticky Bombs when out of the public's eye is better than setting up Bombs in an easy to notice area. -While on the run, plant Stickies on the places the enemy may pursue. -Sticky Bombs may also be used to destroy Sentries, as they can be launched, then detonated all at once! -Sticky Bombs can be launched further by holding the mouse button (holding fire). Stickies can be used to barrage enemies from a great distance. Using the Bottle: -Swing the Bottle against close enemies. On Defense: -Use the Sticky Bombs as traps to protect Control Points, Intelligence, etc., or use them on choke-points (such as hallways). -Use the Capture Point/Cart icons as the cue to detonate Sticky Bombs. On Offense: -As with the Soldier and Spy, the Demoman's weapons are key to destroying enemy Sentry Guns. Use the Grenade Launchers (both kinds) on the Sentries while out of the Sentry's range (such as launching them from below). -The Sticky Launcher is VERY deadly against Engineer bases. -An Ubered Demoman is capable of destroying any Engineer Equipment and any Defenders guarding a Control Point. Against Scouts: -Threat: High. -Priority: High. -Scouts can dodge Demoman Grenades. -Demomen can kill Scouts by planting Stickies on the objectives (Scouts usually go for these). -Avoid direct combat with Scouts. Against Soldiers: -Threat: Medium/High. -Priority: Medium. -In combat, Soldiers and Demomen will likely strafe like crazy. -Demomen favor indirect combat, while Soldiers like direct combat. Against Pyros: -Threat: Medium. -Priority: Medium. -Pyros with Flamethrowers can scatter Stickies. -If the Pyro follows the Demoman in retreat, the Demoman can plant a Sticky on the floor and detonate it, damaging the Pyro. Against Demomen: -Threat: Medium. -Priority: Medium. -Use Stickies to scatter the other Demoman's Sticky traps. -Hit them with Grenades before they do the same. Against Heavies: -Threat: High. -Priority: Medium. -Heavies can be killed quickly, but can kill Demoman quickly too. -Plant Stickies next to him. The Heavy is slow, so he will likely get killed by the surrounding Stickies. -Like the Soldier, use indirect combat versus Heavies. Against Engineers: -Threat: Medium. -Priority: Very High. -Use the Grenades or Sticky Bombs to flush out Engineers and their Sentries. -When Ubered, try to take on the Sentry head on. The Stickies should be able to annihilate the turret. -Demomen and Spies can work together to take out Sentries. Against Medics: -Threat: Medium. -Priority: Medium. -Though Medics aren't too easy to kill, they don't pose much of a threat to Demomen either when alone. -Stickies are able to kill both the Medic and his buddy when they approach them close enough. Against Snipers: -Threat: Low/High. -Priority: Medium. -Snipers can dominate Demomen at long range. -Demomen can flush out Snipers from below, or from corners. -Stickies can be launched from a great distance onto Sniper nests. Against Spies: -Threat: Medium. -Priority: Medium. -Spies usually go for Medics, Heavies, Engineers, and Snipers. -Spies don't hesitate to backstab Demomen either. -Spies can sneak past Sticky Fields when Cloaked. -Use the Bottle to kill Spies up close. ----------------- 4.15 >Heavy Tips< ----------------- In General: -Try to refill on ammunition often. -Upon locating a Medic, stay close together. -Avoid open and wide areas. -Use the element of surprise whenever possible. -Don't run into battle recklessly just because the Heavy has a lot of health. -Try to use Teleporters whenever possible. Chosing Weapons: -Choose the Sandvich over the Shotgun if there's only one Medic in the team. -The KGB taunt is unable to kill. Getting Achievements: -During setup period, keep eating Sandviches for "Konspicious Konsumption". -Natascha is a suitable weapon for getting "Kollectivization" and "Lenin a Hand". -A narrow corner is the best place to get "Show Trial" . Using Sasha: -Miniguns, including Sasha, are best used up close. -Keep Sasha spinning before heading into hostile territory. -The Minigun can be fired without stopping when the Heavy is sitting next to a Dispenser. Using the Shotgun: -When on the move, keep the Shotgun out in case of an emergency. -Use the Shotgun for long-range targets. -If the Minigun is out of ammo, use the Shotgun. Using the Fists: -Only use this as a last resort, as the Minigun is much more effective up close. Using Natascha: -Natascha's better against Scouts, Medics, and retreating targets. -Try not to run into a Sasha-wielding Heavy. Using the Sandvich: -Only eat the Sandvich when hiding behind cover, or in friendly territory (like next to a friendly Sentry). -The Sandvich can extinguish fires affecting the Heavy. -The Sandvich cannot be used underwater. Using the KGB: -The KGB swings slower than the Fists, so swing carefully. -The KGB is best used on weak enemies, and used best from behind. -Each kill rewards the Heavy with 5 seconds of Critical Hits. Killing more people with this weapon makes the duration of shooting Critical Hits longer. On Defense: -Stick near important choke-points to ambush the Attackers. On Offense: -Ubercharged Heavies can clear out clusters of Defenders and close Sentries. Against Scouts: -Threat: Medium. -Priority: Medium. -Take them down before they try to overwhelm the Heavy. -Sasha and Natascha can kill Scouts easily. -Fists can work well from behind. Against Soldiers: -Threat: High. -Priority: Medium. -Soldiers can barrage Heavies. -Dodging rockets is difficult as a Heavy. -Try to use the Shotgun rather than the Minigun. -Engage Soldiers up close, and kill him fast. -A Medic can change the tide of the battle in the Heavy's favor. -AVOID Critical Rockets! Against Pyros: -Threat: Low/High. -Priority: Medium. -Heavies can massacre Pyros head on. -Pyros can kill Heavies from behind, especially with the Backburner. -Don't let the Pyro get up too close. -Use the Sandvich to heal any Fire Damage. Against Demomen: -Threat: High. -Priority: High. -Avoid Sticky Traps. -Shoot Stickies to scatter or destroy them. -If a Demoman has his Stickies set up elsewhere, take him down! -Force the Demoman to change position, and when he does, kill him! -Demomen without their Stickies set up before engagement are more vulnerable than Demomen that do have their Stickies ready. Against Heavies: -Threat: High. -Priority: Medium. -Sasha Heavies are stronger than Natascha Heavies. -Avoid Heavy-Medic pairs when alone. -Try to ambush the Heavy and fire first before he follows suit. -Health, Medics, and Ammo are common factors that determine the outcome of Heavy to Heavy combat. Against Engineers: -Threat: Medium. -Priority: Medium. -Try to avoid Sentries. -Don't try to take a Sentry Gun head on, even with a Medic. -An Ubercharged Heavy can kill Sentries. In this state, try to kill the Engineer first. -Engineers alone are hardly a threat at all. Against Medics: -Threat: Low. -Priority: High. -Medics can be mowed down by Heavies. -Beware of his buddy. Target the Medic first. -Natascha is effective against cowardly Medics. -The Medic's Blutsauger is dangerous to a Heavy. -Avoid the Medic if he's with a Heavy or a Soldier. -Try not to get hit by the Ubersaw. Against Snipers: -Threat: Very High. -Priority: Low. -Upon spotting an enemy Sniper, take cover! -Avoid Snipers from a distance at all costs. -Don't hesitate to fight Snipers up close. -Use the Shotgun to suppress Snipers when finding cover. Against Spies: -Threat: Very High. -Priority: High. -Keep an eye out for Spies. -Spies can easily Backstab Heavies due to their slow speeds. -Always Spy-Check for personal safety. -Spies go down quickly when busted! -Never let a Spy get away! -Stay near Sentries to lure in enemy Spies for an easy kill. -Natascha is capable of slowing down disguised Spies, blowing their cover. -------------------- 4.16 >Engineer Tips< -------------------- In General: -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. -Sentries may be used Offensively or Defensively. -Dispensers can prevent allies from having to walk back to the Spawn Point for extra Ammo and Health. -When building Equipment, press Right-Click to rotate the Equipment. -Teleporter Exits also have a "front", which points players into the direction displayed on the blueprints when they Teleport. Using the Shotgun: -This is the Engineer's primary defense against marauding enemies and Spies. -Best used in medium ranges. Using the Pistol: -The Engineer has LOTS of Pistol Ammo. -The Pistol reloads faster than the Shotgun. -The Pistol is best used for long ranges. Using the Wrench: -This can be used instead of the Shotgun up close. -The Wrench can remove enemy Sappers. Two hits should do it. -The Wrench is the best weapon against enemy Spies. -Be sure to Upgrade all Equipment. On Defense: -The Sentry is the Engineer's trump card. Use it to defend Objectives or choke- points. -Teleporters can be used to transport allies to the front lines (if there's lots of walking to do from the Spawn point to the objective). -A Dispenser next to a Sentry can decrease the chances of the Engineer having to scrounge around for extra Metal for his Equipment. On Offense: -Contrary to the myth that Engineers are a Defensive class, they can be used Offensively. -Teleporters are the Engineer's best utility on Offense. -Upon Capturing a Control Point on Offense (in Assault and Payload maps), Engineers are valuable for their Teleporters. -Sentries can be placed to prevent the Defenders from attempting to push the Attackers back. -Sentries can also pin down Defenders at choke-points. Against Scouts: -Threat: Low/High. -Priority: Low. -Scouts can be shredded by Sentries. -Scouts are difficult to kill alone. -Scouts are best avoided. Against Soldiers: -Threat: High. -Priority: Medium. -Soldiers can smash Equipment from a distance. -Soldiers are only able to attack Sentries safely from a distance. -Put Sentries and Equipment into some good cover to prevent Soldier attacks. Against Pyros: -Threat: Medium. -Priority: Medium. -Pyros can destroy Equipment rather quickly if unguarded. -Sentries can kill Pyros easily when ready. -Try not to catch on fire. -Dispensers can extinguish flames. Against Demomen: -Threat: Very High. -Priority: Very High. -Along with the Spy, Demomen are the WORST enemy to come across. -Demomen can bombard Engineer Bases without their Sentries being able to see them. -Upon locating a Demoman, kill him ASAP. -In case of enemy Stickies, shoot them to scatter them. -Alone, simply dodge his Grenades and feed him some buckshot. Against Heavies: -Threat: High. -Priority: Medium. -Heavies and Sentries are very deadly weapons. -A Sentry can kill a Heavy as long as there's an Engineer to supervise it. -Heavies can shred up Equipment with ease. -Avoid Heavies when alone. Against Engineers: -Threat: Low. -Priority: Low. -Engineer versus Engineer combat is very rare. -Try to outgun him when this happens. Against Medics: -Threat: High. -Priority: High. -The Medic's Ubercharge spells bad news for an Engineer. -The Sentry may be able to stall an Ubercharge long enough to prevent them from advancing. -If there's an Ubercharge intending to kill a Sentry, keep repairing the Sentry until the threat is eliminated. -Alone, avoid their Bonesaw (and Ubersaw) along with their Syringes, and shoot them. Don't hesitate to kill any Medics when the need arises. Against Snipers: -Threat: High. -Priority: Medium. -Snipers can kill Engineers with ease. -Snipers can also shoot down Sentries without much harm at long ranges. -Avoid the open, and like facing a Soldier, keep the Equipment in good cover. -If up close, try to shoot him down! Against Spies: -Threat: Very High. -Priority: Very High. -Spies (with Demomen) are the bane of the Engineer. -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. -The Wrench works well against Spies. -ALWAYS Spy-Check. -If the Spy loses his Disguise while Sapping a Sentry, repair the Sentry so that it can destroy the Spy for good. ----------------- 4.17 >Medic Tips< ----------------- In General: -Look for Heavies or Soldiers to stick around, along with other teammates. -Move around often and use as much cover as possible. -Try not to stop moving to avoid any gunfire. -Let the Medic Buddy do most of the dirty work. -Teammates calling for a Medic will notify any Medics (how it does is hard to explain, but is very obvious). Healing Priorities: 1. Teammates on Fire. 2. Teammates with critical health. 3. Teammates under attack. 4. Anyone that's not overhealed. 5. Teammates near Dispensers. 6. Teammates that are overhealed. 7. Heavies eating a Sandvich. Chosing Weapons: -ALWAYS choose the Blutsauger over the Syringe Gun. The Blutsauger can save the Medic's life! -Only use the Kritzkrieg over the Medigun when there's other Medics with the Medigun on the team. -The Kritzkrieg is also effective over the Medigun on Defense. -ALWAYS choose the Ubersaw over the Bonesaw, as the Ubersaw can certainly make getting an Ubercharge an easier and faster errand. Getting Achievements: -"House Call" only works when using the join game option from the friends window in the Steam Community Program. Joining the game using other methods will not work. -For doing "First do no Harm", try to score the highest in the team, then switch at the end of the round to a Medic at the beginning of the next round. Heal a good player that can get lots of kills to get this Achievement. Using the Syringe Gun: -The Syringe Gun always fires in an arc, so aim upward when using this weapon at long ranges. Using the Medigun: -The Healing range of the Medigun can bend, use this to find cover. -Follow the Healing Priorities list above. -Don't stop healing, and heal as many people as possible! -When ready, activate the Ubercharge! Using the Bonesaw: -Use this weapon in melee combat. The Medic's speed is faster than most of the other Classes, so take advantage of this in melee combat. Using the Blutsauger: -Same strategy as the Syringe Gun. -While it cannot fire Critical Hits, it's able to restore the Medic's Health. Use this weapon when the Medic's health is running low. Using the Kritzkrieg: -The Kritzkrieg's Ubercharge charges 25% faster than the Medigun. -A Kritzkrieg ally should provide suppressive fire, and should not charge in. Using the Ubersaw: -Whenever there's an opportunity to stab someone with this weapon from behind, take it. -Use this weapon for self-defense. -Charge in, swing, then run back. On Defense: -Healing Engineers that are under attack will let them be able to repair and maintain their Sentries. -An Ubercharge can send the Attackers backwards, buying more time for the Defenders. -The Kritzkrieg can be deadly against the Attackers. -An Ubercharged Pyro can cause havoc against clustered Attackers (especially in Dustbowl). On Offense: -Medics and their Ubercharges are vital to breaking through Defenders that are dug in deep, or that have Sentries. Demomen, Soldiers, and Heavies do wonders when they're Ubercharged. Against Scouts: -Threat: High. -Priority: High. -Scouts will often target Medics. -Stay near any allies and let them take the Scout down. Against Soldiers: -Threat: High. -Priority: High. -Like Scouts, let any teammates take him down while healing them. -Avoid their Rockets. Medics are fast, so dodge them and take cover. Against Pyros: -Threat: Medium/High. -Priority: High. -Let the Medic Buddy kill the Pyro (the flames can be put out with the Medigun). -Medics can outrun Pyros as long as they keep running forward (don't run backwards). -The Blutsauger can heal any Fire Damage affecting the Medic. Against Demomen: -Threat: High. -Priority: Medium. -Dodge his Grenades. Since Medics are faster than most classes, they will have an easier time doing this than the other Classes. -Avoid Sticky Traps and Sticky Grenades. Against Heavies: -Threat: High. -Priority: High. -Heavies can give out a lot of health when using the Blutsauger. -NEVER engage a Heavy alone, unless he is weak. Against Engineers: -Threat: Medium. -Priority: High. -Try not to get spotted by any Sentries. -Use the Ubercharge on Soldiers or Demomen to take out any Sentry nests nearby. Against Medics: -Threat: Medium. -Priority: High. -Stick with a teammate, and let him kill the Medic (as usual). -One on one, use the Bonesaw/Ubersaw to kill the Medic. Against Snipers: -Threat: High. -Priority: High. -Keep strafing to upset the Sniper's aim. -Stay in cover, and have the Medic Buddy provide suppressive fire on the Sniper. Against Spies: -Threat: High. -Priority: High. -Spies often target Medics. -While Healing anyone, Spy-Check to prevent giving him any healing power. -Use the Bonesaw against enemy Spies. ------------------ 4.18 >Sniper Tips< ------------------ In General: -Be aware of Spies and nearby Scouts and Pyros. -Avoid Soldier Rockets and Demoman Grenades. -Try to stay near a wall or a corner. -Relocate often. -Keep an eye out on the HUD in case of any Backstabs. Also, listen carefully to the noise nearby... Using the Sniper Rifle: -Don't be afraid to abandon a fully charged Sniper Shot when the action is occuring up close. -Crouch when Sniping. -Hide the Sniper Dot in somewhere that the enemy can't see. Using the Submachine Gun: -Use this weapon as a close-combat resort, or when on the move. Using the Kukri: -Use the Kukri against enemy Spies. On Defense: -Snipers should target Medics first to prevent any enemy Ubercharges. On Offense: -Target Engineers so that they cannot repair their Equipment. Snipe their Equipment next as well. -Sniping Demomen will remove their Sticky Traps. Against Scouts: -Threat: Medium/High. -Priority: Low. -Avoid Scouts whenever possible. -If the Scout is staying still, don't hesitate to shoot him through the head. Against Soldiers: -Threat: Medium. -Priority: Medium. -Soldiers are slower and easier targets. -Soldiers can fire Rockets at the Sniper, so beware. -Shoot him first before he can fire. Against Pyros: -Threat: Medium. -Priority: Low. -Pyros aren't really a threat to a Sniper from a distance, unless they're carrying the Flare Gun. -Pyros are fairly easy to shoot down. -Avoid close-combat with a Pyro. Against Demomen: -Threat: Medium. -Priority: High. -Demomen are weak at long ranges, but are deadlier at corners or at close range. -If a Demoman is taken out, his Sticky Bombs will be removed. Against Heavies: -Threat: Low. -Priority: High. -Heavies are VERY slow, and their heads are big. -Headshots on Heavies is easy. -Don't fight up close. -Try to kill him before he notices the Sniper. Against Engineers: -Threat: Low/Medium. -Priority: Medium/High. -Engineers often stay still when repairing their Equipment. -They are often best taken out at long ranges. -Snipers can prevent Sentry Repairs by killing Engineers, giving a chance to Sap them for a friendly Spy. -At closer ranges, use the Submachine Gun and avoid the Engineer's Shotgun. -Sentries can be taken out with a Sniper Rifle without the supervision of an Engineer. Against Medics: -Threat: Low. -Priority: Very High. -Medics are the highest-priority targets, next to the Heavies and Snipers. -Medics are nearly helpless against Snipers at long ranges. -Enemies will be vulnerable with the Medic dead. -Try to go for the Medics before his Buddy. -A Headshot on a Medic can prevent an enemy Ubercharge. Against Snipers: -Threat: Very High. -Priority: Very High. -Sniper to Sniper combat is often referred to as "Sniper Wars". -Try to take out the enemy Sniper before he follows suit. -Avoid enemy Snipers if they're superior. -Killing an enemy Sniper can provide some safety in wide areas for other teammates (such as Heavies). Against Spies: -Threat: Very High. -Priority: High. -Keep an eye on the HUD for Backstabs. -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. -Use the Kukri to slice the Spy. -Company helps against detecting Spies. --------------- 4.19 >Spy Tips< --------------- In General: -Be sure to Cloak, then run to and then Uncloak at the enemy's blind spots. -Pick up Ammunition on the ground to refill the Cloak. -When Cloaked, avoid picking up Ammunition and Health (unless necessary) when retreating from enemies. -The Disguise is only a temporary safety measure for the Spy. The best stealth utility the Spy has is the Cloak. -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! -A distraction caused by teammates is an excellent time to strike! -When busted, it's best to simply retreat to friendly territory. -If busted, the Spy can lure his pursuers into a trap! -Natascha, the Blutsauger, and Fire can blow the Spy's cover rather quickly. Using the Revolver: -The Revolver is a very accurate weapon, so use it as a long-range weapon when not behind enemy lines. -Use the Revolver when the Spy's cover is blown. Walk backwards and fire the weapon on pursuing enemies. -The Spy cannot reload his Revolver when he is Cloaked. Using the Sapper: -The Sapper is used on Engineer Equipment. -If there's unguarded Equipment, Sap it! -The Sapper doesn't cause the Spy to lose his disguise, but his cover is pretty much blown unless the area is crowded. Using the Knife (and Backstab): -If there's a line of enemies, Backstab starting with the guy in the back, not the front. -After Backstabbing a victim, Disguise as the victim's Class. -Press "B" after Backstabbing for a quick redisguising. -Never use the Knife from the front. -The Backstab range is 90 degrees, so a Spy doesn't have to be directly behind his victim for a sucessful Backstab. -The Backstab animation takes a bit of time, so be patient. Enemy Disguises: -The Scout Disguise isn't really convincing, as the Spy does not run at faster speeds. -The Soldier Disguise is convincing, but it slows the Spy down, making Backstabbing difficult. -The Pyro Disguise is convincing, but not if the Spy is on fire. -The Demoman Disguise works well when near objectives, unless the enemy realises that there's no Sticky Bombs around. -The Heavy Disguise only works when tricking a Medic into Ubercharging the Spy (which is rare). -The Engineer Disguise is the best Disguise for Sapping Engineer Equipment, although Engineers will find this obvious. -The Medic Disguise is not at all effective, as the Spy will not display an Ubercharge Meter when people look at him. -The Sniper Disguise is good on the front lines or in Sniper nests, but doesn't work when Sapping Equipment or in close areas. -The Spy Disguise is effective only in hectic situations, like a firefight. Friendly Disguises: -All Friendly Disguises can prevent enemies (particularily Snipers and Spies) from being alerted to the presence of a Spy (rather than Disguising as the enemy or not Disguising at all). -The Friendly Pyro Disguise is good for scaring off enemy Spies. -The Friendly Engineer Disguise is good for killing enemy Spies near Friendly Equipment. -The Friendly Sniper Disguise can grab the attention of enemy Snipers (a strategy for the selfless Spies, really). On Defense: -Spies can roughen up Engineer Bases on the Attacking Team to buy some time for the other Defenders. -Spies can kill groups of enemies (especially Medics) within enemy territory. On Offense: -Spies can also roughen up Sentry Bases on the Defending Team. -Spies, in conjunction with Ubercharged Demomen, can really make quick work of a Sentry! -If the Defenders are off in the frontlines, a Spy can sneak past the frontlines and Capture the next Control Point without much resistance (this works only if the Attackers Capture the first Control Point)! Against Scouts: -Threat: High. -Priority: Low. -Never attempt to Backstab a Scout (unless he's stationary). He's too fast. -A Scout can either blast or bludgeon a Spy to death rather quickly. -Scouts are best avoided. Against Soldiers: -Threat: Medium. -Priority: Medium. -Soldiers are slower than most Classes, which makes it easier to Backstab him. -If the Spy is caught, Soldiers are best avoided due to their Rockets. Against Pyros: -Threat: Very High. -Priority: Low. -Avoid Pyros like the plague. -Pyros can light Spies on fire, revealing their true colors. Against Demomen: -Threat: Medium. -Priority: High. -Demomen are a straightforward, but rewarding target. -Avoid their Sticky Traps. It's best to avoid the traps than to Cloak and sneak over them. -Like killing a Demoman with a Headshot, Backstabbing the Demoman will remove his Sticky Traps. Against Heavies: -Threat: Low/Medium. -Priority: High. -Heavies often get in the way of direct attacks. -Heavies are slow, and easy to Backstab. -When caught by a Heavy, avoid his gunfire and retreat! Against Engineers: -Threat: Medium. -Priority: Very High. -Spies and their Sappers were meant to cause trouble to the Engineer. -When engaging an Engineer and his Sentry, sap all Sentries in the area first, then Backstab the Engineer before he can repair the Sentry or kill the Spy! -Demomen and Spies can work together to anger the Engineer. Against Medics: -Threat: Medium. -Priority: Very High. -As an assassin, it's up to Spies (with Snipers) to kill enemy Medics. -Beware of their Bonesaws, especially Ubersaws. -Try not to fight a Medic when Cover is blown. Against Snipers: -Threat: Low/Medium. -Priority: Medium. -Snipers are easy Backstab targets, as they are usually stationary. -Snipers aren't easy to kill head on. -Try not to get caught when in their scope. Against Spies: -Threat: Low/Medium. -Priority: Medium. -Spy to Spy combat is rare. -If an enemy Spy is harassing teammates, and there's a chance to kill him, take it. -The last thing an enemy Spy will expect is being Backstabbed by another Spy. -Dodge his Revolver bullets during shootouts. -Engineer Equipment are a good lures for Backstabbing other Spies. =============== 4.20 >Map Tips< =============== Every map is different, and thus, has a different strategy for each. Each group of maps however, has similar tips and strategies. --------------- 4.21 >CTF Tips< --------------- CTF Maps include 2Fort, Well, and Turbine. -Be sure to plant Sticky Bombs on the Intelligence or a Sentry near the Intelligence on Defense. -For carrying the enemy Intelligence, Scouts are the best Class to carry it. -Spies can penetrate enemy Defenses and take a grab at the Intelligence to alert the enemy. -Teleporters can transfer teammates behind enemy lines, or to the Intelligence in case of an emergency. The 2Fort sewers are a great place to plant Teleporters. ---------------------------- 4.22 >CP (Symmetrical) Tips< ---------------------------- CP Maps include Well, Granary, Badlands, and Fastlane. Territorial Control Maps like Hydro also follow similar strategies. -Engineers should place their Sentries, Dispensers, and Teleporters on the frontlines, or near their frontline control point. This will not only help defend the Control Point, but it will also allow teammates to teleport themselves to the battlefield, and will heal and replenish wounded and exhausted teammates. -Scouts are capable of Capturing unguarded Control Points easily, so use them once the Control Point's defenses have been neutralized. -Spies can Capture Control Points after Control Points that have been recently Captured. -The Demoman's Sticky Bombs are one of the most effective weapons for defending a Control Point, as well as for flushing out other players on other Control Points. -For Territorial Control Maps, if the enemy is putting all of their resources and players on attacking the Control Point, send in a Spy to Capture THEIR Control Point with ease! ------------------------ 4.23 >CP (Assault) Tips< ------------------------ Assault Maps include Dustbowl, Gravel Pit, Steel, Egypt, and Junction. -Defenders will prominently use Engineers and Pyros. Attackers will want to use Soldiers and Spies more often. Medics, Demomen, and Heavies are also important Classes to have on both teams. -Demomen can dominate Assault Maps due to the versitality of their Sticky Bombs. They are effective for both defending Points and removing fortified garrisons. -The Ubercharge is also a VERY important tool. Defenders can use the Ubercharge to push the Attackers back, while Attackers use the Ubercharge to smash up enemy Sentries. -Upon Capturing a Control Point, Attackers may want to have an Engineer build up a forward Base at that Point (and perhaps even closer to the next point!). -For non-linear maps such as Gravel Pit and Steel, if the enemy's too dug in at one Control Point, try to flank to another (such as A to B in Gravel Pit, or to E instead of the next Control Point in Steel). ------------------- 4.24 >Payload Tips< ------------------- Payload Maps include Goldrush and Badwater Basin. -Like Assault, Engineers and Demomen play heavy roles in these maps. Medics are a MUST have as well. -Sticky Bombs are effective against protecting the Payload as the Defenders. -The Payload will advance faster if there's more Attackers escorting it. -The Payload will slowly move backward if the Attackers don't try to escort it soon enough. -Sticky Bombs can also be placed on the tracks for a nasty surprise! -Teleporters, whether on Defense or Offense, are very important. -The Payload acts like a moving Dispenser. ----------------- 4.25 >Arena Tips< ----------------- Arena Maps include Lumberyard, Ravine, and Watchtower, as well as adjusted versions of Well, Badlands, and Granary. -Much like Counter-Strike, players will not respawn until the next round. This makes Medics, Dispensers, and the Sandvich vital to survival. -Kill the enemy team to win the round. -The Control Point in the middle of the map will be activated after a few moments in each round. Capture it to win the round (if the enemy's hiding). -Engineers have considerable trouble getting their Equipment up, but once they have a Dispenser ready, it's worth it! Protect them. -Assassin Classes (Snipers and Spies) can help beat back the enemy with ease. -The one who gets the first kill in the round gets First Blood. Take advantage of this perk whenever possible. ================= 4.30 >Other Tips< ================= Here are some other Tips that don't fit in with the other Tips. ------------------- 4.31 >Spy-Checking< ------------------- Spy Checking is a VERY important action to avoid being Backstabbed or getting Equipment Sapped. Signs that Indicate a Disguised Spy: -A Scout running slowly. -Having the same name as yours. -A Medic without an Ubercharge meter (real Medics have an Ubercharge percentage display). -A Pyro on fire. -Being ignored by enemy players or by enemy Sentries. -Sapping Engineer Equipment. -Not being able to get run through (normal teammates can run through each other). -Being Disguised as a Class that isn't on the team. -A teammate that's standing on a Sentry or a Dispenser, or an Engineer standing on another Engineer's Sentry or Dispenser. -Not being able to go through Engineer Buildings (other than Teleporters). Signs that suggest a Disguised Spy: -Having 50%-99% health. -A (friendly) Spy without a Disguise. -A Pyro in water. -A Sniper in close areas with his Sniper Rifle out. -Heading towards Equipment. Signs that the player is NOT a Spy: -A (friendly) Spy with his Disguise on. -A Sniper holding his Rifle to his eye. -A Heavy spinning his Minigun. -Being armed with an Unlockable Weapon (like the Backburner). -Firing. -Reloading. -Taunting. -Using the Microphone (when this happens, an exclamation mark appears over the player's head). -A Scout Double-Jumping. -A Medic with an Ubercharge Meter. -A Medic healing. -A teammate with 1%-50% health (the Critical level). Other notes regarding Spy-Checking: -Friendly Spies are still vaguely visible when they're Cloaked (they are only transparent when cloaked). Enemy Spies are completley invisible when they're Cloaked. -When Spies Cloak, their Cloaks are Red or Blue when they emerge, depending on the team they're really fighting for. -Keep an eye out for Voice Commands. -When Spies Disguise, they change form in a cloud of smoke when uncloaked. -If Spies are shot when Cloaked, their invisibility is no longer 100% for a moment. -When Spies are hurt when Disguised, they don't grunt or anything. --------------------- 4.32 >Using Sentries< --------------------- The Sentry Gun is the Engineer's best weapon. It cannot move, nor can it attack Disguised Spies, so lots of maintenance is needed to keep a Sentry running. Placing a Sentry: -Sentries are best placed near Dispensers and Teleporter Exits, or near Control Points or choke points. -Try not to place the Sentry in too much of a crowded area, as Demomen can flush it out very easily. Maintaining and using a Sentry: -Keep whacking a Sentry with the Wrench to Upgrade it. This costs Metal, so be sure to have a constant source of Metal in order to Upgrade it. -Whacking a Sentry with a Wrench will also repair a Sentry, and will also refill its ammo levels. -Level 1 Sentries have a small turret. Level 2 Sentries have dual machine guns. Level 3 Sentries have dual machine guns and a Rocket Launcher (deadlier than the Soldier's). -As an Engineer, don't get in the way of the Sentry when it's firing! ----------------------- 4.33 >Using Dispensers< ----------------------- The Dispenser is an excellent source of Health and Ammunition. It even gives out Metal! Placing a Dispenser: -Dispensers deployed next to Sentries allows an Engineer to constantly repair his Sentry without having to move too much around. -Dispensers are best placed in a location where teammates will notice it. -Dispensers can also be used as obstacles for enemies, or for baiting enemy Spies. Maintaining and using a Dispenser: -Like Sentries, Dispensers can be upgraded at the cost of Metal. -Level 1 Dispensers produce 40 Units of Metal each moment. -Level 2 Dispensers produce 50 Units of Metal each moment. -Level 3 Dispensers produce 60 Units of Metal each moment. -Dispensers can also be used as steps to get to elevated areas (Engineers can jump onto their own Dispensers, but other teammates can't). ------------------------ 4.34 >Using Teleporters< ------------------------ The Teleporter can prevent any long walks for the Engineer and his teammates. This gadget is a lifesaver when it comes to getting to the frontlines. Be aware that upon using the Teleporter, people will glow their team's color for a bit. Placing a Teleporter: -Teleporter Entrances are best erected near friendly spawn points. -Teleporter Exits are best placed near the frontlines, behind enemy lines, or at Engineer Bases. Maintaining a Teleporter: -Like Sentries, Teleporters can be upgraded at the cost of Metal. -Level 1 Teleporters recharge in 10 seconds. -Level 2 Teleporters recharge in 5 seconds. -Level 3 Teleporters recharge in 3 seconds. -If either the Entrance or Exit is destroyed, the Teleporter needs to be Upgraded again. Teleportation Priorities: -High Priority: Heavies, Soldiers, Medics, and Engineers. -Medium Priority: Demomen, Pyros, and Snipers. -Low Priority: Spies and Scouts. -Heavies and Soldiers NEED Teleporters, as they are much slower than the other Classes. -Medics and Engineers also have considerable Teleporter rights, since their jobs are to Heal and Repair teammates and Equipment, respectively. -Demomen, Pyros, and Snipers can take the Teleporter when the other Classes are at the frontlines. The order of which Class in this tip depends on the situation. -Spies will have the Teleportation glow, so they won't be able to safely infiltrate enemy lines safely. -Scouts are fast, and never need Teleporters unless in rare situations. ------------------------------------ 4.35 >The Ubercharge and Kritzkrieg< ------------------------------------ The Medic is one of the most valuable Classes in the game, since he can activate the Ubercharge. This either makes him and his pal invulnerable, or it grants them 100% Critical Shots. As the Medic: -Tell the Charge target when it's time to charge to get him prepared. -Follow the Charge target when the Charge is occuring. DO NOT cease healing him! -Don't be afraid to activate the Ubercharge if the Medic's about to get killed. Using the Ubercharge: -Ubercharging a Heavy or a Pyro is an effective way to flush out clusters of bad guys nearby. It's also a good way to attract the attention of Sentries. -Ubercharging a Soldier or a Demoman is the best strategy in taking down a Sentry Gun. -In a rare strategy, Ubercharging a Medic with his Ubersaw out is a good way to make constant Ubercharges (when he manages to stab four people, he can activate his own Ubercharge ont he other Medic, and so forth). It works on roughening up the enemy when they're vulnerable to melee combat. -It's not advisable to Ubercharge a Scout, Engineer, Sniper, or a Spy. Only Ubercharge them as a last resort. Using the Kritzkrieg: -The best Classes for Kritzkrieg are the Soldier, Demoman, and Heavy. -Never give the Kritzkrieg to a Pyro, as he must get in close to kill. -Try not to Kritzkrieg a Scout, Engineer, Sniper, Medic, or Spy unless necessary. -When using the Kritzkrieg, stay in cover as if the Medic was still healing. -Ubercharging AND Kritzkrieging the same target should end up with some nasty fireworks! Being Ubercharged: -Don't hesitate to rush in, Leeroy Jenkins style. The Ubercharge makes people invulnerable, so take this chance to rush in and deal as much damage as possible! -Try to target Sentries first. Being Kritzkrieged: -Although all shots will be Critical shots, try not to rush in too hastily. Keep a fair distance away and fire like a crazed gunman. -Be sure to have a full clip when firing! Defense against Ubercharges and Kritzkriegs: -The Sentry, Air Blast, and Sticky Bombs all have knockback damage, so use them against an enemy Ubercharge to stall the Medic and his friend. -Otherwise, it's best to simply run away! -When feeling selfless, get in the way of the Ubercharged pair to buy some time for teammates. -Try to separate the Medic from his healing pal. -In the case of a Kritzkrieg, Snipers and Spies should take the chance to Backstab/Headshot the Medic. Witnessing a friendly Ubercharge: -Don't just stand there! Rush in with the Ubercharged guys and provide some extra firepower! -The Ubercharged target will likely attract the attention of Sentries, so use this chance to kill the Sentry while it's occupied! -While the Ubercharged people cannot Capture Control Points, their teammates can. Use this opportunity to take the nearby Control Point! -For Spies, an Ubercharge is the perfect distraction to pull of many Backstabs and sabotage! -------------------- 4.36 >Miscellaneous< -------------------- Here are some other Tips that don't fit anywhere else in the guide. -Try to play as a Class that the team doesn't have, such as playing a Medic when the team has no Medics. -Use Voice Commands whenever necessary. -If there's a computer Microphone available, use it. With it, enemy Spies can be identified more easily, and the positions of enemies, Sticky Bombs, and Sentries can bec determined. Additionally, it makes planning an Ubercharge a bit easier, and it proves that person is not a Spy. -The Microphone is a much faster and more accurate way of conveying information than typing or through Voice Commands. -If there's no Microphone available, type out any useful information when in a safe spot (such as near a friendly Dispenser or in a corner). -Try not to type in a vulnerable spot like in the open, as Snipers and Spies can get a cheap shot. -Players that get lost in the maps can look at the signs for extra guidance. The signs will often point to where certain control points are. -The introduction video for each map can provide instructions on what to do in the map. -Diagrams in the spawn areas can also help confused players. -The Kill Cam can reveal the locations of enemy Snipers and Spies, among other things. =================== 5.0 >And the Rest!< =================== All of this will cover up the rest of the guide. =========== 5.1 >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 primarily for, but a Soldier is still capable on defense as well (for example). Q: What are some good custom-made maps? A: CP_Warpath and CP_Wolf are some good maps. Google search for some more. Q: How come I can't get any Unlockable Weapons? I play the console versions. A: The Unlockables and the Class Achievements are for PC users only. Sorry! 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. ================= 5.2 >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. 7. If there's an error or a vital note for the guide missing, please inform me of it immediatley. 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. ============= 5.3 >Credits< ============= -Me, the Author. -Thomas Page and Michael "EN4CER420" Bilberry for additional info. -The guys at TF2 Wiki for Weapon damages and lots of other tips (thanks!). -The various members at GameFAQs for notifying me of missing information and incorrect names, statements, etc. -Daedalus, Nophysicalbody, medeepblue, RandomEngy, Rodriquez124, and Kojaimea for the Tutorial Videos. -Valve for the game itself. -GameFAQs for uploading this guide. ---------------------- 5.4 >Legal Disclaimer< ---------------------- Copyright 2009 Brett Sim This may be not 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.